Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Venicius on March 12, 2011, 02:13:48 pm
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It's a bomber I was inspired to make after looking at the new HTL Medusa this morning.
(http://6l6lpw.bay.livefilestore.com/y1pXf7JdEz7LuIZh2XJ0DCkBwb2LUlX6jpQdpNSd-a_2eWKB-K0ApLMDvG68rszYi3CS9LgciXmHbms-X_93t0tAzDtEUgC7Bdk/bomber.png?psid=1)
(http://6l6lpw.bay.livefilestore.com/y1potvqrBQD-bQMeNG-mXbXl3wwdSI9eOVTXxXi1WGftlv8wVVOzGcoGEpJD6kiBSUbn-cEnDy4E6h35kdRF8PKBnYXootvFJGo/bomber2.png?psid=1)
(http://6l6lpw.bay.livefilestore.com/y1pSrXjagMTUmo_NdLpGRgG9nMWUn-Dlq3guyIeIXeVrOScOI5cir7I4SRe__YBeG9BSwzIaukC2ElicQ2l_XL_2WUzlKVnqO1h/bomber3.png?psid=1)
(http://6l6lpw.bay.livefilestore.com/y1pyDMAp_WSzP6OPc0mVOQDrR6Zq-y66LjRxEulmAKA9Z84PZqj4LRBBuVYfHhRA1yoazMYfxAt-EwRSlxW48CIAINvZlJ35kbP/bomber4.png?psid=1)
http://www.mediafire.com/?605pfja306n83tj
it's a .dae file for anyone who wants to play with it.
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That's an interesting design. Looks like it would make a good fighter-bomber judging from the size of the cockpit.
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Looks like a missile oriented interceptor, but that's fine, we don't have many of those.
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should I keep the missile tubes as they are or make them solid for when I figure out UV mapping? right now they're hollow.
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I would shorten the tubs but leave them hollow
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lvlshot
And yeah, this could see some use as missile-oriented interceptor or strike bomber, either of which is good. Shape itself is looking good so far, keep it up.
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Yeah, the general shape is looking good, although I think it could use some more "stuff" like fins or wings, maybe coming off the engines or the missile pods, to give it more dimensions. Right now, the proportions look a little off, since it's so long and narrow, but as the main body of the bomber, it looks nice.
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I really like the design, but it looks too small to be a bomber - even if that cockpit is scaled for two people, total length of the model likely wouldn;t go beyond about 15m. It would fit in as an early ship IMO, TV-War era. FWIW, I disagree entirely with DeltaV - the smoothness and lack of extraneous bits and pieces really work for this ship IMO. Are you planning on taking it further (texturing?)
There do seem to be some smoothing errors in those shots, but I'm sure you've noticed them.
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Broaden out the head and swivel the missile pods to be horizontal rather than vertical and you'll have a bomber version of the Galactica. ;)
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You're right, it does look like a Battlestar.
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It did kind of end up like that.
But now, it has a pitiful attempt at a UV map (I think!) and it's still a dae, so...here it is.
http://www.mediafire.com/?7sbx0ubq8qteb
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I like the front, the back half doesn't seem to quite fit in with it.
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I think giving it larger rocket pods and smoothing the cockpit will work great on this design. :)
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While trying to figure out UV mapping on the other ship, I made a new interceptor. It takes its design from the Persius and the Valkyrie.
(http://6l6lpw.bay.livefilestore.com/y1puFkirPvIUnjiUd8moDcufAH-i10nmd2yXq8uBGynY7ByfUwhioQXse3Mui24BxtrqIbDRUx2hXoqB1-Zy6Mb_bhIb7iELmwG/hera1.png?psid=1)
(http://6l6lpw.bay.livefilestore.com/y1pYLr7gkPz6GdQ9nwuaEFezwKe6yyJtmtK5R03g1JdiJNhhT3bBgIKz6CtUud-304GHpHBjiiBDwx_7JVn2j_96lNrXBe8b3o7/hera2.png?psid=1)
(http://6l6lpw.bay.livefilestore.com/y1pguSnokwFWZ0n-q1NVCY9CQKb6o77qZvmNfY3JMoKHlWDoZ2Iu3LGNj_I6pYgF2Kq622M-lAQTJQfd-M7EtzaL6S1KvBQBt8c/hera3.png?psid=1)
Here's the other ship, I did some work on the missile pods and enlarged everything behind the cockpit.
(http://6l6lpw.bay.livefilestore.com/y1pUyc8g7l46kFxEamjg3UpTMsXHp-81Imds3HGXuY2mGSUS5ZuuwogEgB7Vsi69xwqMWktiRs8KYAbAizHZKS9HHH4wi_2YZV7/interceptor1.png?psid=1)
(http://6l6lpw.bay.livefilestore.com/y1p_nIgn1KrAXu_YT7uC_fN3Lbn4Jhy6xOVAsoAjFv-bgifpXoCGgvVudvsMp_vbBzINDGufhISiKXt3roZmGNCSFHMbGVcuc8i/interceptor2.png?psid=1)
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I like the interceptor. It could be a rare Reconstruction-era interceptor bridging the gap between the Valkyrie and the Perseus.
