Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: aldo_14 on June 09, 2001, 08:19:00 am
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It's a 4000m + carrier - let me know your opinions...
http://uk.geocities.com/gunnery_control/warlock.htm (//"http://uk.geocities.com/gunnery_control/warlock.htm")
Also, quick q - is there an overall poly limit on pof models? (not the indiv. sub-object one, but combined?)
[edit] Updated pictures on web. size comparison with some of my present ships now at http://uk.geocities.com/gunnery_control/index.html (//"http://uk.geocities.com/gunnery_control/index.html")
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http://uk.geocities.com/gunnery_control/index.html (//"http://uk.geocities.com/gunnery_control/index.html")
[email protected]
ICQ: 119819902
"I awake to see that no-one is free,
we're all fugitives, look at the way we live"
[This message has been edited by aldo_14 (edited 06-09-2001).]
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Make it green!!! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif)
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very good. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Delta
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Incredibly beautiful. Anny special beam weapons to go with this magnificent design?
(http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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I love it... (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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The platform design rules (http://dynamic.gamespy.com/~freespace/ubb/noncgi/cool.gif)
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Co-Creator, GroundZero ("http://www.subspacezero.com")
ICQ# 117983680
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Originally posted by GrandAdmiralAbaht:
Incredibly beautiful. Anny special beam weapons to go with this magnificent design?
(http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
I really, really want to nick the finger of God cannons from the Bastion 2, actually (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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your carrier has competition not desided ona name yet - but its a super carrier - not 2km long butgoing to have relatively few turrets maybe 10 or 15 - some new heavy weapons not beams is only going to have 1 heavy beam cannon - and some other anti captship turrets - is completely dependant on fighters for fighter and bomber defence.
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I made a carrier too. Looked like crap, though, so I canned it.
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Originally posted by aldo_14:
I really, really want to nick the finger of God cannons from the Bastion 2, actually (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Hehe (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif)
It's so cool having something people want (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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I'd be almost done now if the position of my texture maps didn't shift every single time I converted to pof (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)
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I just made a model for a Battlecarrier. I think it looks pretty good, I'll have to texture it sometime (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Tried gluing the big 2-part turrets yesterday (all 17 of them)- face/poly count skyrocketed to 2400!! Still, i added some extra stuff to the hull, tottal (triangulated) polycount is in the med 600s.
Looks like I need giant turrets the size of an argo - heehee (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) - and with 5 firepoints...
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my carrier
(http://members.aol.com/syrinx18/saratoga.jpg)
[This message has been edited by KillMeNow (edited 06-13-2001).]
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Great work, both of you, Btw, Killmenow, wheres the front and back? can't tell which direction it moves (http://dynamic.gamespy.com/~freespace/ubb/noncgi/spineyes.gif)
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Defination of a shivan: Target Practice....
"I am that which lurks in the night, I am both the fallen, and the man"
Webmaster for...
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We Take Modders....
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the front is the bit that point towards the left in the last pic
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I think it'd be cooler the other way around :-/
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nope then you would only be able to use the main cannon when running away from the enemy - besdies i like it that way and its my ship hehe =) will look better when textured anyway - which reminds me if anyone has any cool texture tiles tell me - i need some cool ones that are abit different
[This message has been edited by KillMeNow (edited 06-13-2001).]
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That Saratoga looks SO much like a Bin'Tak with a different skin (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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acaully was brought to my attension looks very like the midway from wc5 and it does =( i had thought it looked familar whjile making it even got the big gun inbetween teh arms but i dont care i like my ship and there are afew bits left to be added while will make it different
update: some bits added
(http://members.aol.com/syrinx18/saratoga2.jpg)
(http://members.aol.com/syrinx18/saratoga3.jpg)
[This message has been edited by KillMeNow (edited 06-13-2001).]
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piccies ("http://uk.geocities.com/gunnery_control/warlock.htm")
Just need to glue down the turrets now (all 43 - ack!) and do the debris (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
[edit] oops [/edit]
[This message has been edited by aldo_14 (edited 06-14-2001).]
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Wow. I absolutely love the gun turrets (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Oh yeah: Updated piccies ("http://uk.geocities.com/gunnery_control/warlock.htm"), originally by aldo_14 (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
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hmmm nice - mine can be its baby brother - can you enter teh fighterbay? - i been debatign whether or not to do this add aquite afew extra polys with no real use anyway i've descided to limit the number of turrets on mine - after doing 65 on my isd i got really quite sick of them - this one going to have its main beam cannon - 5 heavy turrets - and 2 antifighter gatling guns
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awesome. truly awesome. I can't wait 'till this is released. on a side note, is 3DExploration needed for making new models (especially ones with turrets). I'm having some very major problems with my model (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif) (as seen here: http://dynamic.gamespy.com/~freespace/ubb/noncgi/Forum2/HTML/000326.html ("http://dynamic.gamespy.com/~freespace/ubb/noncgi/Forum2/HTML/000326.html")
delta
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Originally posted by KillMeNow:
hmmm nice - mine can be its baby brother - can you enter teh fighterbay? - i been debatign whether or not to do this add aquite afew extra polys with no real use anyway i've descided to limit the number of turrets on mine - after doing 65 on my isd i got really quite sick of them - this one going to have its main beam cannon - 5 heavy turrets - and 2 antifighter gatling guns
Yeah, the fighterbay is just a recessed square, so it's kind of a 'hole' in the main hull. I've added some docking point textures there - you can see on the big piccy on the website - so you're reall starting just outside the fighter bay exit doors.
I'm getting a wierd error with model view;
Error 1:too many points in polygon (>20)
Which is a bit wierd as LOD0 converts fine by itself.
