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
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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
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Truespace hug <3
Now.can has screeny?
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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.
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This was posted on BP internal but we asked for it to be made public. Just standin' up for the standin' policy.
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Cool model.
Also, every time I see this topic title I just think of Firefly...
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If it smoothing borked I can fix.
EDIT: lol pillowsmoothing should be relatively easy to remedy though...
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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.
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This ones got sliding parts too? :P
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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.
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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.
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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.
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Normal maps are WIP. Will release when ready.
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Having issues with resmoothed Reaver not animating ingame using Steve-O's table entries.
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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. :(
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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.
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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?
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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.
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Reordering the entries didn't worked, that's for sure.
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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.
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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.
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I copied those fields directly from Steve-O's original \o/
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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.
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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
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:bump: For great justice.
Also, normal maps.
http://blueplanet.fsmods.net/E/Reaver.7z
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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.
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.bx is the new cache format FSO uses
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So I'd assume it would then go in the cache folder in Data, alrighty then.
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Note that unless you are using a nightly, it won't have an effect.
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I use a Nightly. :)
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A recent one too.
If you do, you should have most of your cache automatically reconverted to .bx .