Yes, the flak turrets are especially Aperture Science.
Overall, it's beastly though. I also like how the pipe neck got changed.
Also, between this and the Colly, High Noon will likely kill your computer and get your girl friend pregnant.
... High Noon will likely kill your computer and get your girl friend pregnant.
Out of curiosity, what's the poly and texture count on the Karuna? Just so we can anticipate the hit on our systems.
The detail0 of the Colly with all of its turrets is 99299 polies.
The texturing will consist of 3 2048 textures, a small debris texture, and a possibly a special LOD textures, depending on how I do tackle that one. So yeah, it should not actually be too horrible to your comps.
Maybe it's just me, but I always viewed the Sathanas as this massive, dense, solid lump of black-and-red evil. For lack of a better term, some of the details you added almost make certain parts of the ship look fragile, as if some of those greebles might snap off with a single bomb hit.Well, quite a few shivan ships have that same "fragile" look.
On a more practical note, I don't envy you (or whomever) the task of getting those front beam cannon subsystems aligned right, lest Bearbaiting become completely impossible. :p
Shivan Hunter: Sigtau said the same thing. While I appreciate the compliments, I am not to be held liable for any ruined undergarments.
Those are nice red blobs. Where did you get the inspiration to do those?
Those are nice red blobs. Where did you get the inspiration to do those?
Renal Medulla and a volcano.
I'd say "I wanna have sex with that ship" but that would sound gross :nervous:
Awesome job :yes:
Just a quick update. Texturing is just under about 1/3 done.
(http://i999.photobucket.com/albums/af118/RgaNoris/SathShowOff.png)
I refuse to offer congratulations until I see it in proper lighting.
That being said, I went ahead and gave it a go myself. Be nice, this is my first texture job![/i]
Just a suggestion, the current iteration of the texture is pretty uniformly red. It could use some nice black and gray and steel up in there.
Just a suggestion, the current iteration of the texture is pretty uniformly red. It could use some nice black and gray and steel up in there.
No one asked you to offer anything anyways.
Two topics popped up in my new replies list:
The Other Sathanas
The Definitive Typhon
FIGHT!!!! :hammer:
That is utterly amazingness, you can really feel the size there!
[...] I am taking a quick break from the rest of the texture [...]
Someone I showed this to said the glow seemed to be senselessly slapped together, I can kind of feel that same vibe, but with so much going on I can't really pick out specific spots. The black hull texturing on the other hand is superb, it looks the kind of "Death-Black ship" that Gamma 3-9 would describe had he said it in FS2.
The original has a good amount of glow on the arms too.Of course, they just slapped a tile there, and due to the nature of tiles, even if they didn't want it like that they couldn't have done much about it.
JunkoGah. :P
:nervous:JunkoGah. :P
Get ready to hit your burners, pilots.
I feel like the red's been broken up too much. I worry it'll look noisy.
God I'm so sorry, I really love almost everything about this model and all you've put into it, but I do just want to register some hopefully constructive criticism.
I feel like the red's been broken up too much. I worry it'll look noisy.
Alternately, you could try baking a glow map. It'd throw some of the red onto the hull, and help unify it.
Circular glows would look a bit odd, true.Alternately, you could try baking a glow map. It'd throw some of the red onto the hull, and help unify it.
This would be quite badass, though at those scales, I'm not sure how far the light radius could realistically reach.
... in spite of its 200K+ polies, it has been confirmed on several computers (from high to low end), that for whatever reason, you will see an increase... yes, and increase... in FPS over the retail Sathanas. One test mission had multiple Sath's visible. The nuSath saw a 5 fps increase.
This is awesome. :yes: We need to spread this news far and wide.
Hrm... so I need to update that claim a bit.
I tested it on a Dell Inspiron 1440:
Win7 64-bit
Intel Pentium T4400 / 2.2 GHz
4GB of RAM
Cruddy Intelgrated GPU 4 series.
Now, with one entire Sath visible on screen, retail actually outperforms:
Retail: 36fps average.
HTL: 22fps
Here's the magic: Up close, as in destroying turrets, flying over, or goofing off:
Retail: 40fps average
HTL: 56fps average.
