Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: --Steve-O-- on February 16, 2011, 10:50:40 pm

Title: Reaver
Post by: --Steve-O-- on February 16, 2011, 10:50:40 pm
alrighty, heres a beta of the reaver recon fighter. comes in at 11305 faces including shield mesh and debris and only uses 3 maps plus one debris map.
only issue it has that i know of are of course the fouled smoothing a result of my phobia reguarding other modeling programs, i still use ts 3. what ever that antique is.

so enough of me bla bla blaing on....
get to bug hunting!

http://www.mediafire.com/?2jji8j41yby15tv
Title: Re: Reaver
Post by: Colonol Dekker on February 16, 2011, 11:14:05 pm
Truespace hug <3

Now.can has screeny?
Title: Re: Reaver
Post by: Hades on February 16, 2011, 11:18:07 pm
Not bad at all, Steve-O, glad to see you know how to do uvmaps now! Only thing that really needs fixing are the smooth groups.
Title: Re: Reaver
Post by: General Battuta on February 16, 2011, 11:49:45 pm
This was posted on BP internal but we asked for it to be made public. Just standin' up for the standin' policy.
Title: Re: Reaver
Post by: mjn.mixael on February 16, 2011, 11:55:12 pm
Cool model.


Also, every time I see this topic title I just think of Firefly...
Title: Re: Reaver
Post by: Droid803 on February 17, 2011, 12:18:15 am
If it smoothing borked I can fix.

EDIT: lol pillowsmoothing should be relatively easy to remedy though...
Title: Re: Reaver
Post by: Dragon on February 17, 2011, 06:42:59 am
Can you fix that and add MOI (and any other data Steve-O might have forgot)?
Seeing as you're one of not many people who know how to deal with models that have sliding parts, you're the only person I know who could do that without breaking the model radius.
Title: Re: Reaver
Post by: Droid803 on February 17, 2011, 12:27:07 pm
This ones got sliding parts too? :P
Title: Re: Reaver
Post by: Dragon on February 17, 2011, 12:38:24 pm
At least one (the main cannon) seems like there's little else it could do but slide, so there's at least one.
I have yet to test it in game, but I'm rather certain that main gun, guide rail and lower missile pods do slide.
Title: Re: Reaver
Post by: Droid803 on February 17, 2011, 01:04:19 pm
Yep...sliding =.=
Alright, shouldn't be TOO annoying.

EDIT:

Only thing that really needs fixing are the smooth groups.

NOT ANYMORE!

http://dl.dropbox.com/u/126554/FS2/Reavar-radhak.pof

Fixed up the smoothgroups. Autogenned MoI.
Re-hacked the radiusu.
Title: Re: Reaver
Post by: -Sara- on February 17, 2011, 05:25:19 pm
Awesome! I don't know what role is intended, as it looks now to me, it screams: HEAVY INTERCEPTOR / EXTENDED FLIGHT RECON CRAFT

Something of an averagely maneuvrable, but high speed craft with decent armour and shielding. Perhaps somewhat limited on primaries, but with enough secondaries to stay in the battlefield while engaging several waves, or to hold it's own against enemy fighters while doing long-range recon flights.

Can't wait to see how it'll turn out.
Title: Re: Reaver
Post by: The E on February 18, 2011, 05:44:18 am
Normal maps are WIP. Will release when ready.
Title: Re: Reaver
Post by: Darius on February 18, 2011, 06:43:12 am
Having issues with resmoothed Reaver not animating ingame using Steve-O's table entries.
Title: Re: Reaver
Post by: Droid803 on February 18, 2011, 12:34:54 pm
Hmm...I didn't change any of the subsystem names, and I did put back all the subsystem data...
I must have forgot something silly again. :(
Title: Re: Reaver
Post by: Dragon on February 18, 2011, 05:16:09 pm
I can't get either to work (as in, animations, it flies just fine), at least after "plugging" it into BP (I didn't wanted to set up another mod for this).
Maybe it's related to some table problem (or I just screwed up something when porting it to BP), I'm going to do more testing tommorow.
Title: Re: Reaver
Post by: Mars on February 18, 2011, 05:29:26 pm
OMG WTF 800 M/S
10,000 M/S gun?
Seriously though. . . 800 M/S? I know it was pasted in the BP internal, but is it really intended to go that fast in any mod?
Title: Re: Reaver
Post by: Darius on February 18, 2011, 11:47:25 pm
Well, the table wasn't copy-pasted wholesale :P Speed and weapons values definitely got tweaked.

Only difference I can see in the new pof (other than more efficient geometry and resmoothing) is the new order of subsystems in the hierarchy. I'm not sure what could be causing the problem either.
Title: Re: Reaver
Post by: Dragon on February 19, 2011, 03:27:59 am
Reordering the entries didn't worked, that's for sure.
Title: Re: Reaver
Post by: The E on February 19, 2011, 05:36:16 am
Why is noone running the model through a debug build?

Incidentally, I resmoothed it as well, and here's the result: http://blueplanet.fsmods.net/E/REAVERb.7z

All animation stuff is up and running on that one.
Title: Re: Reaver
Post by: Dragon on February 19, 2011, 06:10:57 am
Right, I think I found the case of all problems with previous models.
There was a $Name= field in animated subobject proporties of Droid's version, which is absent from The_E's version and all other models that work.
Animation code is rather "quirky" and such things can influence it.
Title: Re: Reaver
Post by: Droid803 on February 19, 2011, 11:46:45 am
I copied those fields directly from Steve-O's original \o/
Title: Re: Reaver
Post by: Dragon on February 19, 2011, 12:43:04 pm
This one also didn't worked for me.
Also, your version has a hole in one of the tubes in bottom left missile pod.
A few polies seem to be randomly missing, I've seen something like that before (notably, on The_E's version of the Reaver), so I wonder if it can be related to some issue with PCS2 converter.
Title: Re: Reaver
Post by: Droid803 on February 19, 2011, 12:50:03 pm
PCS2 likes to drop what it thinks are "bad" polies, much to my chagrin.
Well, at least it stops hanging and dying when encountering "bad" polies...
Donno which one's a better option :P
Title: Re: Reaver
Post by: The E on March 21, 2011, 12:54:52 pm
 :bump: For great justice.

Also, normal maps.

http://blueplanet.fsmods.net/E/Reaver.7z
Title: Re: Reaver
Post by: Commander Zane on March 21, 2011, 01:18:22 pm
Hmm...gonna have to check it out.
I wasn't able to find what the .bx file is, an extention search doesn't give me any results, I'm wondering what reaverb.bx is.
Title: Re: Reaver
Post by: mjn.mixael on March 21, 2011, 02:14:35 pm
.bx is the new cache format FSO uses
Title: Re: Reaver
Post by: Commander Zane on March 21, 2011, 02:18:07 pm
So I'd assume it would then go in the cache folder in Data, alrighty then.
Title: Re: Reaver
Post by: The E on March 21, 2011, 02:20:42 pm
Note that unless you are using a nightly, it won't have an effect.
Title: Re: Reaver
Post by: Commander Zane on March 21, 2011, 02:32:13 pm
I use a Nightly. :)
Title: Re: Reaver
Post by: Dragon on March 21, 2011, 02:59:49 pm
A recent one too.
If you do, you should have most of your cache automatically reconverted to .bx .