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Community Projects => The FreeSpace Upgrade Project => Topic started by: c914 on July 31, 2009, 05:23:57 am

Title: Cain strikes back - WIP
Post by: c914 on July 31, 2009, 05:23:57 am
My old nightmare returns... i'm to stubborn to leave it as it were, also Luis Dias take right from my nose Rakshasa :P

Here is first view of brand new Cain:
(http://i104.photobucket.com/albums/m173/c914/HTL_Cain_01.jpg)

Few details about this project:
- i've get rid of original textures
- it will be UV maped
- arms will be destroyable subobjects with beautiful debris sicked to main hull ^^
- and most important: Lilith will be a different model.

 I was thinking about  removeing one turret which is at back of top arm and then place 2 on centrer of this arm. Then ship had 6 turrets, 2 on each arm in same place. What you think about this?
Title: Re: Cain strikes back - WIP
Post by: The E on July 31, 2009, 05:32:57 am
 :eek2: Good job there. Looks beautiful. Can't wait to blow it up.
Title: Re: Cain strikes back - WIP
Post by: Snail on July 31, 2009, 05:59:43 am
I'm not a liking the triangular girders at all. Those weren't on the original maps.

I was thinking about  removeing one turret which is at back of top arm and then place 2 on centrer of this arm. Then ship had 6 turrets, 2 on each arm in same place. What you think about this?
Don't, or else it won't go into the MediaVPs.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 31, 2009, 06:05:10 am
Oh...my...god...
Do finish this, it's amazing. :D
Title: Re: Cain strikes back - WIP
Post by: Rodo on July 31, 2009, 06:24:57 am
yeah good work!
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 31, 2009, 06:30:45 am
Something I noticed, those recessions make placment of the missile launchers seem improbable, you have a plan to work around that?
Title: Re: Cain strikes back - WIP
Post by: Snail on July 31, 2009, 06:32:15 am
I'm still not liking the girders.
Title: Re: Cain strikes back - WIP
Post by: BlackDove on July 31, 2009, 06:33:20 am
I think it's awesome. Don't listen to the haters.
Title: Re: Cain strikes back - WIP
Post by: Snail on July 31, 2009, 06:34:15 am
I think it's awesome. Don't listen to the haters.
There's can be only one hater.

And he hates the girders.
Title: Re: Cain strikes back - WIP
Post by: c914 on July 31, 2009, 06:35:18 am
Quote
Don't, or else it won't go into the MediaVPs.

Why? Maybe some explains why this strange and mist pointed placement of turrets should be saved?

Quote
those recessions make placment of the missile launchers seem improbable

I'll place missile lunches on "eyes".
Title: Re: Cain strikes back - WIP
Post by: Snail on July 31, 2009, 06:36:39 am
Why? Maybe some explains why this strange and mist pointed placement of turrets should be saved?
Because if you place the turrets elsewhere or add more turrets, the MediaVP people won't use it as it breaks mission balance.

And still no likey girders. :nervous:

DONT HURT ME
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 31, 2009, 06:37:46 am
I think it's awesome. Don't listen to the haters.
There's can be only one hater.

And he hates the girders.

Looks fine to me, the Ravana and Demon have them also, and it makes the Cain look less "armored."

One Shivan Light Laser? Breaking balance? :p
Title: Re: Cain strikes back - WIP
Post by: The E on July 31, 2009, 06:38:29 am
Yes.
Title: Re: Cain strikes back - WIP
Post by: c914 on July 31, 2009, 06:41:40 am
Now that's  the point! Personal i don't think that one turret would dealt that amount of damage to mission balance. Let the FREDers speak up.

Quote
And still no likey girders.

DONT HURT ME

Ask your psychologist about them... maybe together you will work this thru this phobia :P
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 31, 2009, 06:43:59 am
It's a Canon issue, best to leave the armament as it is.
Another thing I noticed, will there be the spikes on the nose or is that being left for the Lilith (If that's going to be an altered model)?
Title: Re: Cain strikes back - WIP
Post by: The E on July 31, 2009, 06:44:34 am
It's not really a FREDer reason. It's a FSU policy issue. With the mediavps, the retail campaign should look better, but feel and play exactly the same.
Title: Re: Cain strikes back - WIP
Post by: c914 on July 31, 2009, 06:46:56 am
Another good point! So there will be 2 version's of Cain ^^

Quote
I noticed, will there be the spikes on the nose or is that being left for the Lilith

Nose and front bottom pant isn't yet finished.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 31, 2009, 06:47:44 am
It's not really a FREDer reason. It's a FSU policy issue. With the mediavps, the retail campaign should look better, but feel and play exactly the same.
Well if you can now fly into fighterbays of Destroyers that you normally couldn't because of invisible hitboxes (Orion, Hecate)... :P
Title: Re: Cain strikes back - WIP
Post by: The E on July 31, 2009, 06:51:52 am
Yeah, but does being there convey some tangible benefit?
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 31, 2009, 06:56:06 am
It's not playing "exactly" the same. :P
Title: Re: Cain strikes back - WIP
Post by: Raven2001 on July 31, 2009, 10:13:48 am
Marvelous stuff!
Title: Re: Cain strikes back - WIP
Post by: terran_emperor on July 31, 2009, 10:25:49 am
Awsome please finish this...
Title: Re: Cain strikes back - WIP
Post by: SypheDMar on July 31, 2009, 10:38:42 am
I don't really like the girders, either.
Title: Re: Cain strikes back - WIP
Post by: Black Wolf on July 31, 2009, 11:14:36 am
Now that's  the point! Personal i don't think that one turret would dealt that amount of damage to mission balance. Let the FREDers speak up.

OK. The mission balance would remain almost completely unchanged. You're right that moving such an insignificant turret to a different location is unlikely in the extreme to affect the way the mission plays by any discernable amount. But, regardess of that, I'd still support keeping any turret modified version out of the Media VPs. It's a slippery slope situation. One tiny turret here opens up all sorts of situations where people who might want to make other changes can point to this and ask why the rules didn't apply in this case. Then you've got the FSU people either forced to be hypocrits or let almost any changes into the media VPs that one individual modder thinks will make the game "better".

Also, this might apply more severly to the plan to make the arms destroyable subobjects. While cool in theory, this will almost definitely lead to situations in which the arms get destroyed before the turret, and since the arms are much bigger targets, this will make disarming the cain a much easier prospect. So maybe just the front of the top arm should be destroyable? Same effect in concept, but will less potential for balance issues that might make it incompatible with the MediaVPs.

The two versions idea is a good one, though, so do that. So is the two models plan for the Lillith - it deserves it.

As for the model itself, I'm liking most of what I see. I think the girders will be pretty cool, as a sort of mesh over the mechanical textures that are on the retail model. I also quite like the rear end and the antenna. I'm not crazy about the tear-drop shaped missile launcher recess - I think that this is one situation where the Low-polyness of the original model actually helped - that pentagon looks just right where it sits when you see the ship in profile. Perhaps a pentagonal turret model could be placed into the teardrop? Or something that retains that shape.

And I know the nose isn't done yet, but I'd strongly suggest you take a look at what VA did with the Lucifer and blatantly copy his three dots thing :). Also, make the spider fangs look cool :D
Title: Re: Cain strikes back - WIP
Post by: Luis Dias on July 31, 2009, 11:17:41 am
Great model, man! Keep it up!! :yes:
Title: Re: Cain strikes back - WIP
Post by: Raven2001 on July 31, 2009, 11:35:19 am
On a second look, gotta agree with the teardrop shape. Just doesnt fit the overall feel of the Cain.

As for the girders I like them, but perhaps if you do them a bit less regular, it will help sell the model
Title: Re: Cain strikes back - WIP
Post by: c914 on July 31, 2009, 01:09:33 pm
Quote
While cool in theory, this will almost definitely lead to situations in which the arms get destroyed before the turret, and since the arms are much bigger targets, this will make disarming the cain a much easier prospect. So maybe just the front of the top arm should be destroyable?

In my plan arms are destroyable objects but it debris is quite solid where it should be (parts where are turrets) and places where explosion rip whole hull a parts leaving scratch of metal and some kind of pipes. There is no worry that turrets wont work or be just object in empty space. Also hit points of arm will be much more larger than turrets, i'm thinking about 1/5 original Cain HP for each arm.
Title: Re: Cain strikes back - WIP
Post by: Rodo on July 31, 2009, 01:10:49 pm
As for the girders I like them, but perhaps if you do them a bit less regular, it will help sell the model

yeah like the rakshasa's ribs, something more "exoskeleton" or biomechanical like.
Title: Re: Cain strikes back - WIP
Post by: Ziame on July 31, 2009, 02:07:47 pm
Cool, dude! Looking forward to it!
Title: Re: Cain strikes back - WIP
Post by: Droid803 on July 31, 2009, 02:58:37 pm
Just a note: You people do know that the GTCv Deimos has two of its broadside turrets moved further back compared to the retail model right?

As long as the turrets are still there (as in, same turret count), and the position isn't too far off, it should be fine.
Title: Re: Cain strikes back - WIP
Post by: Thaeris on July 31, 2009, 03:16:42 pm
About making a different model for the Lilith... I suppose that's understandable, as the Lilith is about 4x tougher than the joke... Cain, yes. However, the model is rather similar to the Fenris/Leviathan in the sense that it's a much tougher frame built upon a similar planform.

This said, the textures should be brought to bear next. All FSU VP models I've seen to date most certainly enhance the detail of the model, but also remain quite true to the designs presented on the original texture (or, at least in spirit). I've never seen any exception to this released in the FS2 MediaVPs.