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they just came out with a new version of modelview. you should probably download that, and see if the problem persists.
Delta
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Originally posted by delta_7890:
they just came out with a new version of modelview. you should probably download that, and see if the problem persists.
Delta
Cheers... they fixed a bug with that very error message as well (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Looks like i'm just over the max poly limit, the full (LODed) model is just over 3000 polys. Damn.
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Ok, looks like I'm screwed (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif) . Got it all finished an into FS2, and now the recessed flak turrets are showing through the hull, and there's a big hole in the side, so it's back to the drawing board(Sigh) in Blender.
It was damn powerful though, destroyed a Ravana in 10 seconds.
[This message has been edited by aldo_14 (edited 06-15-2001).]
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that sucks man. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif) I was really looking forward to seeing your ship in action. it'll have nothing on mine though (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) that is, if I ever get it in FS (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)
Delta
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it's back....
and in full colour (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
(http://homepage.ntlworld.com/g.white19/test1.jpeg)
(http://homepage.ntlworld.com/g.white19/test2.jpeg)
The texturing for the dockpoints is shifting all over the place, thanks to £$%£$^ TS, but the model is almost ready (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Personally, I prefer this version over the old one, anyway.
[This message has been edited by aldo_14 (edited 06-16-2001).]
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my god how big is this thing going to be?????? mine could probally fit in its docking bay now and its over 2km long
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Originally posted by KillMeNow:
my god how big is this thing going to be?????? mine could probally fit in its docking bay now and its over 2km long
4-4.8 km.
Roughly 2/3 times the size of your one I think.
Actually, if you send me a copy of your model (assuming it's cob), I could make a quick size comparison in TS. My e-mails in the siggy if you're interested.
[This message has been edited by aldo_14 (edited 06-16-2001).]
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kick-*** Aldo. my model is coming along okay, now I have to glue the turrets *shudders* it's gonna be a loooong day. btw, I'm a bit confued on the glueing process. do I have to put local lights on the barrels, and base, then glue the turrets together or do I put one local light per turret (the turrets are like the triple-barrel Orion's, but with two barrels.) cause if I have to put local lights on every little thing, I may just redo the turrets (or beg someone to do it for me (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) hint, hint!). Delta
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just noticed the board censors swearing (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) cause I sure didn't put those asteriks there.
Delta
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2-part turrets - glue a light as sibling to the barrel, then glue the barrel as sibling to the base (no light glued to the base). finally, glue the whole combo to the hull.
When you make the barrel, make sure to shift the axis on it - this is where the turret rotates around. I can't remember if it's the axis of the turret object, or the turret/light combo, so I normally shift both.
1-part turrets - glue the light as sibling to the turret, glue the turret as sibling to the hull.
LODs/ Debris - glue a light to the LOD hull / debris piece, name it (the combo) detail1 /2/3 (LOD) or debris, then glue to the first LOD object (with turrets glued on). Always glue as sibling, then move it all to its proper place.
Saves as cob & convert - it should work.
NB: The names of objects in ModelView are those of the object and the light glued together - i.e. the name of the combo.
Is that any use (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) ?
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arghhhh i discovered my turrets on the upper surface are fly throughable looks like they will need redone - shame cause they looked cool - and i will send it once it looks abit better - desided too add afew bits and before i want to let someone see if upclose i want the texturing abit nicer (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
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yeah that helps. thanks! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) but because all of my turrets have two barrels, I think I'll change it to one-barrel. adding all those lights would take time. time I don't have. if someone else would to do the glueing though (just glueing not texturing or anything else) I'd be happy to send the model over. (I'd post a pic, but I'm at a friend's house right now hence, I don't have the files at the moment)
Delta
Delta
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Hey Delta, sorry if I wasn't too clear, but you only need to glue one light per turret barrel object. I.e. you have two barrels in the one dxf, os you only need one light for that.
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really, cool! this'll be great! it'll really shave time off the gluing process. thanks man! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) of course after glueing comes texturing (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif) then conversion, then FSMM2 entries (while also using Modelview {crap I have to download the new version!}) then, play time! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Delta
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I've also been working on something else;
The GTB Gorgon
(http://homepage.ntlworld.com/g.white19/gorgon3.jpg)
(http://homepage.ntlworld.com/g.white19/gorgon1.jpg)
(http://homepage.ntlworld.com/g.white19/gorgon2.jpg)
(Sorry about the size)
The sucessor to the Medusa. Whether I finish or not largely depends on whether I can get it textured to my liking ; at the mo it looks nowhere as good as I'd like.
[This message has been edited by aldo_14 (edited 06-17-2001).]
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Gorgon is already taken by a shivan fighter, you can find it at the volition archive and on the inferno website. Successor of the medusa? you sure, it looks more like a capship to me...
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venom2506
Member of the Robotech mod for FS2 ("http://robotechlan.com/freespace2/")
and of Hidden Terror, the Shivan campaign ("http://www.hiddenterror.f2s.com/index.html")
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Originally posted by venom2506:
Gorgon is already taken by a shivan fighter, you can find it at the volition archive and on the inferno website. Successor of the medusa? you sure, it looks more like a capship to me...
damn... Medusa was a Gorgon, you see, and I actually took some of the model design from the Medusa bomber.
It looks like a capship because I've done an abysmal texturing job on it.
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yeah, I know, and it's a smart name (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Oh, well, I suppose it won't be so terrible if 2 ships got the same name (after all I got a scylla and a chimera, and I know another scylla and another chimera...)
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someone should design a bellerophon to counter the chimera (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Ithink I'll call it the GTB Vesuvius - that was my second choice. That and a wee remodel is called for, I think.