Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: Droid803 on July 13, 2010, 10:29:16 pm
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Found it in his modeldump.
Someone should finish it and put it in the mediavps.
It's not as awesome as the Hatshepsut or Cain, (probably closer stuff like the current Sobek) but hey its better than the retail model, IMO...
I even got a working POF of it (no LODs or Debris, and uses kinda old turrets 'cept for the multiparts)
http://dl.dropbox.com/u/126554/FS2/MENTU_HTL.pof
Unless it's already been done and in 3.6.13? (In that case delete this thread, lol.)
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Do we know anyone who could do this?
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Do we know anyone who could do this?
Someone to do LODs and Debris and be a hero?
Well...uh...I mean...I think I...have seen a man recently who...does such things. :nervous:
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I can do it!
Though I'd prefer to do a full UV map first, if that's alright.
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Volunteering to do a full UV map?
You insane bastard. ;)
You UV in blender right?
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I know i'm not contributing at all to this, but could anyone please post some screens if they have the time?
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Can't you just download the POF and look at it in-game? :P
I did provide one.
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It looks... Alright... Most of the new detail seems to have gone into the ribbing.
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Do we know anyone who could do this?
/me looks at the Hatshepsut and Cain...
I can do it!
Though I'd prefer to do a full UV map first, if that's alright.
/me looks at the last WIP of the Colossus...
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I need the practice. :p
LODs and Debris are not a problem. Besides, I've baked the Cheops and Imhotep recently, and the Mentu is more on that scale.
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It seems that a lot of old WiPs start getting finished recently.
Great work, keep it up. :)
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Any possibility of someone adding a larger button-style beam turret between the forward prongs, then leave it inactive in the tables, the same way the forward turret was added for Moloch? It might be useful if anyone wants a more capable attack-cruiser variant of the Mentu for a campaign.
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I dunno, I reckon it could use a little more modeling work.
Although if it's not incredibly difficult to do the conversion, then there's no reason not to finish this version up and get it in the mediavps... then, if someone makes further improvements to the model, they could be reconverted.
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Well, the turret for the Moloch was always there.
Adding a turret in the notch of the Mentu would be more like adding the side turrets of the Lucifer, cause they'd just be decoration unless a mod tables it in.
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Well, the turret for the Moloch was always there.
Adding a turret in the notch of the Mentu would be more like adding the side turrets of the Lucifer, cause they'd just be decoration unless a mod tables it in.
Eh... if you're talking about the LOWER front turret, then yes, that's always been there, but the UPPER "eye" turret is new but not tabled by default, for anyone who wants a nastier version for campaigns. That's what I'm proposing be done with the Mentu. It always seemed that there should be a reason for that gap besides aesthetics.
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No no, the upper eye turret is tabled in retail as a blob turret.
The eye isn't on the retail model, but the blob turret is there (as turret02).
It does make for a good beam turret if you want to upgrade the Moloch, but the turret's always been there.
I even double checked the retail model to make sure I wasn't mistaken :P
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I stand corrected. I was sure I recalled some discussion regarding an extra untabled turret when the model was first being made. Well, regardless, I still think that the Mentu could benefit from such an upgrade for any perspective FREDder with a few table modding skills.
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Well, regardless, I still think that the Mentu could benefit from such an upgrade for any perspective FREDder with a few table modding skills.
Agreed, as long as it looks kinda cool even when its not a turret spewing beams of death!
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Actually, I'm just thinking hypothetically here, by default give the turret and its damage model an invisible texture, and use no-collide invisible flags. Then, if someone wants to use the up-gunned version, just make the necessary table alterations and open the model in MODview or something and rename what textures go there, and POOF, turret becomes visible, tabled, armed, and deadly.
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I'll pop back in to oggle screenshots when they're available.
*hint hint nudge nudge*
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Actually, I'm just thinking hypothetically here, by default give the turret and its damage model an invisible texture, and use no-collide invisible flags. Then, if someone wants to use the up-gunned version, just make the necessary table alterations and open the model in MODview or something and rename what textures go there, and POOF, turret becomes visible, tabled, armed, and deadly.
Then...why not just release two versions?
One in the MediaVPs without the turret, and put the one with the turret on FSMods or something.
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Yeah, that is probably the better (and simpler) solution.
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I'll pop back in to oggle screenshots when they're available.
*hint hint nudge nudge*
The POF is right there. It's make-your-own screenshots day.
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Here's some screenshots:
(http://img63.imageshack.us/img63/3358/screen0027.png)
(http://img695.imageshack.us/img695/8994/screen0030.png)
(http://img202.imageshack.us/img202/6155/screen0035.png)
(http://img708.imageshack.us/img708/2113/screen0032.png)
(http://img689.imageshack.us/img689/1769/screen0033.png)
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Yeah, Snail, but that requires effort, and not all users on this forum know how to work with .pofs. Anyways, thanks a lot for the screenshots! It's appreciated.
Hmm. I'm not sure if this is within your ability, but that stretch of surface in the rear between the engines desperately needs work.
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Yeah, Snail, but that requires effort, and not all users on this forum know how to work with .pofs. Anyways, thanks a lot for the screenshots! It's appreciated.
I would assume that more than 80% of the regulars do know how to use pofs.
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Well TBH it looks like some parts have been upgraded but others haven't been touched.
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Yeah... this is about as upgrading as the Sobek or Anuket. I think it still needs some work before it should be released, as we have higher standards now.
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Well, I did say it was like the Sobek.
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As I said earlier...
Though it does indeed look like it could use some more work, it's still a bit of an improvement, and considering (from the looks of it) that it's already converted, or at least the conversion is fairly straightforward and not too hard for whoever's going to be doing it... there's no reason it shouldn't go into the mediavps anyway.
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I converted and turreted it, but its got no debris or LODs.
I cold just import them from the retail model, though.
If you're fine with using it with retail LODs/Debris (as a placeholder or something like that), I could finish it real quick, like by tonight.
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Yeah, I suppose you should. It needs more work than I can put into it right now, but if it's not buggy and it's better than the retail model, go for it.
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http://dl.dropbox.com/u/126554/FS2/Cruiser2V-01.pof
Done!
Anyone up for bugtesting?
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I'd say it's worth keeping, at least it's an upgrade from Retail.
However its centerpoint is way off in the back, where on Retail it's right above the bridge spot in this model it's between the dorsal multipart and the engines.
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Hmmm...shouldn't be...
I imported the retail mesh and moved the new one so it eclipsed it as well as possible...
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That model is ****e and shame on all of you for using it! It was never meant to be a game model. In fact I made it long before I really had any clue what I was doing. (Some could argue I still don't!) The talent in this community is far higher than the models that I made atrocities of in my old collection!
Fix it! Fix it with fire!
Edit: Read this with a grain of salt, but still, you can all do better, these days.
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That doesn't change the fact that it still looks better than retail. :nervous:
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Exactly. It may not be completely up-to-par with the brand-new shinies that people are making nowadays, but it's still far better than the retail model, so I'm all for including it. :)
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I concur.