I like the details (especially what you've done with the "arms"), but the original model/texture/additional appearances in game, etc., factor(s) must not be omitted from consideration. The Cain (or Lilith) is just not the same when it's too different.

-Thaeris
Title: Re: Cain strikes back - WIP
Post by: TrashMan on July 31, 2009, 04:46:43 pm
Because if you place the turrets elsewhere or add more turrets, the MediaVP people won't use it as it breaks mission balance.

I've set to see the day when a single blob turret breaks a mission.
Title: Re: Cain strikes back - WIP
Post by: General Battuta on July 31, 2009, 04:54:55 pm
Because if you place the turrets elsewhere or add more turrets, the MediaVP people won't use it as it breaks mission balance.

I've set to see the day when a single blob turret breaks a mission.

As has been said, it's a slippery slope. And it's definitely going to change the way the model behaves, which could break backwards compatibility with very tightly designed missions.
Title: Re: Cain strikes back - WIP
Post by: Droid803 on July 31, 2009, 05:05:30 pm
Well, in that case we should get rid of the HTL Deimos.
The turrets aren't in the exact same place.

Maintain number of turrets, general position, and firing arc, and it should be fine.
Title: Re: Cain strikes back - WIP
Post by: TrashMan on July 31, 2009, 05:21:37 pm
As has been said, it's a slippery slope. And it's definitely going to change the way the model behaves, which could break backwards compatibility with very tightly designed missions.

Meh...I play stock and other user-made campaigns with my Orion and Typhon, that have +10 turrets, and haven't really noticed any change in difficulty or breaking of missions.
You'd have to severely change the positioning and loadout for it to have any larger impact. (like adding 4 aaaf's)
Title: Re: Cain strikes back - WIP
Post by: General Battuta on July 31, 2009, 05:28:02 pm
As has been said, it's a slippery slope. And it's definitely going to change the way the model behaves, which could break backwards compatibility with very tightly designed missions.

Meh...I play stock and other user-made campaigns with my Orion and Typhon, that have +10 turrets, and haven't really noticed any change in difficulty or breaking of missions.
You'd have to severely change the positioning and loadout for it to have any larger impact. (like adding 4 aaaf's)

I'm talking about a very tightly designed mission. Say, one in which every individual turret on the Cain was locked (for some absurd reason, I don't know why, it's a thought experiment) rather than using turret-lock-all. You'd now have a loose turret floating about, correct?
Title: Re: Cain strikes back - WIP
Post by: Droid803 on July 31, 2009, 07:29:51 pm
Are you people failing to realize that if a turret isn't tabled in, it won't do anything and it'd just be decoration (like the SD Lucifer's side things), and that if worse comes to worse and it looks strange, just CHOP IT OFF IN PCS2 WHICH TAKES A MIND BLOWING ONE FULL SECOND?

Just as long as the ORIGINAL turrets are in (about) the same place and all there, we're good.


Edit: Excuse the rage...
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 31, 2009, 07:33:10 pm
Any more screenies? :D
Title: Re: Cain strikes back - WIP
Post by: High Max on July 31, 2009, 07:34:21 pm
;-)
Title: Re: Cain strikes back - WIP
Post by: Droid803 on July 31, 2009, 07:36:43 pm
I was raging at how some people don't seem to get that having extra turrets in addition to the original is not an issue because you can remove them in PCS2 with a click of a button, hence turning an up-turreted model into one that is functionally identical to the original.
Title: Re: Cain strikes back - WIP
Post by: Thaeris on July 31, 2009, 08:18:43 pm
If that's the case, why not have a model which is correct according to the original that you can instead add an extra turret with PCS2? That method actually makes sense...

-Thaeris
Title: Re: Cain strikes back - WIP
Post by: Hades on July 31, 2009, 08:25:06 pm
I have to say, I'm with Snail here. I don't like the girders at all. :\

Just a note: You people do know that the GTCv Deimos has two of its broadside turrets moved further back compared to the retail model right?
Yes, but they weren't moved far back, only about 20 metres back. The length of how far they would be moved on the Cain would be much greater, probably ~100 metres.

Do you still have the old model? I'm sure some people here would much prefer that version
Title: Re: Cain strikes back - WIP
Post by: Droid803 on July 31, 2009, 08:25:47 pm
Because adding turrets isn't as simple as deleting one.
Re-orientating the turret model can't be done in PCS2 if you say, duplicate a turret. Adding a turret requires exporting as a DAE, going into whatever modelling program, adding a turret, rexporting to DAE, and converting back to a POF if you don't have the source model (or if the source model is not in a format you can open with the modelling program you have).

If there is a demand for a model with extra turrets (or if the creator just wants to), it's less work for everyone just to have an extra turret there which will be deleted for the MVPs version.

Therefore, it is less work to delete a turret than to add one. So let's not go into debates about extra turrets. People should just shut up and stop complaining about them because THEY AREN'T A PROBLEM UNLESS YOU MAKE THEM ONE YOURSELF.

If the FSU people are really too busy to even do something like deleting turrets in PCS2, then I'll do it >.>

But right, back to the model. The girders are...iffy. Especially the ones on the bottom. Drop them and replace them with something closer to the texture on the original.
Title: Re: Cain strikes back - WIP
Post by: Snail on July 31, 2009, 08:48:11 pm
Honestly, I couldn't care less about the turrets, it's just the FSU guys who may or may not have an issue with it (Snail did not start the flamewar).


That said, I don't think the girders fit. There isnt a single Shivan ship in retail or otherwise that has any girder detail anywhere. You'd think if they wanted girders they'd at least have it on the textures.
Title: Re: Cain strikes back - WIP
Post by: Hades on July 31, 2009, 08:56:55 pm
That said, I don't think the girders fit. There isnt a single Shivan ship in retail or otherwise that has any girder detail anywhere. You'd think if they wanted girders they'd at least have it on the textures.
I couldn't agree more, the girders just look out of place and just doesn't feel Shivan at all.
Title: Re: Cain strikes back - WIP
Post by: Rodo on July 31, 2009, 09:18:14 pm
again.. replace them with ribs like the ones the rakshasa will have! ;7
Title: Re: Cain strikes back - WIP
Post by: BrotherBryon on July 31, 2009, 09:20:30 pm
Very nice. I actually like the girders, it helps to break up the large red sections. Perhaps changing the shape of the girders from rectangular to triangular would help appease the dissenters and give it more of Shivan look. Make them look more like a spiky support strut than a girder.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 31, 2009, 10:08:36 pm
That said, I don't think the girders fit. There isnt a single Shivan ship in retail or otherwise that has any girder detail anywhere. You'd think if they wanted girders they'd at least have it on the textures.
I couldn't agree more, the girders just look out of place and just doesn't feel Shivan to me.
Again, Ravana and Demon. Girders. They have them.
Title: Re: Cain strikes back - WIP
Post by: Hades on July 31, 2009, 10:13:03 pm
That said, I don't think the girders fit. There isnt a single Shivan ship in retail or otherwise that has any girder detail anywhere. You'd think if they wanted girders they'd at least have it on the textures.
I couldn't agree more, the girders just look out of place and just doesn't feel Shivan to me.
Again, Ravana and Demon. Girders. They have them.
The retail Ravana doesn't have girders, and the high-poly one is not canon so you can't use it in the argument. :P

The Demon's "girders" don't really look like girders at all, to be honest. They look more like plates of armour.
Title: Re: Cain strikes back - WIP
Post by: Droid803 on August 01, 2009, 01:31:38 am
The girders on the Ravana are acceptable because they're used in moderation.
Spamming them everywhere is kinda...bad...
Title: Re: Cain strikes back - WIP
Post by: xXGrifterXx on August 01, 2009, 04:33:41 am
The girders on the Ravana are acceptable because they're used in moderation.
Spamming them everywhere is kinda...bad...

I agree. Maybe because there is just too much red. I also think the girder look takes away from the organic look which it has in the concept art.
Title: Re: Cain strikes back - WIP
Post by: c914 on August 01, 2009, 08:59:47 am
For those who dislike girder look at texture that fills part where red paint is. This texture had something similar but less scaled more regular and complexed. Girder is a skeleton for Cain which is quite light cruiser, some parts (like aft) are covered by armour some just don't.

I will work at those on bottom to be less regular.
Title: Re: Cain strikes back - WIP
Post by: Kolgena on August 01, 2009, 10:13:07 am
I'm another girder-hater (sorry). There are plenty of good things happening here, but girders ain't one of 'em.

Um, another small thing: I remember people discussing a previous cain/lilith model that had less recessed missile turrets. They mentioned how part of the strength of these missile turrets was that it was nigh impossible to hit them outside a rather narrow cone, or from long range if the cruiser is moving. As your model stands, it looks like the missile turrets aren't going to be recessed in as small a depression, which makes them tons easier to hit. That would be a bigger mission breaker than a moved blob turret, I imagine.

Even if that isn't actually true, I'm still questioning the shape of those "eyes". They look nice stylistically, but I'm having an internal conflict between "this isn't very canon at all" and "this looks actually pretty decent".
Title: Re: Cain strikes back - WIP
Post by: Snail on August 01, 2009, 10:16:17 am
For those who dislike girder look at texture that fills part where red paint is. This texture had something similar but less scaled more regular and complexed. Girder is a skeleton for Cain which is quite light cruiser, some parts (like aft) are covered by armour some just don't.

I will work at those on bottom to be less regular.
The Shivans don't build their ships with girders...
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on August 01, 2009, 10:25:55 am
The girders on the Ravana are acceptable because they're used in moderation.
Spamming them everywhere is kinda...bad...

