Hard Light Productions Forums
FreeSpace Releases => Asset Releases => Topic started by: The E on October 10, 2015, 06:20:59 pm
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As those of you who follow BP know, Aesaar has been working on a replacement for the Raynor Destroyer. We're proud to now release this puppy to the public.
To download this, go here (https://github.com/The-E/blueplanet), and click on the "Download zip" button in the right sidebar.
(http://www.hard-light.net/wiki/images/Fs2_open_3_7_1_SSE2_2015-09-26_16-44-05-92.png)
(http://www.hard-light.net/wiki/images/Atreus.jpg)
IMPORTANT NOTE:
The included tbm does NOT include any definition for the BP-specific weapons used. You will have to substitute your own weapons loadout for this ship to work.
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Man, that is SEXY. Good jorb!
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OH MY GOD IT"S RELEASED
(http://www.hard-light.net/forums/Smileys/HLP/eek2.gif)
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Oh, sweet! This is awesome! Thanks for this!
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Are the missing polygons fixed in this version (they were still there last time I checked the BP version)?
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Looks awesome - and thanks for the release!
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nice looking gtd airbus
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Ooooooh. Many thanks for releasing this have loved it from the moment I first saw it. :yes:
EDIT: Just to warn people, the .tbl file came out messed up my end; all the data is there but it's all on one continuous line so the game (or at least my tbl viewer) can't read it correctly. Dunno if it's the same for everyone else? If so will pop up a fixed version when I'm done (just needs some notepad pokery).
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EDIT: Just to warn people, the .tbl file came out messed up my end; all the data is there but it's all on one continuous line so the game (or at least my tbl viewer) can't read it correctly. Dunno if it's the same for everyone else? If so will pop up a fixed version when I'm done (just needs some notepad pokery).
Do you have an editor that can handle Unix-style line endings (e.g. Notepad++)? Git typically uses those line endings and your table editor may expect Windows-style line endings.
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Should change that.
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Do you have an editor that can handle Unix-style line endings (e.g. Notepad++)? Git typically uses those line endings and your table editor may expect Windows-style line endings.
Aaah, That's likely the issue my end then. I use the descent tools (tableviewer32 I think it's called) and Windows notepad for editing.
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Until it's fixed in the repository here is a fixed file with DOS line endings.
[attachment deleted by nobody]
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Until it's fixed in the repository here is a fixed file with DOS line endings.
Excellent. Huge thanks for that :).
(Double thanks in fact as actually got work so out of time; would've hated leaving everyone in the lurch given earlier promise)
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*grabs*
Congratulations (https://youtu.be/3NuFVQk_CCs?t=12)
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Will this make Steele happy? :D
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To answer CT27's question, yes, presumably.
I would like to see the release to take advantage of physically-based rendering made by Swifty soon, namely reflective and gloss maps :)
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Have to admit, gonna miss the Raynor, still, what a replacement.
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Fuuuuuuuuuuuuuuuuuuuuck youuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu
(and your pulsar AAA)
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Can't wait to see it in action! It looks amazing.
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Can't wait to see it in action! It looks amazing.
Well, you can always add it in yourself
On another note, is there a table entry for PBlue somewhere? Can we get it?
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I don't think I've got enough different capship weapons to put on that ship :P.
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I don't think I've got enough different capship weapons to put on that ship :P.
Then open the notepad and have fun creating some new ones :D
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Mighty ship :yes:
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can't open it with pcs2 :/
nice ship!
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You will need a more recent version of PCS2 then: http://www.hard-light.net/forums/index.php?topic=77292.0
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I would like to see the release to take advantage of physically-based rendering made by Swifty soon, namely reflective and gloss maps :)
Until we have a separate texture channel for baked ambient occlusion, I will not make a PBR texture.
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Hmm, is seems to be that turret 2 is missing from the turret list in PCS2 and it is not firing ingame
But it is listed as a submodel
Anyone else having this issue?
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IIRC someone in IRC spotted that issue as well. I think you need to change the object properties in PCS2? (er... not a modeler myself so I'm not sure I got that correct)
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Yeah, you're going to want to add the following to the subobject's (turret02) properties in PCS2:
$special=subsystem
$fov=90
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You will need a more recent version of PCS2 then: http://www.hard-light.net/forums/index.php?topic=77292.0
hm, that was it
thanks!
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Any plans for Titan model update? I think it's now the oldest Tev warship model.
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I'm working on texturing it as we speak.
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I would like to try replacing the Raynor with this (it's a campaign that uses BP models), any advice on how to do that?
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I would like to try replacing the Raynor with this (it's a campaign that uses BP models), any advice on how to do that?
Prepare to have to completely re-balance any missions that involved the Raynor being in combat.
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Um, you could just table this model to have the same armament as the Raynor.
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And remove the extra-turrets from the .pof file.
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That still won't help much. Turrets are in different locations and have different firing arcs. Highly scripted missions relying on SEXPed beam firings might not have a big problem with it (unless it's something that relies on a particular turret being in a particular position), but anything more dynamic will be messed up.
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The campaign he's talking about isn't highly scripted.
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I don't know if the missions in the campaign I'm talking about would have to be changed. The Raynor is only featured in:
-in game cutscenes
-where your fleet obliterates an enemy fleet
-Shivans obliterate your allied shipsmissions
In other words, the outcome of missions where a Raynor is featured is already set in stone pretty much.
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Wow, this looks completely totally unequivocally undoubtedly awesome!
I'm guessing that's am HBlue or something real big on the front? Looks like a real shock-jumper to me.
Also I'm wondering - what do you mean by a replacement for the Raynor? Does the team want a new model after all these years? Is the GTVA already phasing out the Raynor for a newer model? (Man, the tech curve moves fast!)
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We've wanted a new model for a long time. When Aesaar offered to make one, we accepted. End result is that we soon will have a complete set of models for the TEI ships that all form a coherent fleet.
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We've wanted a new model for a long time. When Aesaar offered to make one, we accepted. End result is that we soon will have a complete set of models for the TEI ships that all form a coherent fleet.
Wow, I had no idea that this was a thing. I still hadn't quite gotten over the HTL Stratcomm ships. So you're really replacing the Bellerophon, Chimera, Hyperion... all that?
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We've already replaced them. The only ship that's missing is the Titan, and Aesaar's already pretty far along on that one.
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We've already replaced them. The only ship that's missing is the Titan, and Aesaar's already pretty far along on that one.
Oh wow. You guys are working hard, kudos! :D So, are you actually planning on re-releasing BP: Director's Cut with the new models?
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They'll be in the next release, hopefully within a couple weeks.
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I've got some problems, this model has a null moment of inertia and some subobjects not linking to ship, causing the game itself to crash somewhat.
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Get the version from Blue Planet.
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Fine with me.