Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Nx on March 13, 2010, 08:49:05 am
-
...unlike my other stuff (http://www.hard-light.net/forums/index.php?topic=56672.0)
(http://lh4.ggpht.com/_uYaBYOlXeqw/S5ue_D5wNnI/AAAAAAAAAyI/XPrKtun_j7Q/s800/bellerophon2t.png) (http://picasaweb.google.com/lh/photo/was3uckmINpIJcnMvBP3eQ?feat=embedwebsite)
tl;dr: So Blender 2.5 can export UV maps to SVG files (each polygon on the UV is an individual SVG polygon), and this gave me the idea to try making a texture in Inkscape instead of Gimp or Photoshop. This turned out to be a good idea (even though Inkscape is unstable and so incredibly slooooow that it takes seconds to redraw an image with lots of filters and blurs).
-
that's good, really good.
I'm interested in that inkscape, is it an open source program?
EDIT:
google was here.
-
Looks great.
-
Finish it! :P
-
You make some pretty cool stuff, why not go all the way and finish stuff like that?
-
Looks nice - complete it! :)
-
Looks like a hybrid of BSG design ethos and StratComm's Terran Fleetpack armaments...
-
Looks like a hybrid of BSG design ethos and StratComm's Terran Fleetpack armaments...
Is that a good thing or a bad thing? :)
Anyway.
(http://lh6.ggpht.com/_uYaBYOlXeqw/S52KZKFY1oI/AAAAAAAAAyk/-yQCMx9XyVA/s400/ingame.png) (http://picasaweb.google.com/lh/photo/2beqqGAFjCc_CWj_DZzTHw?feat=embedwebsite)
-
Amazings! I love it =P
This one would be in-game without turret models, am I right? Is mighty fine so far.
Are you planning to release this?
-
That's awesome. Finish it and put it out there! I know a number of mods would be happy to use it.
-
Is that a good thing or a bad thing? :)
Anyway.
(http://lh6.ggpht.com/_uYaBYOlXeqw/S52KZKFY1oI/AAAAAAAAAyk/-yQCMx9XyVA/s400/ingame.png) (http://picasaweb.google.com/lh/photo/2beqqGAFjCc_CWj_DZzTHw?feat=embedwebsite)
hi,
i think no, its a really nice design and looks good, as far i can see it :)
Mehrpack
-
Uhm, can you upload a bit brighter picture?
I can't see anything except the turrets and GTD Bellerophon.
-
Whatever happened to your solaris?
I want it please :D
-
Uhm, can you upload a bit brighter picture?
I can't see anything except the turrets and GTD Bellerophon.
Adjust your monitor's brightness? Or try fullscreen view, it helps to get rid of the extreme contrast with the white background. Truth be told, I don't want to show it fully yet, but it isn't that dark.
Whatever happened to your solaris?
I want it please :D
That one was really crappy, it's probably the least complete model in my modeldump. I really didn't like how it turned out early on, so I stopped working on it. But it's in the modeldump if you really want it.
-
Hey Nx, I got some questions regarding your Bellerophon (Is that it's name). If you don't mind me asking:
-The turrets look like Stratcomm's. Is it following that style model/texture wise?
-Will it be possible to nameplate the Bellerophon?
-Does it have a fighterbay?
Cheers
-
Hey Nx, I got some questions regarding your Bellerophon (Is that it's name). If you don't mind me asking:
-The turrets look like Stratcomm's. Is it following that style model/texture wise?
-Will it be possible to nameplate the Bellerophon?
-Does it have a fighterbay?
Cheers
- Bellerophon is just a generic nameplate I use. Note the name of the Picasa album: it's called Astraeus (http://en.wikipedia.org/wiki/Astraeus)
- Not consciously. I don't even know what StratComm's turrets look like. The ship itself however has the same general shape.
- It's funny, in the past I used 3d text to prototype nameplates because I was too lazy to map it and create the texture. Naturally I got worried replies and suggestions that it's a waste of polygons when I did that with the Iceni. Now that I create a proper nameplate texture, people are still worried it won't be customizable :D
- Yes, although it wasn't meant to be a carrier. The Hecate does that job nicely.
-
Ok, but just one q.
Do u have LCD?
-
Ok, but just one q.
Do u have LCD?
Yes
-
Astraeus? The name is awesome, and fits your beauty in the making perfectly!
Thanks for those answers, Nx. Now me really, really wants the Astraeus :p
-
Thanks for answer.
BTW, I saw it and it looks great!
-
Whatever happened to your solaris?
I want it please :D
I think the link in your dump thread is all broke and ting.
-
(http://lh4.ggpht.com/_uYaBYOlXeqw/S6VlmC-iXtI/AAAAAAAAA0Y/6p5ZTHGJqtg/s400/1tex1.png) (http://picasaweb.google.hu/lh/photo/7b2qYs1MQ3vDFCd6GFX5ZA?feat=embedwebsite)
Whatever happened to your solaris?
I want it please :D
I think the link in your dump thread is all broke and ting.
Yes, most are down, but the three links at the top containing everything work.
-
Anything new on the Astreus, Nx? ;7
-
Sorry for the lack of updates, but there's nothing really interesting. I've decided to remap it again because the previous mapping wasn't giving me enough resolution, so I'm struggling with that now (http://picasaweb.google.hu/lh/photo/YI0TLGgQJCt4YGGuBI5cTg?feat=directlink).