I agree. Maybe because there is just too much red. I also think the girder look takes away from the organic look which it has in the concept art.
It also look like a giant utility drone in the concept art. :P
I see tubes in areas that aren't covered by plating, use a tube texture on the areas where there would be girders then.

If that doesn't shut everyone up, just go with what you have anyway. :P
Title: Re: Cain strikes back - WIP
Post by: c914 on August 01, 2009, 10:27:07 am
Quote
The Shivans don't build their ships with girders...

... they grow on the trees :P

Or maybe not if you saw one in build, give us some photos.
Title: Re: Cain strikes back - WIP
Post by: Snail on August 01, 2009, 10:30:23 am
:doubt:

I'm just saying all these girders are very uncreative and somewhat detract from the character of the ship and the Shivans themselves.
Title: Re: Cain strikes back - WIP
Post by: c914 on August 01, 2009, 03:01:20 pm
That is your opinion mine is else  - triangle grides placed in chaotic order are in some way organic and cybernetic.  Also shape that they creates (with other sharp objects like claws and arms) describe aggressive nature of Shivan
Title: Re: Cain strikes back - WIP
Post by: Hades on August 01, 2009, 03:30:10 pm
Not really, girders aren't Shivan at all. They make them look as if they are weak, and uncompleted. The girders themselves look more Terran than they will ever look Shivan. The retail texture looks much better and no canon Shivan ship has girders on the texture...
Title: Re: Cain strikes back - WIP
Post by: General Battuta on August 01, 2009, 03:31:45 pm
Maybe a more irregular, scaled effect would do well?
Title: Re: Cain strikes back - WIP
Post by: Hades on August 01, 2009, 03:33:09 pm
Maybe a more irregular, scaled effect would do well?
I would actually think that the retail textures would make for better details on the model...
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on August 01, 2009, 03:35:24 pm
Not really, girders aren't Shivan at all. They make them look weak, and the girders themselves look Terran. Plus, the retail texture looks much better and no no canon Shivan ship has girders on the texture...
And yet something has to hold those "plates of armor" on the aft sections of the Demon.
I still say they're girders. Unless everything's held together by Magic Glue.
Title: Re: Cain strikes back - WIP
Post by: General Battuta on August 01, 2009, 03:37:39 pm
Not really, girders aren't Shivan at all. They make them look weak, and the girders themselves look Terran. Plus, the retail texture looks much better and no no canon Shivan ship has girders on the texture...
And yet something has to hold those "plates of armor" on the aft sections of the Demon.
I still say they're girders. Unless everything's held together by Magic Glue.

Uh, or they're held in place by structure underneath, like on every other ship?
Title: Re: Cain strikes back - WIP
Post by: Mongoose on August 01, 2009, 04:02:02 pm
Before this circular argument goes any further, perhaps someone could do the favor of posting the original textures in question, so that everyone can make a valid comparison.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on August 01, 2009, 04:13:38 pm
(http://img35.imageshack.us/img35/8335/addgadg.png)
Pray tell that any of that looks remotely Shivan, I could see this on a Terran Freighter or something and it would work.
Title: Re: Cain strikes back - WIP
Post by: Snail on August 01, 2009, 04:30:20 pm
Those aren't really girders.

At least, not the same type of girders that we see on this model.
Title: Re: Cain strikes back - WIP
Post by: Galemp on August 01, 2009, 06:43:22 pm
OK, here's my Expert Opinion.

Overall, it's a great start. It has a definite Zeerust flavor to it, as if it came out of BioShock. The arms are my favorite part; I like the girders and the elbow panels,  and the little teeth at the ends. Great job.

I also really like the teardrops on the sides, and the arc where the upper armor meets the flanks. The FighterKiller turrets would fit in those teardrops nicely. However it is important that on the Lilith, those areas return to the iconic circles/pentagons of the original model, as the Lilith's Cluster Bombs are more deadly and have nice round shockwaves that match the launchers.

The nose needs more work, as right now it looks very basic. I like the idea of the Lilith having the tusks, and the Cain having more of a bullnose. Maybe smooth it out a little bit more, like the nose of BrandX's E-Wing.

Although the girders on the arms are appropriate, you did go overboard on the underside and flanks. You really should eliminate them, and find some other way to detail that area. Perhaps bevel those sharp edges connecting the red sides with the bottom panel, or completely re-invent the geometry there. The girders are OK in the little areas on either side of the engine slots.

Keep up the work. I'd like to see 'clay' renders with Ambient Occlusion, though, as right now the contrast is a little low and we can't make out the details.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on August 01, 2009, 06:47:46 pm
That post, I agree with.
Title: Re: Cain strikes back - WIP
Post by: Aardwolf on August 01, 2009, 09:08:51 pm
(http://img35.imageshack.us/img35/8335/addgadg.png)

I <3 that texture. And for any dolts out there who want to claim that it doesn't look Shivan... Shivan ships have girders and pipes and stuff just like Terran ships do. Heck, even Vasudan ships have 'em. The only significant differences are a) the superficial ones, like coloration, and the overall shape, and b) the deep-under-the-surface internal ones, like that in FS1 they had shields and we didn't, or that their ships didn't show up on our sensors for whatever reason.

So nyeah.
Title: Re: Cain strikes back - WIP
Post by: Aardwolf on August 02, 2009, 01:30:29 pm
:bump:

Any updates on this?

Also, a question: are the two spikes on the top the same distance apart as they are in retail? I reckon they should be, so that it doesn't become easier or harder to fly between them...

Also, can we get a view of the front, pl0x?
Title: Re: Cain strikes back - WIP
Post by: c914 on August 03, 2009, 06:10:02 am
(http://i104.photobucket.com/albums/m173/c914/Cain_HTL_2.jpg)
(http://i104.photobucket.com/albums/m173/c914/Cain_HTL_3.jpg)

As you can see there had been few changes to girders, now they are less regular. At nose and bottom part I'm still working...
BTW Red paint  is there only for for underline deepens of some parts.

Quote
I reckon they should be, so that it doesn't become easier or harder to fly between them...
Right now they aren't but they will be.
Title: Re: Cain strikes back - WIP
Post by: Dragon on August 03, 2009, 06:21:37 am
Great work, it's awesome.  :)
I wonder how it will look textured and fully turreted.
Title: Re: Cain strikes back - WIP
Post by: Rodo on August 03, 2009, 06:29:11 am
I like it better the overall shape :yes:, maybe you could also try extruding a little bit the griders.. just so it seems they are unatached from the underliying hull...something like the colossus ones, but not that prominent, just a suggestion, but it's looking great now anyways :nod:

Title: Re: Cain strikes back - WIP
Post by: ssmit132 on August 03, 2009, 06:30:24 am
It's looking very good, but, frankly, I prefer the circular missile launcher enclosures more.
Title: Re: Cain strikes back - WIP
Post by: TacOne on August 03, 2009, 07:19:29 am
This is looking great!

Can't wait to see this in-game.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on August 03, 2009, 07:42:52 am
It's looking very good, but, frankly, I prefer the circular missile launcher enclosures more.
Then everyone's going to whine about giving it a pentagonal depression, which I still say was made just to use less polygons. I say this missile launcher is fine the way it is.
However, if anything it could be compressed length-wise so it looks more like a distorted circle instead of a teardrop.

Before I forget, great progress, I'm getting more and more eager to see this in action.
Title: Re: Cain strikes back - WIP
Post by: xXGrifterXx on August 03, 2009, 11:48:32 am
Looks great, very streamlined. I kind of feel like there's too much red in it, but it still is way better than what we currently got. :yes:
Title: Re: Cain strikes back - WIP
Post by: Droid803 on August 03, 2009, 12:31:58 pm
Hey uh, would the red diamond in the texture fit on the bottom? If it doesn't you should change it. It's what makes the Cain/Lilith and Lucifer look similar, as well as acting as an identifier for the bottom side.
Title: Re: Cain strikes back - WIP
Post by: Snail on August 03, 2009, 12:36:17 pm
I like the new girders. :)
Title: Re: Cain strikes back - WIP
Post by: 0rph3u5 on August 03, 2009, 02:20:48 pm
(http://i104.photobucket.com/albums/m173/c914/Cain_HTL_2.jpg)
(http://i104.photobucket.com/albums/m173/c914/Cain_HTL_3.jpg)

nice - but is that just me or do the lower arms have another orientation in the original model?
Title: Re: Cain strikes back - WIP
Post by: brugger on August 03, 2009, 09:04:43 pm
When you view the old model in profile the lower arms portude at a very slight downward angle then there is a slight bend back up. The arms end at about the same elevation as they begin. This version the arms look to go straight out. Not something I'd lose sleep about because this model is looking great.
Title: Re: Cain strikes back - WIP
Post by: terran_emperor on August 04, 2009, 10:22:25 am
sorry if this has already been asked but is this cain model based on the Concept art?
Title: Re: Cain strikes back - WIP
Post by: Hades on August 04, 2009, 07:12:06 pm
I <3 that texture. And for any dolts out there who want to claim that it doesn't look Shivan... Shivan ships have girders and pipes and stuff just like Terran ships do.
Hey guess what, only the Demon has anything that even resembles girders. You're using a plural when it doesn't belong.

Quote
Heck, even Vasudan ships have 'em.
Hey guess what, none of the Vasudan ships have anything that resemble girders on the textures.


And, I don't like this at all. I hope the MVPs don't use it, as, beyond the shape, it looks nothing like the retail Cain. Yes, I would use the retail model over this any day.

