Hard Light Productions Forums

Hosted Projects - Standalone => Fate of the Galaxy => Archived Star Wars Conversion Threads => Topic started by: Hippo on August 20, 2004, 09:03:21 am

Title: Screenshot comments thread...
Post by: Hippo on August 20, 2004, 09:03:21 am
Rightie'o...

This was incorperated into the OLD screenshos thread, but we made a new one a wile back, that was to be cleaner, and more organized...

Therefore, this thread is for comments on any pictures in this: http://www.hard-light.net/forums/index.php/topic,20299.0.html thread...

So what are you waiting for? Talk!
Title: Screenshot comments thread
Post by: Lightspeed on August 21, 2004, 03:22:52 am
Want a hint? Tone down the shinemaps. Some of the new models dont even look half as good as they could because they're way too extremely lighted.
Title: Screenshot comments thread
Post by: Hippo on August 21, 2004, 06:08:17 am
Which ones in particular?
Title: Screenshot comments thread
Post by: KARMA on August 21, 2004, 11:47:29 am
considering that there aren't specmap images at all, I think all of them:)
Title: Screenshot comments thread
Post by: Gloriano on August 21, 2004, 12:12:27 pm
Those are very nice Screens, Very good work in models :)
Title: Screenshot comments thread
Post by: TopAce on August 21, 2004, 01:51:48 pm
I officialy envy our modellers.
Title: Screenshot comments thread
Post by: JR2000Z on August 21, 2004, 02:15:52 pm
I just find the corvette's textures to be a bit messy.

And for the star destroyer, could you add some window lights to it. It looks ugly having it just grey.
Title: Screenshot comments thread
Post by: TopAce on August 21, 2004, 02:19:29 pm
We ain't add windows to the ISD, it only works under Linux. :D
--
Seriously:
Theoretically, windows can be given. It only takes some more work on the textures.
Title: Screenshot comments thread
Post by: Setekh on August 21, 2004, 06:09:38 pm
Your screenshots thread officially melted my modem. :)
Title: Screenshot comments thread
Post by: jdjtcagle on August 21, 2004, 06:17:55 pm
:eek2:

So, since I've never really been here...

Are you all doing a campaign?  or just converting for us to make them?
Title: Screenshot comments thread
Post by: TopAce on August 22, 2004, 04:04:15 am
Take a look at the staff list and the roles. You will find missions designers. Take the conclusion.
Title: Screenshot comments thread
Post by: KARMA on August 22, 2004, 04:35:13 am
Quote
Originally posted by Setekh
Your screenshots thread officially melted my modem. :)

yeah, I think I'll split that thread in a mod release thread and in a general sshot thread soon
Title: Screenshot comments thread
Post by: Hippo on August 22, 2004, 08:30:47 am
Didn't melt mine :p


I was uploading them all from my laptop during a power outage too :p ...
Title: Screenshot comments thread
Post by: Slasher on August 23, 2004, 03:25:42 am
Latest screenies rock!:yes:
Title: Screenshot comments thread
Post by: TopAce on August 23, 2004, 06:43:25 am
Ugh. Some of the screeines are only Xes! They are all hosted at 3Dap, which cannot be down! :blah:

Buh.
Title: Screenshot comments thread
Post by: Hippo on August 25, 2004, 08:33:05 pm
actually... the ones of the corvette are still on Metroids's space...
Title: Screenshot comments thread
Post by: Col. Fishguts on August 26, 2004, 03:48:34 am
the XWAUP ISD rules ... :yes:
Title: Screenshot comments thread
Post by: AqueousShadow on September 02, 2004, 12:48:57 pm
Just so you know, in the latest shot in our screeny thread, that interceptor is being pwned by an asteroid :p
Title: Screenshot comments thread
Post by: Gloriano on September 04, 2004, 09:50:59 am
SSD looks sweet. also nice new in game screens :yes:
Title: Screenshot comments thread
Post by: Admiral Nelson on September 05, 2004, 09:09:24 am
These are great shots! :)

Out of curiosity, how many pollies are the ISD and SSD models?
Title: Screenshot comments thread
Post by: Hippo on September 05, 2004, 09:11:17 am
ISD is 5098, I don't know the SSD yet... GE just went and added more detail to it...
Title: Screenshot comments thread
Post by: Starman01 on September 07, 2004, 01:01:14 pm
Those are some pretty good looking models guys, keep it up :yes:

One minor thing though, IMO the three main engines on the ISD shouldn' stand out so much from the mainhull, but that's just my opinion of course.
Title: Screenshot comments thread
Post by: Alan Bolte on September 16, 2004, 05:51:25 pm
Um, who's doing the SSD again? I'm not catching who this GE guy is. You seemed to indicate that he was still working on the model, so no reason not to critique this time, I think. Still feel a little guilty about that bit about the TIEs.

About that, a few things.

1. There's some sort of differently textured block structure lodged in the trench between the prongs made by the dorsal/ventral hull plates, at the tip of the 'dagger'. What's that doing there? Get it out.

2. Why are you putting greeblies on the 'city'? Why waste time and polys with the little boxes and trenches when you could be making a better approximation of the overall geometry? I mean, first of all, the drop from the hull isn't deep or steep enough in places, and at points it should actually be perpendicular to its present slope. Then there's the aft, which should blend almost smoothly into the city. The fore part of the city should actually  connect downwards into the hull. It's only the sides that are unconnected. The buildings in general are interconnected so fluidly that there are only a few points where separate buildings are justified, as opposed to a sort of mangled step-pyramid appearance. This step appearance is particularly noticible near the command tower.

3. Same as 2, but for the drive section. Too many polys wasted on random little blocks, not enough good geometry. The biggest thing is that the engines on this model are hull-centered. This is only really true for the aftmost central engine. The aftmost lateral engines are supposed to sort of stick out to the sides of the main hull, and the other ten engines protrude downward, in some cases with a long visible cylinder appearance instead of just having the nozzle apparent. Also, this section overall seems to lack, i don't know, bulk. It should be kind of puffy looking.
Title: Screenshot comments thread
Post by: Hippo on September 16, 2004, 06:11:14 pm
GE'll be here immenently... He's the former GalacticEmporer actually, now known as Galemp, but we like GE better :p
Title: Screenshot comments thread
Post by: Galemp on September 16, 2004, 06:16:41 pm
I got it. Re: your comments:

Meh. I'll probably retool the cortex sometime in the future, since it does need help. The blocks there are derived straight from the XWA version, and I'm pretty sure with the polycount we're shooting for I can do a much better job. For now I'm going to get what I have POFed so the FREDders can get to work; then I can edit the top and keep all the POF data for the new model.

The engine blocks, however, have already been overhauled, as have the textures. Take a look at the screenshot thread.
Title: Screenshot comments thread
Post by: Admiral Nelson on September 16, 2004, 07:48:47 pm
Hopefully, you will be shooting for, say 25,000 polys? :)

After all, there won't be more than one in a mission, anyway.... :)
Title: Screenshot comments thread
Post by: Alan Bolte on September 16, 2004, 09:16:24 pm
Yeah, I thought that was a modification of the XWA version. What a piece of ****. I remember first encountering it in XvT and thinking, "Damn, am I playing TIE Fighter again? 'Cause that looks about as much like an Executor-class as those 'MC-80a's looked like Mon Cal ships from the films. Too short, wrong number of engines, cortex geometry just slapped together - it wasn't like they were just cutting corners for polys or easy texturing, more like their product was rushed so much that visual quality ment nothing.

Anyhow, I absolutely love the new engine glow texture, but that's about all I could honestly give you much praise for in this change. It's marginally more accurate now, but it still doesn't look all that great. You still need to drop down the 6 lateralmost engines, and the engine shapes look like you put too much effort into getting them wierdly curvy for no reason. You can get a more accurate and better-looking shape with two cylinders and a cone.
Title: Screenshot comments thread
Post by: Galemp on September 16, 2004, 11:53:03 pm
Probably. :blah: I've got other priorities at the moment, though. Look in every once in a while and see what's new.
Title: Screenshot comments thread
Post by: TopAce on September 17, 2004, 03:47:06 pm
Just tranquilizzing the fans that none of the staff members but GE is in the possession of that SSD.
Title: Screenshot comments thread
Post by: Admiral Nelson on September 17, 2004, 04:51:27 pm
I recall seeing screenies ages ago of an XWA Upgrade SSD. Have you guys made any attempt to get that (incomplete) model, if only for reference?
Title: Screenshot comments thread
Post by: Hippo on September 19, 2004, 04:25:15 pm
Quote
Originally posted by TopAce
Just tranquilizzing the fans that none of the staff members but GE is in the possession of that SSD.