With 12 Saths on screen:
Retail: 9fps Average
HTL: 13fps average
There you have it, folks. That is with 3 4096^2 textures, each with a glow and normal. Imagine the performance when I release a 'lite' version with 2048^2 textures. Excellent work and hats off to the optimizations the SCP team have integrated.
Just a brief reminder on why we all love MjnMixael:
(http://i999.photobucket.com/albums/af118/RgaNoris/SathPNG-1.jpg)
This is just a mock up he whipped up to make me (and now you) drool. I cannot wait to see it finished.
Also, I intend on releasing ASAP. It is pretty much ready, just some glow map tweaking and thruster stuff... then done!
Y'know suddenly I don't...really oppose the Shivans blowing up Capella anymore...
Oooooh, when will this be done?
3.6.14 MVPs or 3.7.0, which ever version it is that gets released to coincide with an SCP Release as the FSU Team nears it's completion of Projects and Testing
On an unrelated note, I wonder what I will do tomorrow morning...
THE CLAAWWWW.
Test after test, run after run, explosion after explosion, it takes me roughly the same amount of time to eliminate all four beams and the flaks. It is still hard.
The only difference is that the AI seems to attack the forward flak when ordered to, where in the retail version they would seem to ignore the command. And it has nothing to do with the flaks exposure; the AI used to not even attempt an attack. For whatever reason, they will attack it and are somewhat successful now. I have no desire to recreate an obvious bug, but even if I did, I have no idea why the AI used to ignore that specific command on the retail Sath.
I would strongly encourage people to direct their attention to the first post... keep an eye on it.Epic.
While working on these, I made a discovery that I'd like to share with folks. Baked AO. It's lovely stuff. But I highly recommend that you have it available as a separate layer, and -only- apply it to your final output for the Diffuse map.
Right.
More importantly, I was promised a DL today and I feel like being obnoxious about it.
(Jk, take your time)
oops... Big negatve.
#Ship Classes
$Name: SJ Sathanas
+nocreate
$POF file: Sathanas.pof
#End
But if neither the new one nor the original had it, there is no cause for complaints. And honestly, the Sath doesn't really need that low a LOD, given the way it is used in missions.Yep. There's the SJD Sathanas for that. :P
You probably should have said that sometime prior to 2 weeks after the final release :P
I think the red glow looks fine. Remember, this thing is the size of a mountain. If it had few, large, glows, the glow spots would have to be massive and look strange.
"Looks..uninspired. There seems to be no rhime or reason to how the glows and places and their shape. "
That statement just makes you look like someone who says something purely to "hear their own voice", or otherwise feel important.Welcome to the world of TrashMan commentary. :p
Trashman, can you point to an example of where the red glows are put to better use? Also keep in mind I am recreating the Sathanas, and take note of its glow map patterns.
Quote"Looks..uninspired. There seems to be no rhime or reason to how the glows and places and their shape. "
This is pretty baseless. Look at the retail Sathanas. Can you please describe the reasoning behind its red glows? Why are they shaped the way they are? At least mine are coming from designated places and textured in fixtures. V has increased glows towards the front, underside, and trenches. So does mine. I don't doubt that it isn't perfect, but please be helpful. That statement just makes you look like someone who says something purely to "hear their own voice", or otherwise feel important.
Welcome to the world of TrashMan commentary. :p
What I did ask you to do is back up what you said. You said there is no rhyme or reason to the placement of the glows, yet you will not provide an example of any such characteristics in other Shivan vessels, largely because as of now, you are at work. What still continues to bother me is that you now admit you do not recall what the Sath's original glow patterns are like, yet you persist it is uninspired?
I think there is a bug with this model. In the mission Bearbaiting, you are supposed to destroy the Forward Flak Cannons as a secondary objective, and the best way to do that would be using Trebuchet Torpedos. The problem is that the impact is not recognized, the Cannons stay at 100% despite being frontally hit by two Trebuchets at the same time. The only way to actually damage it is from behind the cannons, so you have to fly colliding to the Sathanas while your missile locks.