Quote
(that said, hades, if you really don't like it there is nothing stopping you from customizing your MediaVP installation, like what I've done to the beam glows. Just drop the retail .pof into your Mediavp's data/models folder)
Yeah, I know.
Title: Re: Cain strikes back - WIP
Post by: Snail on August 04, 2009, 07:22:57 pm
Hades - While I agree that the girders aren't very Shivan, that was uncalled for, overly aggressive and not very constructive.



I'm Snail and I do not approve of that message. :nervous:



(that said, hades, if you really don't like it there is nothing stopping you from customizing your MediaVP installation, like what I've done to the beam glows. Just drop the retail .pof into your Mediavp's data/models folder)
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on August 04, 2009, 08:29:04 pm

And, I don't like this at all. I hope the MVPs don't use it, as, beyond the shape, it looks nothing like the retail Cain. Yes, I would use the retail model of this any day.

Then do it yourself. :rolleyes:
I'd rather see this on VPs than watch a third attempt at an HTL model fade away. The fact there's even ships that haven't been upgraded after how many years since HTL ships started showing up in the first place baffles me.
It's not like it's going to use that extra turret that was mentioned, so its loadout isn't breaking Canon, which people like you seem to be so anal about, and it's about the appearance of the ship... :doubt:
It's not like it has four arms, and like someone said before, the Deimos should be taken out then just because two turrets were moved back. Oh and it has pipes on the engine when the Retail model didn't have pipes, that must be too radical of a change as well.
Title: Re: Cain strikes back - WIP
Post by: Hades on August 04, 2009, 11:42:32 pm
It's not like it's going to use that extra turret that was mentioned, so its loadout isn't breaking Canon, which people like you seem to be so anal about
Hey guess what, it's because it may break retail's missions.
Quote
The fact there's even ships that haven't been upgraded after how many years since HTL ships started showing up in the first place baffles me.
Hey guess what, making a model isn't exactly the easiest thing to do.
Quote
the Deimos should be taken out then just because two turrets were moved back.
Hey guess what, the Deimos's two turrets were only moved back ~20 metres, where as on the Cain it would be ~100 metres.
Quote
Oh and it has pipes on the engine when the Retail model didn't have pipes, that must be too radical of a change as well.
Hey guess what, it actually didn't deviate too far from canon as the Cain does.
Title: Re: Cain strikes back - WIP
Post by: Droid803 on August 04, 2009, 11:50:16 pm
Quote
the Deimos should be taken out then just because two turrets were moved back.
Hey guess what, the Deimos's two turrets were only moved back ~20 metres, where as on the Cain it would be ~100 metres.

Hey guess what, ~100 meters would be HALF THE DAMN SHIP. I don't think it's going to be moving that far.
Title: Re: Cain strikes back - WIP
Post by: Galemp on August 04, 2009, 11:56:51 pm
Give it a rest, you two. You can take this debate to another thread.

If this Cain is completed it will go in the MVPs. End of story.
Title: Re: Cain strikes back - WIP
Post by: High Max on August 05, 2009, 12:16:42 am
;-)
Title: Re: Cain strikes back - WIP
Post by: Enigmatic Entity on August 05, 2009, 12:38:35 am
I think if you can change the rotation of those front two lower arms just a little so they don't look like a Terran creation (i.e. right angles, square, etc.) then you should be almost done, aside from greeble, textures, etc. Good work :) .
Title: Re: Cain strikes back - WIP
Post by: c914 on August 05, 2009, 02:54:57 am
Arms... arms... they are separate sub objects and just like spikes aren't in exact position.

And for how it should look, id prefer some more creative work not just rising up poly count only for extrude places where texture mark it. Sometimes this creativity goes in wrong way (like Hecate model which personally I don't like) sometimes in good (Orion, Hatshepsut).
Title: Re: Cain strikes back - WIP
Post by: Snail on August 05, 2009, 06:39:01 am
The Orion is horrible. No offense to Bobbaou, but it makes no frikken sense.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on August 05, 2009, 07:53:16 am
I prefer to use TrashMan's Orion for a couple reasons.
Either way, keep it up c914, I'm dying to see the end results.
Title: Re: Cain strikes back - WIP
Post by: c914 on August 09, 2009, 11:29:16 am
Some part of textured arm... suggestions?
(http://i104.photobucket.com/albums/m173/c914/Cain_HTL_4.jpg)
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on August 09, 2009, 11:48:10 am
It looks more appropriate for the Demon, but it still looks good.
Title: Re: Cain strikes back - WIP
Post by: Snail on August 09, 2009, 12:30:24 pm
Shazam, that's nice.
Title: Re: Cain strikes back - WIP
Post by: headdie on August 09, 2009, 12:36:01 pm
beautiful, one suggestion and that would be to use a red hint in the gaps between the girders
Title: Re: Cain strikes back - WIP
Post by: Snail on August 09, 2009, 12:39:29 pm
beautiful, one suggestion and that would be to use a red hint in the gaps between the girders
That'll be done with the glowmaps.


c914 - I used to dislike it, but now I'm really warming to this thing. It's looking really great. Can't wait to see what you do with the Lilith.
Title: Re: Cain strikes back - WIP
Post by: Galemp on August 09, 2009, 01:14:40 pm
I wish I could texture that well! Keep it up!
Title: Re: Cain strikes back - WIP
Post by: Mongoose on August 09, 2009, 02:37:32 pm
I really like the stylistic connection to the Demon. :)
Title: Re: Cain strikes back - WIP
Post by: BlackDove on August 09, 2009, 03:34:42 pm
****year.
Title: Re: Cain strikes back - WIP
Post by: Droid803 on August 09, 2009, 03:37:56 pm
Looking like the SD Demon is no problem. Good work :yes:
Title: Re: Cain strikes back - WIP
Post by: 0rph3u5 on August 09, 2009, 03:55:57 pm
nice  :yes:
Title: Re: Cain strikes back - WIP
Post by: headdie on August 09, 2009, 04:01:13 pm
the similarity to the SD Demon is good i think, kind of tying the different era ships together
Title: Re: Cain strikes back - WIP
Post by: Snail on August 09, 2009, 04:47:53 pm
the similarity to the SD Demon is good i think, kind of tying the different era ships together
They're both from FS1...
Title: Re: Cain strikes back - WIP
Post by: headdie on August 09, 2009, 07:33:29 pm
the similarity to the SD Demon is good i think, kind of tying the different era ships together
They're both from FS1...

my post sounded right when i typed it lol, i was trying to say its nice tying the ships from the same era but n00bed how i said it lol
Title: Re: Cain strikes back - WIP
Post by: High Max on August 09, 2009, 08:11:40 pm
;-)
Title: Re: Cain strikes back - WIP
Post by: brugger on August 09, 2009, 08:33:41 pm
I can't wait to see it with the red glows added.
Title: Re: Cain strikes back - WIP
Post by: NGTM-1R on August 09, 2009, 08:36:44 pm
The current texturing looks decidedly like advanced Terran, not Shivan. Also, little head on the end of the arm is giggleworthy.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on August 09, 2009, 08:38:52 pm
lol... :doubt:
Title: Re: Cain strikes back - WIP
Post by: Droid803 on August 09, 2009, 09:03:46 pm
It looks advanced terran because it lacks RED.
The Cain's (and to an extent the Lucifer's) are like that without the glows.
Title: Re: Cain strikes back - WIP
Post by: General Battuta on August 10, 2009, 01:23:15 am
I'm liking it so far, I think.
Title: Re: Cain strikes back - WIP
Post by: Narvi on August 10, 2009, 04:26:49 am
Can we have a comparison shot with the original model?
Title: Re: Cain strikes back - WIP
Post by: xXGrifterXx on August 10, 2009, 01:05:30 pm
I think the texture looks great so far.  :yes:
Title: Re: Cain strikes back - WIP
Post by: Dark Knight on August 10, 2009, 01:16:53 pm
It's a Geth!
Title: Re: Cain strikes back - WIP
Post by: Cobra on August 10, 2009, 07:25:02 pm
All it needs now is a light. :D
Title: Re: Cain strikes back - WIP
Post by: BlackDove on August 11, 2009, 10:45:49 am
The current texturing looks decidedly like advanced Terran, not Shivan. Also, little head on the end of the arm is giggleworthy.

That's because "advanced Terran" is "Copying Shivans".
Title: Re: Cain strikes back - WIP
Post by: High Max on August 11, 2009, 08:51:40 pm
;-)
Title: Re: Cain strikes back - WIP
Post by: eliex on August 12, 2009, 12:42:01 am
Most of the technological "advancements" made by the Vasudans and Terrans have been largely based on the superior tech of the Shivans. Weaponry alone, we have the Kayser, beams and others.
Title: Re: Cain strikes back - WIP
Post by: Galemp on August 12, 2009, 01:29:39 am
It looks VERY FS1 Shivan. If you don't believe me look at the textures for the FS1 Shivan fighters and bombers.
Title: Re: Cain strikes back - WIP
Post by: Snail on August 12, 2009, 12:30:46 pm
It looks VERY FS1 Shivan. If you don't believe me look at the textures for the FS1 Shivan fighters and bombers.
:yes:
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on August 14, 2009, 09:46:54 pm
How's texturing going?
Title: Re: Cain strikes back - WIP
Post by: c914 on August 17, 2009, 03:28:26 am
I've just get back from week holidays, for now it its as it was at last post.
Title: Re: Cain strikes back - WIP
Post by: shiv on August 17, 2009, 05:14:48 pm
Dobra robota, c914 :yes:
Title: Re: Cain strikes back - WIP
Post by: ragingloli on August 17, 2009, 10:27:42 pm
is that czech for "good work"?
Title: Re: Cain strikes back - WIP
Post by: Aardwolf on August 17, 2009, 11:38:47 pm
Heheheh... Robota

Wait, I thought they were both Polish?
Title: Re: Cain strikes back - WIP
Post by: shiv on August 18, 2009, 01:48:49 am
We're both polish, it means good job/work.