I'll use a 4096x2048 map (that can be split into two 2048^2 if needed), plus probably a 1024 one for the hangar bay.
Because the Astraeus is meant for ship-to-ship combat, the hangar bay is normally protected by an armored door.
(http://lh4.ggpht.com/_uYaBYOlXeqw/TBPqEkPuF6I/AAAAAAAAA9E/qA2Dyck7hXk/s400/hangar_closed.png) (http://picasaweb.google.hu/lh/photo/sQJo3xw6EXhIWf1EZtVrpQ?feat=embedwebsite)
This opens up to reveal the bay:
(http://lh3.ggpht.com/_uYaBYOlXeqw/TBPqE5B4kwI/AAAAAAAAA9I/ngUJFbHJAaY/s400/hangar_closeup.png) (http://picasaweb.google.hu/lh/photo/8cS-I0QmXUoEXb73H8NGYA?feat=embedwebsite)
The 18 white tubes on the sides are docking points, used for additional fighter storage and quick launching.
I also made a video of the animation (http://www.youtube.com/watch?v=ZIeu9cj0cQo). SCP supports this kind of animation now, right?
-
SCP only supports rotation, not translation. Unless your door folds in or out it won't work.
Also this is amazing, although I think it would be better as a corvette.
-
Oh wow, looks nice. But yeah, FSO doesn't support it (yet)...
-
I know I've heard of some way to fake translation via invisible rotating submodel objects, but I don't know if that'd have a chance of working for something as complex as that door.
-
I know I've heard of some way to fake translation via invisible rotating submodel objects, but I don't know if that'd have a chance of working for something as complex as that door.
Yes, but FSO doesn't support more than four (IIRC) levels of hierarchy. Vasudan Admiral ran into that when he tried to make turret recoil. So if that door would be single-part, it would work; but a multi-part sliding door is too much for the code to handle.
Unless you use the very-large-rotation-radius hack, of course...
EDIT: Or if you make the individual door panels children of the main hull, instead of each other. That oughta work.
-
Its great to see the Astreus is still alive and kicking. I've been hoping this much for ages :D
Looking forward to eventually seeing it finished
-
I know I've heard of some way to fake translation via invisible rotating submodel objects, but I don't know if that'd have a chance of working for something as complex as that door.
Yes, but FSO doesn't support more than four (IIRC) levels of hierarchy. Vasudan Admiral ran into that when he tried to make turret recoil. So if that door would be single-part, it would work; but a multi-part sliding door is too much for the code to handle.
Unless you use the very-large-rotation-radius hack, of course...
EDIT: Or if you make the individual door panels children of the main hull, instead of each other. That oughta work.
To make animating it easier I made each door panel the child of the one above it, so that alone would be a problem for FS2. But that also made the animation a bit jerky. I thought translation was already supported, oh well, the rotation hack works pretty well (I assume the center point has to be within the bounding box of the ship): http://www.youtube.com/watch?v=ZhpIdfpH21A
The first animation is the one using rotation, the second one is using sliding. The bottom two panels don't align nicely, but otherwise it's acceptable.
-
Any recent developments regarding the Astreus since your last post, Nx?
-
I know I've heard of some way to fake translation via invisible rotating submodel objects, but I don't know if that'd have a chance of working for something as complex as that door.
If the grabpoint of these submodels far enough then the translation can be faked via rotation..i think .
I did the same in a railsim named as Rule the Rail. But in a pof I don“t know yet.
Peter
-
Your UV'ing skills make me jealous.
-
Where's it UV mapped?
-
Sorry for the lack of updates, but there's nothing really interesting. I've decided to remap it again because the previous mapping wasn't giving me enough resolution, so I'm struggling with that now (http://picasaweb.google.hu/lh/photo/YI0TLGgQJCt4YGGuBI5cTg?feat=directlink).
There.
-
Cheers twinkle :)
-
It's alive, it's ALIIIVEEE!! (http://www.youtube.com/watch?v=itbEQG9-IpE)
(edit: fighter bay paths are screwed up, that's why you don't see the exiting fighter, it's inside the ship)
-
That is extremely awesome. :nod:
-
Wow. That is, in fact, awesome as hell.
-
Holy ****!
-
Foxy... very foxy.
-
that's cool :yes:
-
:yes: Is nice!
-
I think I've discovered two bugs, one probably intentional: If the player's wing is launched from the docking bay, the door won't close after the launch (this is probably intentional, so the player doesn't get stuck. Could be solved using a distance sexp). However, if the player has no wingmen, the door is not opened, and the player is stuck.
Is there a way to trigger an animation via sexps? I looked at the whole lua scripting stuff, but that seems a bit overkill for something as simple as "trigger animation type door".
Btw, does the animation subtype work with the door animation type too, like with the docking type, where the subtype determines which docking point is animated?
-
I think I've discovered two bugs, one probably intentional: If the player's wing is launched from the docking bay, the door won't close after the launch (this is probably intentional, so the player doesn't get stuck. Could be solved using a distance sexp). However, if the player has no wingmen, the door is not opened, and the player is stuck.
Is there a way to trigger an animation via sexps? I looked at the whole lua scripting stuff, but that seems a bit overkill for something as simple as "trigger animation type door".
Btw, does the animation subtype work with the door animation type too, like with the docking type, where the subtype determines which docking point is animated?
Have you tried it with player-use-ai?
-
dammit! I want one too :nod: