Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: StratComm on June 05, 2002, 08:33:42 pm
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I have just finished the modeling phase of construction for a new juggernaut-class terran vessle. Take a look here (http://www.geocities.com/cek_83/unnamedsupercap.html). Comments and feedback are welcome, but before anyone says it, it does have a super-large and overpowered beam cannon on the front. I intended it that way, simply because there isn't a good model out for that function. And that WON'T change.
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(http://freespace.volitionwatch.com/blackwater/intel/tech_golg.jpg)
No ship with overpowered beam cannon? This has one :D
Not 800 meters in length mind you. The Golgotha is just over 3 KM in total length.
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That's pretty damn cool dude, just needs some more textures :)
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Beautiful. And the engines are :jaw:
You got that idea from the ravana right? :D
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1) The Golgotha, unless I am mistaken, has not been released.
2) I know textures are bad, but I've been more concerned with checking model geometry than making it all shiny on the outside. They are a top priority. And anyone who would be interested in helping me with that (textures aren't my specialty) should e-mail me at [email protected].
3) I actually thought more about the Cain than the Ravana whan I built it. And really, the aft sections are more modeled along the lines of the Raynor than any official :v: ship. It definately has more than a passing resembelence, though.
By the way, this beast needs a name. Suggestions in that department are welcome as well.
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:jaw: WOW. I love it! Modeled, textured, turreted, and POFed! Amazing.
How about the GTJ Archangel?
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Originally posted by GalacticEmperor
:jaw: WOW. I love it! Modeled, textured, turreted, and POFed! Amazing.
How about the GTJ Archangel?
Hehe, that's the best part. I do it all, start to finish.
I like Archangel, though I will likely change the juggernaut class to Dreadnaught for my personal mods. I just have never found "juggernaut" to adequately classify a military vessel.
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:jaw:
Is that 800 metres length or diameter? :eek:
I like it - looks a bit Star-Warsy. The engines in particular are good. However, what the hell will be able to take it on and win?
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Originally posted by Kellan
:jaw:
Is that 800 metres length or diameter? :eek:
I like it - looks a bit Star-Warsy. The engines in particular are good. However, what the hell will be able to take it on and win?
The dish itself is actually 500+ meters (the 800 was an overestimate) in diameter. And yes, little or nothing is supposed to survive it from the front. From the sides, it is well armed, but should be as vulnerable as the colossus. So, if you were ever to actually fight it, disabling the main cannon or attempting massive flanking manuvers would be the best ways to defeat it. My next goal is to reverse-construct a specialized spacedock/shipyard for the construction of these monsters.
Oh, and did anyone else realize the tech briefing about the colossus is wrong? It only has 60 or so turrets, not 80...
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Originally posted by StratComm
Oh, and did anyone else realize the tech briefing about the colossus is wrong? It only has 60 or so turrets, not 80...
Maybe they're stealth turrets. :D
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very nice, hangar is quite good, engines are excellet!
However, as it is a vounrable as the Colossas then I belive my Executor Tactical Battleship can outgun it (if it makes a tatical side step or jump - both of which it can do)!! HA HA!!!!
well thats me feeling better... time for some more modeling me thinks. Freighters are key to the survival of the fitest!
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Originally posted by StratComm
1) And really, the aft sections are more modeled along the lines of the Raynor than any official :v: ship. .
Hehe...;7 :yes: Anything that has a remblence of the Raynor is A-1 SUPAR!
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Concerning those pics of StratComm's new ship, I can only say this: OMG, IT'S THE BIG BLUE EYE OF DEATH! RUN!!! ;)
I swear, that beam cannon looks like the eye of God Himself, and, dude, He looks pissed! The fact that this eye shoots a giant laser beam also seems strangely appropriate... :D
Seriously, that is a fine looking ship you made there, StratComm. Nice work indeed.
But I digress. Actually, I'm glad you guys mentioned the GTD Raynor; I just downloaded it but I'm having some problems using it. I'm miising two texture pcx files for the Raynor, specifically the "xHull03.pcx" file and the "icehrtile2A.pcx" file. I can use the Raynor in FRED2 but when I add in the Raynor, I get a message that these two texture files are missing. The real problem comes when I try to look at the Raynor in the tech database; when I try this, FS looks for but can't find these two files and then crashes on me!
StratComm, you worked on the Raynor mod, right? Can you e-mail these two pcx files to me? My addy is:
[email protected]
Barring that, let me know if anyone else has these two files so I can e-mail them as well.
BTW, do u have a webpage that has all your mods ready for DL? I'd like to see that fighter mod you were using when you made those Colossus/Arcangel pics. It looks vaguely like one of those Viper starfighters from Battlestar Galatica (yes, I know that dates me as an old fogie, but I am what I am. *sigh* :sigh: )
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Originally posted by Su-tehp
Concerning those pics of StratComm's new ship, I can only say this: OMG, IT'S THE BIG BLUE EYE OF DEATH! RUN!!! ;)
I swear, that beam cannon looks like the eye of God Himself, and, dude, He looks pissed! The fact that this eye shoots a giant laser beam also seems strangely appropriate... :D
Seriously, that is a fine looking ship you made there, StratComm. Nice work indeed.
But I digress. Actually, I'm glad you guys mentioned the GTD Raynor; I just downloaded it but I'm having some problems using it. I'm miising two texture pcx files for the Raynor, specifically the "xHull03.pcx" file and the "icehrtile2A.pcx" file. I can use the Raynor in FRED2 but when I add in the Raynor, I get a message that these two texture files are missing. The real problem comes when I try to look at the Raynor in the tech database; when I try this, FS looks for but can't find these two files and then crashes on me!
StratComm, you worked on the Raynor mod, right? Can you e-mail these two pcx files to me? My addy is:
[email protected]
Barring that, let me know if anyone else has these two files so I can e-mail them as well.
BTW, do u have a webpage that has all your mods ready for DL? I'd like to see that fighter mod you were using when you made those Colossus/Arcangel pics. It looks vaguely like one of those Viper starfighters from Battlestar Galatica (yes, I know that dates me as an old fogie, but I am what I am. *sigh* :sigh: )
I just uploaded the new Raynor model (I've fixed the texture names and tinkered a little with geometry issues) so go here (http://www.geocities.com/cek_83/raynorview.html) to get it. Disregard the pics, they old and haven't been updated since the first Raynor release.
The fighter is the standard release of the GTF Banshee, a model available from several sites around. I don't remember where I got mine, but it was public. I use it for model testing because it is extremely fast.
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Ok, I got it all done and the GTD Raynor works fine. Thanks, SratComm. I got the Banshee also, I'm gonna test that soon enough. :)
Now, if I could only get ahold of Aldo's Claymore Mark II mod...
Do you suppose I could bribe him with chocolate chip cookies? ;)
Here's hoping they don't go stale while being shipped across the Atlantic...
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Question: Does the immense number of thrusters cause any sort of problem? It looks fantastic....just wondering if you've noticed any slowdowns because of that.
And true enough, the Golgotha has not been released.
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Originally posted by StratComm
I have just finished the modeling phase of construction for a new juggernaut-class terran vessle. Take a look.
I absolutely love this ship. A beautiful yet mean looking design. Very very nice indeed. Good luck finishing it off. If you can't get the textures looking right try and persuade one of the experienced modders to help. This is too good a ship never to see the light of day.
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Very Very nice ship. I seriously love this thing. Even the texturees are decent at this point, and they aren't even final. As for a name, if you haven't settled on Archangel, may I suggest either
- Deino. It seems a bit simplistic, but it is appropriate. Deino was one of the Graeae in Greek mythology, three old women who shared one eye, and her name meant 'the terrifier'.
or
- Atropos. One of the three Moirae, she was the one who cut the thread of life.
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Here are a few names that you can use :
Name: Meaning
PANAGIOTIS: all-holy
PROKOPIOS: declared leader
SOTERIOS: savior
TAXIARCHAI: archangel «««« ;7
THEON: godly
THERON: hunter
ANIBAL: graced by God
ALASDAIR: avenger
EGIDIO: shield-bearer
Hope it helps! :)
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Originally posted by TheCelestialOne
Here are a few names that you can use :
ALASDAIR: avenger
Already used by a sentry gun in FS1, but with a different spelling (Alastor.)
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Originally posted by IceFire
Question: Does the immense number of thrusters cause any sort of problem? It looks fantastic....just wondering if you've noticed any slowdowns because of that.
And true enough, the Golgotha has not been released.
I have never really had problems with thrusters causing slowdown. Of course, I have a fairly decent PC (p4, 1.4 Ghz, 128Mb ram, etc) and I have not tested it extensively in combat yet. I don't see it as a real concern, since the thrusters only number about twice that of a Hecate.
I am about to give up with the textures (I tried Hecate, Deimos, and Aeolus skins on parts, but was dissapointed with the results), though I have darkened down parts of the ship to add contrast. Unless anyone wants to have a go with textures, I'll leave them be and go on with getting a functional POF out for release.
Thank you all for name suggestions; I think I will go with Archangel, because I created this ship with more of a command ship concept in mind and I think that designation fits. Sort of like the Super Star Destroyers in Star Wars; they were immensly powerful warships, but they also served as mobile command base for their fleets.
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If this is going to be a 6km-long command vessel, then when you name it, I reccommend that you use the GTVA prefix. I.e. you should name your ship as the "GTVA Archangel" rather than calling it the "GTD Archangel." The Colossus was too large to be a destroyer and it had the "GTVA" prefix also.
I remember that several people have made Terran juggernaut-sized mods before and have used the "GTJ" for "Galatic Terran Juggernaut" but I prefer the "GTVA" prefix.
"GTVA Archangel" looks better to me than "GTJ Archangel."
But that's just me. Its your mod, so it's your choice. :nod:
Oh, BTW, what kind of weapon is the supercannon? Does it use a special weapon mod, by any chance?
Also, when can we expect this mod for public release?
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Well, my meager attempts to texture this ship have resulted in some minor changes; nothing significant but it is noticable. Now I'll put it up to the community to decide: which one looks better. Pics of the models side by side can be found here (http://www.geocities.com/cek_83/archangel_comparison.html). Which one should I finish out?
As for the name, I've gone with GTDn Archangel for the class. The colossus was meant to be a single ship, and a hybrid of Terran and Vasudan designs, thus the GTVA designation. The Archangel is supposed to be a bit more mass produced, so it needs a class to go into, GTDn (Galactic Terran Dreadnaught). The eventual tech description will explain more once I get this thing pathed.
On a side note, I need a shipyard name for the dock model I'm building. It will have a station attached, and will be a fighter manufacturer as well as the producer of these super-capital ships, so I need it to be a FS-ish shipyard name.
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v.2 GOOD! :D now put it up for D/L...
EDIT: Except with 1 thing, find a better tex for the oversized beam
EDIT2: And give it darker textures
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I like the Arcangel with the light gray textures; the dark gray one seems too angular and severe somehow. The light gray one seems to flow better. Just my humble opinion.
For your station, how about:
GTI Nirvana
GTI Numenor
GTI Arda
The original Terran installation was named "Arcadia," which (if I remember correctly, is supposed to be some sort of fantastic magical realm), so I thought an installation with the above names would follow the same convention.
If anyone is curious, my favorite name from this list is GTI Arda.
God bless JRR Tolkein! :) :cool: :D
That reminds me, I should go listen to the Simarillion audiobook I got... ;7 :nod: :D
EDIT: Oh, yeah, when will this baby be ready for D/L? :D
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Actually I was looking for a shipyard name, like the RNI Fleet Yards or something. I'd use one of the corperations found in the Colossus briefing if they weren't too odd. The station itself is not something that gets a class name; it is a one of a kind structure. I'd post a pic of what I have so far if I actually had decent web hosting.
The Archangel will be ready to download as soon as:[list=a]
- pathing is complete
- it has been thuroughly tested (to my satisfaction)
- it's construction yard is complete - this is important since I plan to make the ship actually dock with the station.
- I make a weapon mod to look half decent with the size of the main cannon
[/list=a]
All of that could take a while, given the other things I have to do. Between the work I'm doing for Inferno, my actual paying job, and finalizing my college plans, I don't have a tremendous amount of free time.
EDIT: on closer observation, I'll probably change the side engines (the hull around them) to the darker hull color. They are the one part that I don't think fits.
As for the beam turret textures, I actually think what I am currently using is the best possible. Perhaps not the most "freespacy" but certainly detailed yet large enough to actually cover the dish.
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Actually, Arcadia was a land of pastoralism and contentment in Ancient Greek poetry and lierature. As for your company name, How about 'Kabal Industrial Design'? Just off the top of my head...
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Thruster glows are done wrong in FS2, so there's an additional memory access for each pixel in the thruster glow, and if you're close to the thrusters, there's a whole lot of pixels, and if you have a gfx card that doesn't have fast memory (Like my GeForce2 MX), you'll get serious slowdowns (Anyone tried being in a propylon chamber in morrowind with a GeForce2MX? You get like 2FPS because of the particle effects)
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I repeat, this is a model release. Follow this link to get the GTDn Archangel, both light and dark versions, pof'd, pathed, and tabled:
http://www.geocities.com/cek_83/archangel_download.html. Don't ever use this ship without the "beam free-all" sexp.
Oh, could I request a sticky for this?
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WOW! one heck of a whalop in that thing-70 turrets!?!? most of em are anti fighter, but still, if you get the front beam into align with any cap-ship, you won't need to worry about looters raiding the hulk. sizzel sizzel pop pop.
i once tried making an event where a cap-ship BFRed shoots the player. i tried every maneuver i know in the fastest ship i had at the time. it nailed be first time, every time. probably because the beam was so thick. if you have a fire beam event, there is no excape. and with that super blue......ow. :) :jaw:
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Hey, you try attacking something with 50 anti-fighter beams in a fighter or bomber.
With the exception of the primary cannon, this ship is intended to be a second generation Colossus; the AAAf replaces the lasers because cap ship lasers seem especially useless, and there is a slight reduction in the number of lateral cannons the Archangel mounts. However, the LRBBlue and BBlue are far more powerful than people think. BFBlue was too powerful, though I think I included the code so you could change the weapons out to augment the Archangel's destructive power.
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The irony of this being that about 2 hours ago i was thinking about finding a modder who could make me a drydock, i would call it of all things......drydock. For those who don't know, a drydock is a magor ship refurbishing facility. I'll keep a watch for this one.
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The Ganymede is a drydock, and already in FS2 (but I can't remember it ever being used in the main campaign, so it's understandable if you missed it).
Other than that, you can get the Polaris,which is fairly old, but still ok, from the Volitionwatch Archives, or if you don't mind if your dyrdock's really, really big, I think the Inferno team have the Atlantis up for download. (though that's one hell of a huge drydock, something like 50 kms)
http://www.3dactionplanet.com/hlp/hosted/inferno/atlantis.htm
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Thanks Blackwolf. Much appreciated.
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i tried redoing the atlantis, it looked much better (added turrets, new pieces, another docking claw, a tiny rear fighter exit, etc), but you could fly straight through about 85% of the model for some reason i couldn't figure out. i had also shrunk it down to a managable size. the apocalypse now fits neatly in the huge dock and the colossus in the smaller one.
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so where i can get the atlantis redo?
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I have (almost complete) a drydock for my ship. The atlantis probably suffers from the polies being too large, as I have had similar problems on some of my ships. I think that if all vertices are off screen when you should collide with the ship/station, you pass through it instead.
Now, to return this to the original topic,
Download my ship @ http://www.geocities.com/cek_83/archangel_download.html
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Well, this is my first post, so I´ll try to do it right....
StratComm, I've downloaded your GTDn Archangel and it is great!!
But, I´m having some trouble:
1- I´ve activated the beam weaponry (beam-free-all event) and added the blue beams to the weapons.tbl, but the only beam that actually fire during mission is the principal one, so, when an enemy ship engage the Archangel from the side, it simple do noting until it is destroyed
Is this a known problem, due to the development stage of the Archangel or there´s some way to fix it?
2- Once the Archangel fire another beam weapon, but it was from a turret in the upper side of it, it didn´t look very good, because the turret remain straight up, and the beam emerges perpendicular to it.
That´s it, hope you don´t mind, the model is great and I hope you can tell me how to fix that problem.
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for the atlantis redo, i never posted it (don't even know how to post pics :wink: )
i'll try downsizingit so the colossus fits in the big dock. mabey it'll work.
for the ship, is that the same file as the first one i got? or is it the final update?
for the beams,
1 i've had the same trouble with the apocalypse. it just refused to fire any of it's 70 turrets. mabey it needs a fire beam sexp in the mission.
2 again i've had the same trouble, but it was when i was trying 45 degree turrets instead of straight up. the only other thing i can think of is the field of view, although someone else will have to figure that out.
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you may want to try adding the free turret sexp as well as free beam, both "all" of course. It seems to do something in my missions.
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LInks not working for me please email that sweet thing too me! :D
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My Second Post!!!!!!!
Well, The problems mentioned above are still happening, even after adding the turret-free-all sexp (I've added, but the turret-free-all is the default situation, so in fact this Sexp doesn´t change much)
I´ll try to fix it, but as I know nothing of modeling, I don't think to be able of fixing it.
In few words, I'm waiting for someone that fix it and tell me how to do it the.........;)
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The turrets on top and bottom really need something else; that non-rotation bug actually happens whenever a beam is attached to a multi-part turret. Look at the Orion's main beam, it has the same problem. I really need a Terran Ultra Turret weapon, something like Terran Huge Turret but bigger, blue, and more powerful. Of course, I can't edit more than beams, so it will not come from me.
As for the side beams not functioning, it probably is a range thing. The main beam has a target acqusiotion range of like 5000+ meters, while the BBlue has something closer to 2000. I'm currently working on a triangulated version with Woomeister, but I'll check on those problems when that is complete. In the mean time, try increasing the range value of BBlue and see what happens.
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You´re right, the Orion doesn't aim when shooting the beam from the forward turret.
But, I 've open your archangel POF model in Modelview, and edited.
First of all, I know nothing of modeling, so what I'm about to say might be wrong, but it work (the turret actually aims the target)
I selected the turret label - gun turret, and in the turret02 option, I 've changed the rotational submodel from turret02 to turretarm02.
Then saved the model, and ..... that's it!!!! Now, when the turret shoots its beam (for testing, I've changed to LRBBLue in the Ships.tbl, I might leave it like that) it turns in order to aim the target!!!!!!
Is this just coincidence, or is this well done?
For the not shooting problem, thanks!!!!, It was the distance, as soon as the engaging ship gets closer, the Archangel shoots its beams!!!!
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As mentioned above, I've edited (if changing a submodel can be called an edition) the archangel in ModelView, and I've found a lot of missile turrets that has no fire point, and are asigned to the Hull, which is the meaning of that? Can they be eliminated?
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Oops, guess I missed that when I reconverted that last time. Thanks for catching it. You may do the same thing for turret03, as it is supposed to be the same. Both should be LRBBlue, as well, and I (again) don't know why it wasn't set like that. I'll fix it on the next release, if I ever get the geometry as stable as I want it.
I didn't put them there, you did. If you edit it in modelview, it adds in a lot of missile turrets that shouldn't be there. When you get it as you like it, save the model, load it into PCS, and use that to delete the extra turrets. Every time you mess with the turrets in ModelView, those extra turret systems crop up. It's a known bug.