:nervous: er... :nervous:



*raises hand*





*runs*
Title: Screenshot comments thread
Post by: TopAce on September 20, 2004, 10:21:55 am
Do you have the POF file?
Title: Screenshot comments thread
Post by: Hippo on September 22, 2004, 06:55:19 pm
:nervous: er... :nervous:



No, i have the scene, but i can make the pof in a matter of clicks...
Title: Screenshot comments thread
Post by: Slasher on September 24, 2004, 06:19:09 am
That SSD texturing rules!  Can't wait to see the whole thing.

And on a side note, against the forces of nature and Microsoft, I was able to get the old DOS version of TIE Fighter (CD Collector's Edition) running on my Windows XP machine.  Complete with sound and music.  :D
Title: Screenshot comments thread
Post by: AqueousShadow on September 24, 2004, 06:06:42 pm
Quote
Originally posted by Slasher
That SSD texturing rules!  Can't wait to see the whole thing.

And on a side note, against the forces of nature and Microsoft, I was able to get the old DOS version of TIE Fighter (CD Collector's Edition) running on my Windows XP machine.  Complete with sound and music.  :D


HOW?!!?!?!?!?! *screams* HOW?!?!?!?!!??!
Title: Screenshot comments thread
Post by: Omniscaper on September 28, 2004, 02:29:24 am
I got it to run using a dos emulator. The 2 main problems running old games is trying to cap CPU speed and getting legacy sound blaster drivers to work. You can use either :

VDM Sound
http://www.ece.mcgill.ca/~vromas/vdmsound/

Dosbox
http://dosbox.sourceforge.net/news.php?show_news=1

A patch was recently released for the "Xwing Trilogy" version of the old games. They were Win95 versions of the game with updated graphics (nasty lowres textures) and high resolution (and ugly) cutscenes and menus.

I prefer to play the original under those dos emulators.

BACK TO TOPIC.....

I like the textures for the SSD. Whats the polygon count so far? Anyway to beef it further to add more detail to the building structures? To bad theres no way to add LOD's to subobjects. If that could be implemented, those structures could be lowpoly from a distance, and get more detailed as you get closer. Perhaps you can get away with normal LODS by concentrating detail only around the bridge tower.

You can have its current state as the LOWEST lod at a distance from its nose. As you get to the first quarter of its length, you kick in the next lod which you increase detail for that next segment only, disreguarding detail efforts on the first quarter. Do I make sense?

That would make an SSD flyby more interesting.
Title: Screenshot comments thread
Post by: KARMA on September 28, 2004, 01:01:40 pm
ehm, you CAN have subobjects lods:)
Title: Screenshot comments thread
Post by: Omniscaper on September 28, 2004, 03:14:09 pm
!!!!!!

whoa..... I missed that part in Bob's PCS tutorial....
 can you point me to a tutorial......

I'd like to experiement on my Homeone project..... I'll have pics up in a couple of days (gotta do my studio time and homework first)

Edit:

Ok found it in Bob's tutorial..... I am blind ya see. The question is, do those lod's activate based on subobject center distance or the overall object center distance.  With an ship as large as the SSD, I would think lod distance will increase performace as well as detail potential for the subobjects that are close.
Title: Screenshot comments thread
Post by: KARMA on September 28, 2004, 05:12:13 pm
all the objects inside a  lod are at the same level, i.e when you talk about lod1 you mean the lod1 of the main geo AND the lod1 of the various subobjects.
When the game switch from lod0 to lod1 it changes the lods of the main geo and the subobjects together
The distances are setted in ships.tbl and they are referred to the distances between the point of view and the neares point of the pof (I think that it uses bounding boxes but not sure)
Title: Screenshot comments thread
Post by: Slasher on September 29, 2004, 06:28:27 pm
Quote
Originally posted by Omniscaper
I got it to run using a dos emulator. The 2 main problems running old games is trying to cap CPU speed and getting legacy sound blaster drivers to work. You can use either :

VDM Sound
http://www.ece.mcgill.ca/~vromas/vdmsound/

Dosbox
http://dosbox.sourceforge.net/news.php?show_news=1


I prefer to play the original under those dos emulators.