And polish and czech languages are very similas so we can understand czech without learning it :)
Title: Re: Cain strikes back - WIP
Post by: c914 on August 18, 2009, 02:29:44 am
True but sometimes words had waaayyy different meaning.
Title: Re: Cain strikes back - WIP
Post by: Narvi on August 18, 2009, 03:50:52 am
What does "robota" mean?

Domo arigato, mister roboto?
Title: Re: Cain strikes back - WIP
Post by: Kszyhu on August 18, 2009, 06:44:14 am
'Robota' translates as 'work'/'job'.
Title: Re: Cain strikes back - WIP
Post by: Sushi on August 18, 2009, 10:42:23 am
Which, non-coincidentally, is where the word "Robot" does indeed come from.

http://en.wikipedia.org/wiki/Robot#Etymology

The More You Know! ---*
Title: Re: Cain strikes back - WIP
Post by: BS403 on August 18, 2009, 02:36:10 pm
As has been said, it's a slippery slope. And it's definitely going to change the way the model behaves, which could break backwards compatibility with very tightly designed missions.

Meh...I play stock and other user-made campaigns with my Orion and Typhon, that have +10 turrets, and haven't really noticed any change in difficulty or breaking of missions.
You'd have to severely change the positioning and loadout for it to have any larger impact. (like adding 4 aaaf's)

I'm talking about a very tightly designed mission. Say, one in which every individual turret on the Cain was locked (for some absurd reason, I don't know why, it's a thought experiment) rather than using turret-lock-all. You'd now have a loose turret floating about, correct?

Actually no, there wouldn't be a loose turret they would still have the same names and the same number of turrets, so it wouldn't have any effect they would all still be locked, the turret would just be in a different place.

At least thats how I understand it.
Title: Re: Cain strikes back - WIP
Post by: General Battuta on August 18, 2009, 02:52:29 pm
Well, it's been pointed out (quite rightly) that if the up-turreted Cain were still using retail tables the new turrets would never fire or anything.
Title: Re: Cain strikes back - WIP
Post by: BS403 on August 19, 2009, 02:29:01 pm
oh sorry I didn't realize it was up-turreted, I thought it was just re-arranged my mistake. and I posted that reply before I finished reading all the posts.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on August 19, 2009, 06:51:32 pm
I don't think it's going to be now, but otherwise it was just going to have one extra turret to even out the number of turrets on each arm.
Title: Re: Cain strikes back - WIP
Post by: Aardwolf on August 19, 2009, 08:43:35 pm
/me already knew about the etymology of the word Robot
Title: Re: Cain strikes back - WIP
Post by: BS403 on August 20, 2009, 09:24:08 am
Anyways very nice work.  I really like the details on the arms.  :yes:
Title: Re: Cain strikes back - WIP
Post by: sigtau on August 21, 2009, 09:45:24 pm
 :eek2:

If the Cain is this sexy, imagine the Lilith, guys.  :yes:
Title: Re: Cain strikes back - WIP
Post by: Thaeris on August 21, 2009, 11:55:35 pm
 :wtf:

Now, I agree the high-poly models are great... but imaginig a Lilith (in general) should never make one happy...

...It's like someone showing you a high-resolution image of the AIDS virus via an electron microscope:

The nasty problem-thing is still there, but now it's in *HD before it tears your insides out... though that's more of an Ebola thing...

I personally can think of few greater joys than (a.) having to wait to fire no less than three Trebs or (b.) an unreasonalbe amount of any other ordnance selection at the main beam cannon... while the unrealistically supercharged rear beam decides to eat you... in *HD...

That said, I await your accursed succubis to appear in *HD.  :D

-Thaeris
Title: Re: Cain strikes back - WIP
Post by: Hades on August 21, 2009, 11:58:45 pm
For the Lilith, try to use the same curve style that you have for the Cain, while not having any girders. The Lilith needs to look strong, and powerful. Not weak, and exposed. The Lilith might actually be a better ship to try using retail texture detail than, say, the Cain.
Title: Re: Cain strikes back - WIP
Post by: Thaeris on August 22, 2009, 12:08:24 am
In that sense (but a tangent thereof), might it be better to use the "black" texture while incorporating the more organic appearance of the FS2 Shivan ships? You might argue that such a measure would be a logical design transition for the Shivans... if design transitions apply to the Shivans.

-Thaeris
Title: Re: Cain strikes back - WIP
Post by: Hades on August 22, 2009, 12:13:43 am
In that sense (but a tangent thereof), might it be better to use the "black" texture while incorporating the more organic appearance of the FS2 Shivan ships? You might argue that such a measure would be a logical design transition for the Shivans... if design transitions apply to the Shivans.

-Thaeris
No, I'd like to keep the cool mechanical look of the FS1 Shivan ships faaaaaaar away from the FS2 Shivan ships.

EDIT: By organic do you just mean "curvy"? After rereading your post again, I'm not very sure.

EDIT2: And no, I rather like having more original Lilith colours than the newer mediavp colours.
Title: Re: Cain strikes back - WIP
Post by: Thaeris on August 22, 2009, 12:30:30 am
I suppose I was ideating the concept of "organic" plates of armor... though that more readily applies to Vasudan designs. Most Shivan designs seem to have a "carapace," even the Demon-class destroyer has this aspect. In short, I was entertaining the idea of "scaly plates of armor," making for an organic appearance. To make it look armored, I was suggesting the dark texture in reference to the Rakshasa... this is due to the texture of the Rakshasa itself, which lends itself to greebling... and greebling has a good way of making something look armored.

Basically, that was the thought process at the time. However, given how tough the "grey Shivans" are (the Demon, Ravana), a grey Lilith is also very plausible.

-Thaeris
Title: Re: Cain strikes back - WIP
Post by: headdie on August 22, 2009, 07:07:05 am
Shivan ships always strike me as having an insect/beetle inspiration a bit like the aliens in the lost in space movie
Title: Re: Cain strikes back - WIP
Post by: Droid803 on August 22, 2009, 01:11:23 pm
To me, they're freakish mechanical horrors, be they insectoid, or not.
Insects are rather freakish.
Title: Re: Cain strikes back - WIP
Post by: Snail on August 22, 2009, 01:18:07 pm
I like mechanical horrors more than the stereotypical space bugs. :doubt:
Title: Re: Cain strikes back - WIP
Post by: Hades on August 22, 2009, 01:29:23 pm
I like mechanical horrors more than the stereotypical space bugs. :doubt:
I agree, the mechanical horrors just seem more inspired and less generic.
Title: Re: Cain strikes back - WIP
Post by: High Max on August 23, 2009, 01:30:35 am
;-)
Title: Re: Cain strikes back - WIP
Post by: Galemp on August 23, 2009, 01:18:46 pm
There's no reason to believe they should be inspired by animals at all. I mean we don't have tanks that look like war elephants, do we?*


*And no, AT-ATs don't count.
Title: Re: Cain strikes back - WIP
Post by: High Max on August 23, 2009, 02:17:24 pm
;-)
Title: Re: Cain strikes back - WIP
Post by: headdie on August 23, 2009, 03:03:44 pm
i suppose to be in keeping vasudan design should be based on or round history and legend as that has a deep resonance in their psyche (ref various cannon sources)
Title: Re: Cain strikes back - WIP
Post by: Snail on August 23, 2009, 03:12:25 pm
Canonically the Vasudans have based the Tauret on the Apsu-Hek.
Title: Re: Cain strikes back - WIP
Post by: Aardwolf on August 23, 2009, 07:37:18 pm
i suppose to be in keeping vasudan design should be based on or round history and legend as that has a deep resonance in their psyche (ref various cannon sources)

CANON and CANNON are two different words, with different and unrelated meanings.

 :mad:
Title: Re: Cain strikes back - WIP
Post by: Thaeris on August 23, 2009, 08:47:40 pm
UNLESS you're French (which may lead to other problems  :drevil:), "canon" is equivalent to the English "cannon."

Either way, Aardwolf of the Grammar Inquisition (which no-one expects) will apparently still blast you with either.  :nervous:

-Thaeris
Title: Re: Cain strikes back - WIP
Post by: Cobra on August 25, 2009, 12:18:07 pm
*And no, AT-ATs don't count.

I always thought the AT-ATs looked more like giant, armored horses of death with death lasers on their heads. :nervous:
Title: Re: Cain strikes back - WIP
Post by: Titan on August 25, 2009, 03:28:18 pm
Canonically the Vasudans have based the Tauret on the Apsu-Hek.

What the hell is an Apsu-Hek?
Title: Re: Cain strikes back - WIP
Post by: Droid803 on August 25, 2009, 03:31:05 pm
Some animal from Vasuda Prime. Something that looks like the Tauret, I would presume. :p
Don't think there was ever a rendition of one, though there have been a few jokes regarding them IIRC.
Title: Re: Cain strikes back - WIP
Post by: Titan on August 26, 2009, 08:52:28 am
Oh, THAT Apsu-Hek. :shaking:
Title: Re: Cain strikes back - WIP
Post by: Thaeris on August 26, 2009, 10:46:07 pm
I don't quite comprehend your fear, Titan...