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:wtf:
thats just weird...many missile turrets without firepoints that just pop up out of no where...
hehe, post 600!!
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Ok!
I made the Turret change in PCS, and, as you said, there was no Missile Turret.
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I hope you don't mind if I mention something else........
In the Ships.tbl entry for the Archangel, in the $Closeup_pos says 0.0, 0.0, 0.
I believe this should be something around: 0.0, 0.0, -6500, because with that, the player HUD shows the Archangel in right way, the same happens in the TechRoom.
Hope you don't mind my critics, but I really like this model!!!.
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About the tables: those are beta versions only. I hope to have a more thouroughly debuged version when the geometry is fully stabelized.
On a side note, does anyone know where I can get the newest version of COB2FS2? PCS is contributing to the geometry problems, and my Cob2FS2 doesn't work.
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LOVEING IT! I never thought you could do the thing you did with the hangers. One thing though, what if it went into subspace with you in the hanger? I know what would happen. you'd die because you'd keep crashing with the ship.
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Originally posted by Silver_Scythe
LInks not working for me please email that sweet thing too me! :D
^
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:mad:
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Originally posted by hotsnoj
One thing though, what if it went into subspace with you in the hanger? I know what would happen. you'd die because you'd keep crashing with the ship.
Your subspace drive has a collision detection system on it. If you might run into something it stops you from activating your drives. If you already have your drive activated and something gets in the way, you pass right through it.
:V: thought of that.
Oh, and can someone post an updated model with the fixed turrets?
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As I've said, I'll have another version ready as soon as I get the geometry stabelized a bit. Until that is fixed, I'm not messing with the pof.
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Originally posted by GalacticEmperor
Your subspace drive has a collision detection system on it. If you might run into something it stops you from activating your drives. If you already have your drive activated and something gets in the way, you pass right through it.
:V: thought of that.
Oh, and can someone post an updated model with the fixed turrets?
But I doubt that would stop a destroyer going into warp because YOU are in it's hanger bay :)
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Ah. SEXP warp orders override everything. If you've ever been in front of a destoyer when it warped... you know what I mean. Ka-pow.
EDIT: Now there's an idea for a ship. A huge flat panel with subspace drives smashing through enemy fleets.
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Originally posted by GalacticEmperor
Your subspace drive has a collision detection system on it. If you might run into something it stops you from activating your drives. If you already have your drive activated and something gets in the way, you pass right through it.
:V: thought of that.
If the capital ship was jumping into subspace then you'd be space dust. It's happend to me a few time with the Lucifer. I was just sitting there shooting tsumani bombs at it. Then while I'm doing that it starts to jump out. And since the Lucifer goes faster then the Ursa bomber (I think about 130 m/s) when jumping, I couldn't get out of the way. so I was continully 'crashing' into it the hull just went to 0% and I died.
Back to the beginning...sorta. So what you're telling me is that you can stop a mission by just staying in front of a ship that needs to jump out for you to complete it? I don't think so.
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Originally posted by GalacticEmperor
Your subspace drive has a collision detection system on it. If you might run into something it stops you from activating your drives. If you already have your drive activated and something gets in the way, you pass right through it.
:V: thought of that.
Oh, and can someone post an updated model with the fixed turrets?
i think GE means the player ship. keyword: YOUR subspace drive
cap ships don't care about you. i have noticed the same thing when jumping out. i've flown through a lot of ships trying to get to the blue light *zap* *dies*
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Very nice. My one prob with it is the suitcase handle. You're not carrying it anywhere; it doesn't need one.
The Ravanna looked good with pipes along the side, but that was a special case. Gratuitous external pipey things used pretty much any other way just look like crap, and ruin perfectly good models. It makes absolutely no structural sense where it is, would be a liability in battle, and on the modding level takes up polys better used elsewhere. Take OUT the suitcase handle and use those spare polies to put recesses in those docking pads or something!