I just used VDMSound.  It plays just like it did seven years ago when I first tried it. :)

I like the originals too, mainly because the dynamic music score is so much cool.
Title: Screenshot comments thread
Post by: magatsu1 on October 01, 2004, 01:44:33 pm
can we see some shots of the bigger ships alongside cannon stuff, so we can get a sense of scale ?
Title: Screenshot comments thread
Post by: TopAce on October 01, 2004, 02:12:21 pm
We don't have many larger ships but we have a lot of fighters.
Title: Screenshot comments thread
Post by: magatsu1 on October 01, 2004, 03:06:35 pm
I'm just curious how big a SSD is to, say, an Orion. Or a blockade runner to a corvette etc.
Title: Screenshot comments thread
Post by: TopAce on October 01, 2004, 03:59:17 pm
The Blockade Runner and the Corvette are exactly the same things.
For SSD screenies, contact GalacticEmperor. Only he has the model itself.
Title: Screenshot comments thread
Post by: Black Wolf on October 01, 2004, 11:11:08 pm
The SSD will be 17.6 kms long, so it'll be just slightly longer than 8 orions, and slightly shorter than three collossi.
Title: Screenshot comments thread
Post by: magatsu1 on October 02, 2004, 06:57:59 am
f**k me that's big.
Title: Screenshot comments thread
Post by: Hippo on October 02, 2004, 08:50:17 pm
I'm working on a way to get it ingame as just a model... i'll see what i can do...
Title: Screenshot comments thread
Post by: aipz on May 07, 2005, 01:21:57 pm
Your models are really well done, very detailed - just like in the movies... ^_^

Is the SSD model really that big...??

I' ve always thought it's about 5-6 times Imperial class (1,6 km * 5-6 = 8 km or 10 km... :confused:

I'm sure that later versions of Super Destroyers were 17,6 km like Eclipse...
Title: Screenshot comments thread
Post by: TopAce on May 07, 2005, 01:42:48 pm
Our current SSD model is 12,800 meters long.
Title: Screenshot comments thread
Post by: aipz on May 07, 2005, 01:57:34 pm
I've read the essay about the Executor's lenght...
It is a total canon mess one source states it's 8 km, other 12,8km and  that site 17,6 km...  
Guess your proprtions are good 12,8 km - is a true mammoth ship
( 8 times the ISD...)
Poor  Rebels ;7 - they don't stand a chance in a open combat...
Title: Screenshot comments thread
Post by: Black Wolf on May 07, 2005, 08:31:25 pm
Quote
Originally posted by TopAce
Our current SSD model is 12,800 meters long.


I thought it was 17.6?
Title: Screenshot comments thread
Post by: TopAce on May 08, 2005, 03:28:37 am
Is it 17,6? Maybe, I don't know it for sure. :nervous:
Ask GalEmp.
Title: Screenshot comments thread
Post by: AqueousShadow on May 09, 2005, 09:10:51 pm
I recall 17.6.
Title: Screenshot comments thread
Post by: horridfred on May 12, 2005, 05:30:59 pm
not to ruin things as everyone likes a proper monster ship, but wouldnt it be more practical to have it smaller, like 8km?

i heard somewhere it was meant to be 5 times a reg SD
5x1600=8000

sounds good to me!
Title: Screenshot comments thread
Post by: Black Wolf on May 13, 2005, 01:12:20 am
It's 11 times a SD (thus 17.6 Kilometers). The five times is a misconception that's been around since the earliest ESB mmovie posters - the actual movie prop is 11 times bigger.
Title: Re: Screenshot comments thread...
Post by: Pnakotus on November 11, 2005, 12:11:16 am
It's good to see an Executor in-game with accurate engine counts.  TIE Fighter, anyone? :)
Title: Re: Screenshot comments thread...
Post by: Harbinger of DOOM on July 21, 2006, 01:19:23 am
*drool*
 :eek: :eek2: :P :yes: 8) :shaking:
I can't wait for the demo release.....