-Thaeris
Title: Re: Cain strikes back - WIP
Post by: High Max on August 26, 2009, 11:13:49 pm
;-)
Title: Re: Cain strikes back - WIP
Post by: Droid803 on August 27, 2009, 12:39:16 am
If anything it's probably egyptian, or egyptian-themed.
The word I mean.
Title: Re: Cain strikes back - WIP
Post by: High Max on August 27, 2009, 12:50:52 am
;-)
Title: Re: Cain strikes back - WIP
Post by: Droid803 on August 27, 2009, 12:57:51 am
Yes, and house is the same as mouse but with an "h" instead of an "m", so the "h" sound instead of the "m" sound being the only difference. :p

But let's get back to the HTL Cain!
Title: Re: Cain strikes back - WIP
Post by: Aardwolf on August 27, 2009, 10:40:10 am
Don't you mean the MPL Cain?
Title: Re: Cain strikes back - WIP
Post by: Droid803 on August 27, 2009, 11:56:12 am
MPL? I haven't seen that acronym before.
Title: Re: Cain strikes back - WIP
Post by: Titan on August 27, 2009, 11:59:37 am
Read the last 10 or so posts, Donut EDIT: DROID. Yeesh, I've been watching too much RvB.  :P
Title: Re: Cain strikes back - WIP
Post by: Ziame on August 27, 2009, 01:56:26 pm
Read the last 10 or so posts, Donut EDIT: DROID. Yeesh, I've been watching too much RvB.  :P

RVB FOR THE WIN YAY!


The Cain is so damn sexy
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on August 27, 2009, 05:09:12 pm
Yeah, can't wait to see it complete.
Title: Re: Cain strikes back - WIP
Post by: redsniper on August 30, 2009, 11:01:50 pm
I just... miss the pentagonal missile launchers... :sigh:
Title: Re: Cain strikes back - WIP
Post by: High Max on August 30, 2009, 11:51:37 pm
;-)
Title: Re: Cain strikes back - WIP
Post by: c914 on August 31, 2009, 08:08:04 am
Another small step in arm texturing, but big for Shivan war machine:

(http://i104.photobucket.com/albums/m173/c914/Cain_HTL_5.jpg)
Title: Re: Cain strikes back - WIP
Post by: Rodo on August 31, 2009, 08:16:38 am
it will look so cool with the red glow maps :D
Title: Re: Cain strikes back - WIP
Post by: Sushi on August 31, 2009, 08:25:08 am
That's looking very good.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on August 31, 2009, 08:33:29 am
That is going to look very sexy with glowmaps.
Title: Re: Cain strikes back - WIP
Post by: headdie on August 31, 2009, 10:05:15 am
That is going to look very sexy with glowmaps.

starting to rival the Hatshepsut in looks
Title: Re: Cain strikes back - WIP
Post by: Titan on August 31, 2009, 10:50:59 am
Soon we're gonna have to re-HTL the deimos, sobek, etc.
Title: Re: Cain strikes back - WIP
Post by: Rodo on August 31, 2009, 11:01:52 am
Soon we're gonna have to re-HTL the deimos, sobek, etc.

please!
Title: Re: Cain strikes back - WIP
Post by: Mongoose on August 31, 2009, 12:04:03 pm
Or, as a more sensible alternative, we could try to tackle everything that hasn't been done yet before worrying about whether or not older high-poly models need a tune-up. :p
Title: Re: Cain strikes back - WIP
Post by: Droid803 on August 31, 2009, 12:18:53 pm
Or, as a more sensible alternative, we could try to tackle everything that hasn't been done yet before worrying about whether or not older high-poly models need a tune-up. :p

That way of thinking I like. :nod:
Title: Re: Cain strikes back - WIP
Post by: Titan on August 31, 2009, 12:36:16 pm
'swhat i meant  :p
Title: Re: Cain strikes back - WIP
Post by: Snail on August 31, 2009, 12:41:22 pm
Soon we're gonna have to re-HTL the deimos, sobek, etc.

Or, as a more sensible alternative, we could try to tackle everything that hasn't been done yet before worrying about whether or not older high-poly models need a tune-up. :p

'swhat i meant  :p

wat :wtf:
Title: Re: Cain strikes back - WIP
Post by: Droid803 on August 31, 2009, 12:52:24 pm
I think he forgot to put "later" or "after everything else is done" in his original post, that's all.
Title: Re: Cain strikes back - WIP
Post by: Rodo on August 31, 2009, 01:28:08 pm
well I would personally love to see a new htl'd Deimos corvette rather than any other of the ships in FS universe, just because I like that ship better and because it's heavily used.
Title: Re: Cain strikes back - WIP
Post by: SypheDMar on August 31, 2009, 01:33:41 pm
I just... miss the pentagonal missile launchers... :sigh:
Me too. I don't think that was ever meant to be irregular.
Title: Re: Cain strikes back - WIP
Post by: Snail on August 31, 2009, 02:28:11 pm
I just... miss the pentagonal missile launchers... :sigh:
Me too. I don't think that was ever meant to be irregular.
I third that motion. Pentagonal missile launchers back please.
Title: Re: Cain strikes back - WIP
Post by: Aardwolf on August 31, 2009, 02:43:24 pm
It needs glowy awesomeness.
Title: Re: Cain strikes back - WIP
Post by: Snail on August 31, 2009, 03:32:30 pm
The pentagonal missile launchers were a major part of the Cain's design. Removing them is a bad choice IMO.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on August 31, 2009, 05:21:39 pm
How is a five-sided shape on a game where turrets and the like used to be 12 polygons at the most be a major part of a design?
Keep the missile launchers, it would look so goddamn stupid to see a well-made model have sudden blocks that probably holds no more than ten polygons.
Title: Re: Cain strikes back - WIP
Post by: Thaeris on August 31, 2009, 07:29:41 pm
That's because big pentagonal divits in the side of a space ship are very notable. That's why. And for the fans of "mechanical Shivans," big pentagonal divits are very mechanical.

-Thaeris
Title: Re: Cain strikes back - WIP
Post by: High Max on August 31, 2009, 08:26:39 pm
;-)
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on August 31, 2009, 08:58:43 pm
That's exactly how I see it, if the new model was to follow the old Cain to the exact shape and design, then it would be cirlces, making them how they are now is like how Unreal characters like Malcom and Lauren went through insane changes in appearance between Unreal Tournament games, Lauren on UT3 looks nothing like UT99 and UT2004 Lauren, but it's still Lauren. c914's Cain is still a Cain, despite the radical changes that have been made.
Title: Re: Cain strikes back - WIP
Post by: c914 on September 01, 2009, 02:32:29 am
Missile launchers are pentagonal, but place around them isn't. Also launchers receive some additional parts. Texture should clear up their pentagonal shape.
Title: Re: Cain strikes back - WIP
Post by: Vasudan Admiral on September 01, 2009, 08:59:22 am
That's some absolutely gorgeous texture work there dude. :D
Title: Re: Cain strikes back - WIP
Post by: sigtau on September 02, 2009, 04:41:20 pm
Now, where are the missile launchers going to be?  (They were the recessed hexagons on the sides)
Title: Re: Cain strikes back - WIP
Post by: Aardwolf on September 02, 2009, 07:34:42 pm
Now, where are the missile launchers going to be?  (They were the recessed hexagons on the sides)

We've been arguing about pentagons. Hexagons are not pentagons.

And furthermore, the pentagonal missile launchers were ICONIC. No circles  :no:
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on September 02, 2009, 07:39:44 pm
They were the byproduct of LOWER-END SYSTEM CAPABLILITY how in the world is that iconic?
Title: Re: Cain strikes back - WIP
Post by: General Battuta on September 02, 2009, 07:47:14 pm
I honestly never even noticed them.
Title: Re: Cain strikes back - WIP
Post by: colecampbell666 on September 02, 2009, 07:47:42 pm
They looked pretty good, they complemented the shape of the ship.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on September 02, 2009, 07:49:20 pm
Which being a ten year-old game, was very blocky, just like the missile launchers.
Smooth it out, blocky on smooth suddenly doesn't look right.
Title: Re: Cain strikes back - WIP
Post by: sigtau on September 02, 2009, 08:17:14 pm
I honestly don't care what happens to their shape--just as long as they exist.
Title: Re: Cain strikes back - WIP
Post by: Hades on September 02, 2009, 09:13:58 pm
To be honest, I agree. The missile launchers should be a circle, not a pentagon.
Title: Re: Cain strikes back - WIP
Post by: sigtau on September 02, 2009, 09:40:12 pm
Looking at the full screenshots of the Cain, I don't see any missile launchers anywhere.
Title: Re: Cain strikes back - WIP
Post by: Thaeris on September 02, 2009, 09:52:43 pm
Circles and Shivans don't mix. If anything, it would be some jagged/polygon-ish opening with a bunch of triangular missile ports in the middle. That's far more Shivan than any circle.

-Thaeris
Title: Re: Cain strikes back - WIP
Post by: c914 on September 03, 2009, 08:28:13 am
And now you will have pentagonal missile launchers in eye drop  :D

End work with arm, now is time for Cain fat ass.
(http://i104.photobucket.com/albums/m173/c914/Cain_HTL_06.jpg)
Title: Re: Cain strikes back - WIP
Post by: shiv on September 03, 2009, 08:41:47 am
Beauty.
Title: Re: Cain strikes back - WIP
Post by: Snail on September 03, 2009, 10:12:26 am
To be honest, I agree. The missile launchers should be a circle, not a pentagon.
I assume the arms should be curved too? And the ends should be circular? And the back should be circular?

And the Orion should actually be a large cylinder, of course.
Title: Re: Cain strikes back - WIP
Post by: Droid803 on September 03, 2009, 11:23:21 am
Nice slippery slope there.