Weirdly, the Perseus' first combat deployment was actually Enif Station, while the Valk is described as being "long since retired" meaning the GTVA had no interceptor for some time.
On the models themselves, I find the greebling detail to be a bit too regular, I tend to think that tacked-on square embossings are a little less interesting than greebles which appear to have some kind of purpose, like pipes and stuff.
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yeah, they've got a little ways to go still. Funny thing about you thinking the interceptor could be Reconstruction era, I had that same thought!
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Weirdly, the Perseus' first combat deployment was actually Enif Station, while the Valk is described as being "long since retired" meaning the GTVA had no interceptor for some time.
Aside from the Horus. But if you mean terran ships, well they didn't have any interceptor after the Perseus was introduced either. Persie is a space superiority craft, and has never been an inty in anything else than name.
Anyway the designs are looking quite good so far. They have quite a mix of bulkiness and curves, which is why I think Snail's statement about Reconstruction-era craft fits the line quite well. Texture does matter a lot in that regard too though.
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Aside from the Horus. But if you mean terran ships, well they didn't have any interceptor after the Perseus was introduced either. Persie is a space superiority craft, and has never been an inty in anything else than name.
Yeah I guess this is why they never saw it fit to bring in a dedicated interceptor until the Perseus, the Myrm did the job just fine.
Looking at the interceptor again, if I could make a suggestion, I think it might look a little better if the wings were slightly angled downwards, as they are on both the Valk and Perseus.
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It does appear to have a smaller cockpit to fuselage size ratio, so I expect that it would be more of a light interceptor or light fighter developed (as suggested) during the reconstruction era, when the border groups couldn't afford to buy or build full military fighters. It could almost be akin to the Anibus in terms of its cheapness and limited complexity.
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It has actually a good Angel MkII feel to me.
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I think the main area for improvement is the wings, the main body looks class, but the wings look a bit embryonic. The bomber's design is solid as-is.
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It has actually a good Angel MkII feel to me.
Agree with everything but the MkII part. It's about time the Angel has a decent re-imagining.
By the way, the bomber is starting to look good.
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Like the bomber, but methinks the missile pods could use a little beefing on the connection with the main hull, they sorta look they might break from taking a good missile on the side.
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I'm having no luck getting the interceptor into a POF. I don't know enough about this process to know why it's not working so, if anyone who does dae to POF conversions regulary could take a look at this and tell my what's wrong, I'd appreciate it!
http://www.mediafire.com/?96mzxjkhxc62yhj
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What tutorials did you follow?
Also, try uploading a .blend version of the file. The .dae you uploaded isn't importing.
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http://www.mediafire.com/?pxpvcc10osarny2
there's the blend.
I just followed RGA's tutorial and it's worked so far on my models.
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Well I don't know which tutorial is "RGA's tutorial" but I used this: http://hard-light.net/wiki/index.php/Blender_to_POF_Conversions
According to that one, you need a bunch of empties to serve as "helpers" for various things such as subsystems and gun mounts. You also will need a shield mesh unless you're not planning on giving the ship any shields (actually I'm not entirely sure on this one). It's usually just made out of an 80 polygon icosphere, the vertecies and polygons moved around so as to conform to the shape of the ship.
I will tell you though, that the tutorial I used proved to be extremely confusing at times, Your Mileage May Vary.
After this, I just used PCS2 (the .dae importing version) and did the rest with a different tutorial (JGZ's MAX - PCS2 - FS2 Rigging Tutorial). This tutorial was excellent and actually makes sense.
Also, your UV map is a mess but I assume you're going to fix it some time later. :P
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I think all these new designs would fit very well in TVWP, Venicius.
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the key points in blender to POF exporting are:
1 your most detailed lod is called detail0
2 when exporting from blender you NEED collada 1.4 using blender 2.4x, the collada scripts in 2.5x seem to be borked
3 you can use empties to mark subsystems etc but often it is easier to set up these things in PCS2
4 the only options you need set when exporting are: triangles, disable physics, Use UV image mats
importing your model back into blender i would say that point 1 is what happened here, having changed that the model showed up nicely in PCS2
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Wha..
(http://4.bp.blogspot.com/_jUC4wFJIC9w/RsZvs7eUrlI/AAAAAAAAA1k/MMZtVas6990/s400/forehead+slap.jpg)
Here I was using those damn empties. They're such a headache, smacking my forehead makes it feel better :P
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Tell me about it, I still forget that one from time to time
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Oh DUH! I forgot to name it "detail0"! Thanks!
Yeah, my UV is an absolute mess. I haven't any idea how to do one properly but I'm attempting to teach myself.
Will post pics of the interceptor soon!
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I feel stupid for not seeing that XD.
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(http://6l6lpw.bay.livefilestore.com/y1pnIu9LxIVCnALs_mawzOvjiX2ngWWp69bY9cr3LFqpNRR8HyUMCA3n4niMEl1LHDrUIVZnTfQu0ZWHxX49XGn7K4vhhbHeNEa/Untitled.png?psid=1)
I added an extra set of guns to it and made an attempt to detail it more. The wings have been modified as well.
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Interesting placement. Keep up the good work! :)