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With regards to the handle thing - I had a sort of idea... If you made it a destroyable subobject, you could call it 'coolant feed lines' or something for the main beam (which is so damned big it'd need special cooling systems each time it fired). Then you say the coolant gasses need to be exposed to he void of space or they freeze everything around them, causing damage to internal parts if they're placed inside. Finally, you make a mission in FRED scripting it so that if the Coolant subsystem was destroyed, then the main beam can't fire. Voila - you have a weak point (assuming you want a weak point that is :) ).
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The "handle" is actually the docking section. Transports or even smaller warships can pull alongside and dock there. And it takes at most about 40 polies on the model, and they wouldn't do too much good elsewhere.
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The Archangel id a fantastic mod. Who would have ever thought that you could take out a Shivan juggernaut in less than 2 seconds? :jaw: ;7 :cool: :D
The Archangel needs a debris field, but other than that, it rocks ass!:nod:
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Originally posted by Stryke 9
Very nice. My one prob with it is the suitcase handle. You're not carrying it anywhere; it doesn't need one.
The Ravanna looked good with pipes along the side, but that was a special case. Gratuitous external pipey things used pretty much any other way just look like crap, and ruin perfectly good models. It makes absolutely no structural sense where it is, would be a liability in battle, and on the modding level takes up polys better used elsewhere. Take OUT the suitcase handle and use those spare polies to put recesses in those docking pads or something!
If you take any notice, the "pipes" are they're for a reason. It isn't there for taking up space or making the model look good. Aside from the fact that ships can dock to it, it can be used to the player's imagination or for the creator's own purpose. Since it is a Terran ship, they could be gas lines, energy transporters, etc. As for the Ravanna, if you think the pipes are there for "good looks." That's a mistake on anyone's part. I use to think so as well. But if you take notice, it's there to fit with the species. The Shivans are like oversized insect colonies and the FS1 movie showed the creatures jumping around the interior. The tubes are for interior transportation. :nod:
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StratComm, how long do you think it will take you to perfect the Archangel? Not that I want to rush you, of course... ;) :D
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The only foible I have (aside from the faulty geometry, heh) is with the two big candlestick turrets which fire the blue beams. They just don't look right at all to me, and when you have a huge muzzleglow and a fat beam coming out of them it looks even worse. Perhaps they could be replaced with static, flat turrets?
Aside from that, I love it. Kudos to you and your skill.
Sid.
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Just to help with the turrets problem, and to let StratComm finish the geometry problem you could do the following thing (It work for me, after asking to StratComm):
Edit the Archangel.pof model with PCS (do not use Modelview or you will add a lot of fake turrets).
There, select the Turrets label.
Then choose the Turret Ner. 001, it shoul appear, in the turret data section the parent subobject (select: 02 (turret02)) and in the Physical SOBJ parent you will have to make a change (a simple one!!), select: 03 (turretarm02).
Repeat the procedure for the Turret Ner 002 (the one in the lower side), and save the model.
This should fix the targeting problem, at least it work for me.
Another thing that StratComm said that should be fixed is in the ships.tbl, in the entry for the Turrets 02 and 03, it should say LRBBlue instead of BBLue.
I hope you find this usefull.
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Sorry, For the Turret Ner 002 (the lower one), you have to select as Parental Subobject: 0x(turret03) and as Physical SOBJ parent: 0y(turretarm03).
I don´t remember the numbers x and y, but I believe they are 4 and 5 respectively, just search for the expression between ().
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Hello Everyone. I am new to the forums, FREDing, and FS2 Mods, but have been playing since it came out. I have a few questions.
1. How do I extract a table using VPView 32:confused:
2. Where do I get the blue beams mod pack required for the GTD Raynor
3. I have tried to install some MODS; ex: the GTDn Archangel, GTD Raynor and I have followed the instructions given. The ship appears in FRED, but in FS2 it appears as a Ulysses (I really hate that thing:mad: ) What could be wrong? I have managed to install the GTF Banshee and the GTI Polaris, and it is not the size limit, as i have been over writing other ships.