But damn it does look good with glows.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on September 03, 2009, 11:30:12 am
Daaaaaamn, that is nice.
Title: Re: Cain strikes back - WIP
Post by: Hades on September 03, 2009, 06:05:07 pm
Circles and Shivans don't mix. If anything, it would be some jagged/polygon-ish opening with a bunch of triangular missile ports in the middle. That's far more Shivan than any circle.

-Thaeris
Tear drops don't fit the Shivan aesthetic, and yet they're on the model anyway.

To be honest, I agree. The missile launchers should be a circle, not a pentagon.
I assume the arms should be curved too? And the ends should be circular? And the back should be circular?

And the Orion should actually be a large cylinder, of course.
Mmm, nope. I never actually said anything like that.
Title: Re: Cain strikes back - WIP
Post by: Aardwolf on September 03, 2009, 08:58:29 pm
Which being a ten year-old game, was very blocky, just like the missile launchers.
Smooth it out, blocky on smooth suddenly doesn't look right.

There's no basis for you to claim that :v: would have made it round back in the day if only computers could handle it... The fact that they COULDN'T make it round, true or not, doesn't mean that they WOULD have, or SHOULD have.

Anyway, I'm not advocating that the exact geometry of the original missile launcher indents should be kept (that would be silly)... what I am saying is that the overall pentagonal symmetry should be explored further... make something cool that still looks like the original.
Title: Re: Cain strikes back - WIP
Post by: Snail on September 04, 2009, 10:27:45 am
Maybe we should just leave it to c914...
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on September 04, 2009, 10:32:42 am
Who has a perfectly good looking model in my opinion.
Title: Re: Cain strikes back - WIP
Post by: Thaeris on September 04, 2009, 03:49:21 pm
I must agree with Aardwolf's last point. Even if the poly count was so much of an issue back then, a hexagon or heptagon would have been used rather than a pentagon. Just look at the Argo. You can tell that the many docking ports on that thing are supposed to be round... yet they're modeled in hexagons if my memory serves me well (and it does do that...). Any shortfalling in the mesh would have also been accounted for in the texture. I'm quite certain every retail FS model follows this convention.

-Thaeris
Title: Re: Cain strikes back - WIP
Post by: Snail on September 04, 2009, 04:51:04 pm
I must agree with Aardwolf's last point. Even if the poly count was so much of an issue back then, a hexagon or heptagon would have been used rather than a pentagon. Just look at the Argo. You can tell that the many docking ports on that thing are supposed to be round... yet they're modeled in hexagons if my memory serves me well (and it does do that...). Any shortfalling in the mesh would have also been accounted for in the texture. I'm quite certain every retail FS model follows this convention.

-Thaeris
:yes::yes::yes::yes::yes::yes::yes::yes::yes::yes::yes::yes::yes:

YOU ARE MAH FRIEND
Title: Re: Cain strikes back - WIP
Post by: Droid803 on September 04, 2009, 05:52:29 pm
If it's going to delay the completion of this even one second, screw the pentagonal launcher...really.
Not worth wasting time over.
Title: Re: Cain strikes back - WIP
Post by: General Battuta on September 04, 2009, 06:05:16 pm
Concur. It's an absurd degree of nitpickage.
Title: Re: Cain strikes back - WIP
Post by: Snail on September 05, 2009, 07:28:36 am
If it's going to delay the completion of this even one second, screw the pentagonal launcher...really.
Not worth wasting time over.
And to this argument of yours, sir, I disagree!
Title: Re: Cain strikes back - WIP
Post by: sigtau on September 05, 2009, 07:46:34 am
Quote from: Alpha 3
Beautiful kill, sir!

Indeed, this is quite awesome looking.  Cain't wait for it! :P
Title: Re: Cain strikes back - WIP
Post by: AthlonBoy on September 10, 2009, 09:31:29 am
The discussion about high-poly interpretations of a low-poly mesh reminded me of Metal Gear Solid.

I recall reading in an interview that Metal Gear Rex was designed with flat sides, because that's all the Playstation could handle. Thus, it looked like this.

(http://img114.imageshack.us/img114/3302/rexold.jpg)

Rex makes a reappearance in Metal Gear Solid 4, with all the Playstation 3 horsepower that goes with it. Even though they could have made the legs cylindrical, with a hundred sides, they didn't; the original design was flat. Naturally they added in greebles, bevelled the edges and the like, but it's still a very flat design.

(http://img513.imageshack.us/img513/4290/rexnew.jpg)

What Konami did with Metal Gear Rex can be seen as the perfect example of what the FSU is trying to achieve. It embodies the act of converting a low-poly model to a high-poly model.

Notice that on the radome (dish on the left arm) they smoothed it over a great deal, because it was obvious that the intent was for it to look rounded. Also notice how the hydraulic spikes on the feet are rounded for the same reason.

You can take from this what you will, but on the subject of hexagonal missile tubes, I would vote for rounding them out; or, as this is a Shivan craft, make them edgier. But there's no need to chain yourself to 6 sides.
Title: Re: Cain strikes back - WIP
Post by: Kolgena on September 10, 2009, 10:57:30 am
For the record, it's 5 sides, not six, which is why a lot of people argue that it can't be circular; All other circles are drawn with hexagons on retail models. (as pointed out by Thaeris)
Title: Re: Cain strikes back - WIP
Post by: Aardwolf on September 12, 2009, 03:27:52 pm
And now you will have pentagonal missile launchers in eye drop  :D

End work with arm, now is time for Cain fat ass.
(http://i104.photobucket.com/albums/m173/c914/Cain_HTL_06.jpg)

IMO, your texture might work if the Cain were corvette or destroyer sized, but as a cruiser, those glowy patches (the glow map) --- whether they are supposed to be windows, or whatever --- are divided too finely. That's not to say they shouldn't be detailed, just that it might look better if the individual glowy blobs on the texture were bigger.

To use an analogy: you've got it textured like a leopard, make it a bit more like a giraffe.

Edit: I was just thinking, it's not actually that bad. Just from a distance, some of the glows might look like noise more than detail. My main concern is some of the recessed areas where the diffuse/spec map seems to have a striated pattern to it.
Title: Re: Cain strikes back - WIP
Post by: The E on September 12, 2009, 03:34:20 pm
Hang on, are you complaining that it's too detailed?
Title: Re: Cain strikes back - WIP
Post by: Aardwolf on September 12, 2009, 03:35:30 pm
Not really.

Just added while you were posting:

Quote from: My edit, just now
Edit: I was just thinking, it's not actually that bad. Just from a distance, some of the glows might look like noise more than detail. My main concern is some of the recessed areas where the diffuse/spec map seems to have a striated pattern to it
Title: Re: Cain strikes back - WIP
Post by: The E on September 12, 2009, 03:42:24 pm
True, I suppose.
Title: Re: Cain strikes back - WIP
Post by: c914 on September 17, 2009, 03:27:00 am
Aardwolf: In some point yore right, from a distance glow points will look like dots but at other LODs map will be simpler and red glow more blued less complexed. Texture you see is for close distance <1500m when you are able to see details.
Title: Re: Cain strikes back - WIP
Post by: sigtau on September 18, 2009, 06:18:18 am
Any full renders (or at least of the bulk of the ship) available for current progress?  I think I'm in love.  :ick:
Title: Re: Cain strikes back - WIP
Post by: c914 on September 18, 2009, 06:22:34 am
UV mapping work in progress :hammer:, nothing to see at this point.
Title: Re: Cain strikes back - WIP
Post by: terran_emperor on September 27, 2009, 02:06:48 pm
just was the arms...all i can say is sweeeeT and i hope to be able to fight this thing soon
Title: Re: Cain strikes back - WIP
Post by: c914 on September 30, 2009, 07:17:50 am
UV mapping is over!... yes now the easiest part - texture.
(http://i104.photobucket.com/albums/m173/c914/Cain_HTL_07.jpg)
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on September 30, 2009, 08:06:57 am
Daaaaaaamn.
Title: Re: Cain strikes back - WIP
Post by: colecampbell666 on September 30, 2009, 11:39:28 am
Wow.
Title: Re: Cain strikes back - WIP
Post by: Mongoose on September 30, 2009, 11:59:19 am
wuuuut :eek2:
Title: Re: Cain strikes back - WIP
Post by: AthlonBoy on September 30, 2009, 12:01:31 pm
(http://img527.imageshack.us/img527/7552/darth.jpg)
Impressive.
Most impressive.

You should write a tutorial or something on how to UV map. We could use your wisdom.
Title: Re: Cain strikes back - WIP
Post by: Snail on September 30, 2009, 12:25:15 pm
It's a bit busy on the eyes, but other than that, :yes:
Title: Re: Cain strikes back - WIP
Post by: Rodo on September 30, 2009, 01:23:05 pm
 :yes: :yes:

very good work :D
Title: Re: Cain strikes back - WIP
Post by: FreeSpaceFreak on September 30, 2009, 02:31:55 pm
That thing is the sex. Now all we need is an AO bake :)
Title: Re: Cain strikes back - WIP
Post by: Snail on September 30, 2009, 02:34:34 pm
Mind making a few bigger pictures? Would be nice.
Title: Re: Cain strikes back - WIP
Post by: Aardwolf on September 30, 2009, 03:02:59 pm
Can we also get some closeups of the arm attachments?