4. On a BWO screen, there is a message from Alpha 1. How did they do that? When I tried to send such a message, FRED tells me that I can't do that.
5. Is there SEXP that causes an event based on distance?
Thanks for the potential help, even though this post isn't exactly on topic (sort of :doubt: ). If some one can solve the problems i'd be most greatful.:D
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Originally posted by Thor
Hello Everyone. I am new to the forums, FREDing, and FS2 Mods, but have been playing since it came out. I have a few questions.
Okay you really should start a new topic rather than tacking your questions to this one but since you`re new we'll let you live :)
1. How do I extract a table using VPView 32:confused:
Full instructions on VPView are in my FAQ. The link is at the bottom of my post.
3. I have tried to install some MODS; ex: the GTDn Archangel, GTD Raynor and I have followed the instructions given. The ship appears in FRED, but in FS2 it appears as a Ulysses (I really hate that thing:mad: ) What could be wrong? I have managed to install the GTF Banshee and the GTI Polaris, and it is not the size limit, as i have been over writing other ships.
It appears in FRED as the Archangel but as a ulysses in game? That shouldn`t happen. If it's appearing in FRED as a ulysses too almost certainly you haven`t installed the ship properly. Most likely the .pof file isn`t in the freespace2\data\models\ directory.
4. On a BWO screen, there is a message from Alpha 1. How did they do that? When I tried to send such a message, FRED tells me that I can't do that.[/B]
Fred often tells you that you can`t do things that you can. Ignore it. The message will appear in game.
5. Is there SEXP that causes an event based on distance?[/B]
Yep. Use
When
- <
-- distance
---alpha 1
---Something Else
--500
Thanks for the potential help, even though this post isn't exactly on topic (sort of :doubt: ). If some one can solve the problems i'd be most greatful.:D [/B]
No problem. Welcome to HLP.
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Originally posted by Thor
4. On a BWO screen, there is a message from Alpha 1. How did they do that? When I tried to send such a message, FRED tells me that I can't do that.
Most likely they used the #Alpha 1 trick, ie, put #Alpha 1 in the box where it asks for the message's sender.
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Re: Help!
Thank you karajorma and Black Wolf, I will try what you have suggested. Getting on topic, Stratcomm that is an imppressive looking ship, can't wait to give it try ;)
Again thanks for the answers, and if anyone else has anything to add to them, please do.:bump:
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HANGERS!!!! :D :D :D :D
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Originally posted by Su-tehp
StratComm, how long do you think it will take you to perfect the Archangel? Not that I want to rush you, of course... ;) :D
Someone find me a better converter (PCS causes the faulty geometry and cob2fs2 doesn't work for me) and the Archangel will be finished.
Originally posted by Zeronet
HANGERS!!!! :D :D :D :D
Have you launched ships from the hanger yet? That is a special treat I worked out, but you'll have to see it fo yourself. :D Make a six-fighter wing for optimal effect.
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ok, this may be old... but ... wow... GREAT work on those 2 ships, from a fellow mod'er. FS has a lot more upclose viewing of the cap ships than some other games, so I understand the need for a lot more detail, but reallly, they look quite good as is. 'grats!
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quote from Su-tehp:
If this is going to be a 6km-long command vessel, then when you name it, I reccommend that you use the GTVA prefix. I.e. you should name your ship as the "GTVA Archangel" rather than calling it the "GTD Archangel." The Colossus was too large to be a destroyer and it had the "GTVA" prefix also.
Galactic Terran-Vasudan AWACS ... right on! ;7
Me and friends have had discussions about this clash of acronyms before and come to no conclusion whatsoever. :D
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Gobby, I've been working on FRED with this mod, trying to get it to work in my campaign, and I'm really liking what I see.
GTVA is the same prefix that was given to the Colossus (they never really say exactly what class of ship the Colossus was), so I thought previously that the GTVA prefix would work for the Archangel.
But now, I think StratComm came up with the right prefix: "GTDn" for "Galatic Terran Dreadnaught" is perfectly fine with me.