Last time I saw, they looked kind of flimsy. If that's still the case, are you planning on working on them, perhaps doing it so that the top arm attaches a tad differently than the two bottom arms?
Title: Re: Cain strikes back - WIP
Post by: c914 on October 01, 2009, 02:48:35 am
Top and bottom arms are attach in different way. Some close-ups to it (i move little up top arm that you could see something more ):
(http://i104.photobucket.com/albums/m173/c914/Cain_HTL_08.jpg)
Title: Re: Cain strikes back - WIP
Post by: General Battuta on October 01, 2009, 09:15:03 am
I like it. Zero complaints, except maybe the noisiness from a distance, but whatever. I bet it'll look awesome in-game.
Title: Re: Cain strikes back - WIP
Post by: Snail on October 03, 2009, 03:42:21 am
:D

Very cool!
Title: Re: Cain strikes back - WIP
Post by: Asteroth on October 06, 2009, 08:34:37 pm
I'd tap that.
Title: Re: Cain strikes back - WIP
Post by: Thaeris on October 06, 2009, 10:58:59 pm
I'd tap that.

 :wtf:

Only with Tempests, I hope...
Title: Re: Cain strikes back - WIP
Post by: shiv on October 21, 2009, 02:56:11 pm
/me wants updates
Title: Re: Cain strikes back - WIP
Post by: Nighteyes on October 21, 2009, 04:45:45 pm
*shiv should be patient :P
Title: Re: Cain strikes back - WIP
Post by: High Max on October 21, 2009, 05:18:19 pm
;-)
Title: Re: Cain strikes back - WIP
Post by: c914 on October 22, 2009, 02:39:08 am
I could show you this:
(http://i104.photobucket.com/albums/m173/c914/Cain_HTL_09.jpg)
But there isn't much more to see :P
Title: Re: Cain strikes back - WIP
Post by: FreeSpaceFreak on October 22, 2009, 02:40:12 am
OMFG it is teh sex
Title: Re: Cain strikes back - WIP
Post by: Aardwolf on October 22, 2009, 02:42:18 am
I'm still worried about the underside diamond (or lack thereof). Also, I'm not sure it could dock properly, the way you've got the underside set up.

But maybe I'm just imagining this.

Looks good!
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on October 22, 2009, 05:45:04 am
FFFFFFFFFFFFFFFFFFFF...
Title: Re: Cain strikes back - WIP
Post by: Snail on October 22, 2009, 06:29:36 am
It takes a lot too much artistic license for my liking, but I'll keep my trap shut on account of it looking absolutely great.
Title: Re: Cain strikes back - WIP
Post by: Rodo on October 22, 2009, 09:14:25 am
you rock man! that texture is great.
Title: Re: Cain strikes back - WIP
Post by: shiv on October 22, 2009, 09:16:18 am
/me thinks it's awesome
Title: Re: Cain strikes back - WIP
Post by: Kolgena on October 22, 2009, 10:07:52 am
That's going to need some seeeerrriouuuuus driver forced AF to prevent it from sparkling.

But who cares? Wow.
Title: Re: Cain strikes back - WIP
Post by: FreeSpaceFreak on October 22, 2009, 01:42:51 pm
That's going to need some seeeerrriouuuuus driver forced AF to prevent it from sparkling.
Don't worry, computers will catch up :P
Title: Re: Cain strikes back - WIP
Post by: Aardwolf on October 22, 2009, 10:40:21 pm
That's going to need some seeeerrriouuuuus driver forced AF to prevent it from sparkling.

But who cares? Wow.

Would turning on mipmaps help with that?
Title: Re: Cain strikes back - WIP
Post by: SypheDMar on October 22, 2009, 10:42:10 pm
It takes a lot too much artistic license for my liking
I'll wait 'til it's finished.
Title: Re: Cain strikes back - WIP
Post by: High Max on October 22, 2009, 11:15:13 pm
;-)
Title: Re: Cain strikes back - WIP
Post by: General Battuta on October 22, 2009, 11:15:53 pm
They are aware, they have been in touch.
Title: Re: Cain strikes back - WIP
Post by: The E on October 23, 2009, 03:42:51 am
Would turning on mipmaps help with that?

No. Nononono. The -mipmap flag is badly explained; what it does is to switch on on-the-fly mipmap generation for textures that are not mipmapped already. This may fail on video cards that aren't capable of this; see the "!resize" errors the mediavps cubemap.dds caused.
Title: Re: Cain strikes back - WIP
Post by: Aardwolf on October 23, 2009, 02:19:31 pm
Really?

Dang. That's retarded.
Title: Re: Cain strikes back - WIP
Post by: stuart133 on October 23, 2009, 03:29:02 pm
They are aware, they have been in touch.

*Off topic warning*
Do we know of any :v: staff who are here as members?? Nice to be able to speak to them, being mere mortals as we are. :D
*Back on topic*

Wow, that looks pretty awesome. And I like the slightly different feel this has to the vanilla one.
Title: Re: Cain strikes back - WIP
Post by: Narvi on October 23, 2009, 03:30:38 pm
Oh, man, that amount of detail feels like it should be on a larger ship.

And dude, V dudes haven't actually been here for years, I think.
Title: Re: Cain strikes back - WIP
Post by: Zacam on October 23, 2009, 03:53:10 pm
Would turning on mipmaps help with that?

No. Nononono. The -mipmap flag is badly explained; what it does is to switch on on-the-fly mipmap generation for textures that are not mipmapped already. This may fail on video cards that aren't capable of this; see the "!resize" errors the mediavps cubemap.dds caused.

Exactly. I couldn't have explained that any better if I tried.
Title: Re: Cain strikes back - WIP
Post by: sigtau on October 23, 2009, 04:47:52 pm
Not only is it a bad idea for you to have mipmaps turned on for lower end computers, but because of the redundant behaviour of -mipmap, it's a performance killer on some higher end machines.
Title: Re: Cain strikes back - WIP
Post by: The E on October 23, 2009, 04:49:28 pm
Again, wrong. The mipmap generation mechanism will only kick in for maps that do not have them.
Title: Re: Cain strikes back - WIP
Post by: c914 on November 21, 2009, 03:00:55 pm
Another small step in texturing. What are your feelings about rocket luncher place painting?

(http://i104.photobucket.com/albums/m173/c914/HTL_Cain_10.jpg)
Title: Re: Cain strikes back - WIP
Post by: Snail on November 21, 2009, 03:02:01 pm
Well I would have preferred the original pentagon, but it looks great.
Title: Re: Cain strikes back - WIP
Post by: c914 on November 21, 2009, 03:06:31 pm
pentagon is on it as a separate model...
... in second thoughts I'll  change it that it fit with luncher model.
Title: Re: Cain strikes back - WIP
Post by: Droid803 on November 21, 2009, 03:41:35 pm
I think you could fit the pentagon into that eye-ish looking place on the side...might look even better? Donno.
Title: Re: Cain strikes back - WIP
Post by: Galemp on November 21, 2009, 03:46:23 pm
I've said it before: I think the teardrop is fine, just so long as the Lilith has a pentagon or circle there.

Oh, and phenomenal texturing job there! Though it seems a little grainy, I'm really looking forward to seeing the glowmaps and everything else!

You might want to lighten up the armor, though; it's looking a little too dark. I seem to recall the Cain being more gray.
Title: Re: Cain strikes back - WIP
Post by: Syder on November 21, 2009, 03:47:12 pm
Wow! I Love it!!!  :yes: :yes: :yes:

One question though - reg glow will go on "arms" only?
Title: Re: Cain strikes back - WIP
Post by: hundeswehr on November 21, 2009, 03:53:26 pm
having a circular thing in that teardrop might look like an eye. is that good or bad?
Title: Re: Cain strikes back - WIP
Post by: FreeSpaceFreak on November 21, 2009, 04:07:08 pm
The brown texture in the teardrop looks like wood, which probably doesn't quite fit. But apart from that, it's jawdroppingly beautiful.
Title: Re: Cain strikes back - WIP
Post by: Sushi on November 21, 2009, 04:17:19 pm
I really like where this is going. Very nice work!

I don't particularly like the color in the teardrop: I'd rather see some more red-glowy stuff in there than a color I'm not used to seeing on Shivan ships. Heck, maybe a splash of green even (since Shivans sometimes have some random green, it would definitely stand out).

I'd also like to see more red-glowy stuff along the entire back of the ship, but I suppose maybe you're still working on that part.
Title: Re: Cain strikes back - WIP
Post by: Snail on November 21, 2009, 04:25:16 pm
I do say this is awesome.
Title: Re: Cain strikes back - WIP
Post by: c914 on November 21, 2009, 04:29:55 pm
Quote
You might want to lighten up the armor, though; it's looking a little too dark. I seem to recall the Cain being more gray.

On laptop is fine, i have to see it on PC and in game with glow and shine maps. Cain was grey this had more dark blue and brown added that could look like old ship.

Glow maps: main body hasn't got them yet.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on November 22, 2009, 06:33:47 am
Sex.

That is all.
Title: Re: Cain strikes back - WIP
Post by: Nighteyes on November 22, 2009, 07:31:48 am
Though it seems a little grainy
I agree, it does look grainy, and ingame with some aliasting it will look worse... I suggest merging some of the smaller details into bigger ones(red glows for instance), Cain isn't a huge ship and most of the time you don't see it fill up the whole screen...
apart from that, everything looks beautiful :D
Title: Re: Cain strikes back - WIP
Post by: Rodo on November 22, 2009, 08:11:33 am
those maps are gorgeous! I've got to learn how to texture properly.
Title: Re: Cain strikes back - WIP
Post by: Flaser on November 22, 2009, 10:45:30 am
Though it seems a little grainy
I agree, it does look grainy, and ingame with some aliasting it will look worse... I suggest merging some of the smaller details into bigger ones(red glows for instance), Cain isn't a huge ship and most of the time you don't see it fill up the whole screen...
apart from that, everything looks beautiful :D

We should wait and see how it looks glow/shine-mapped. As-is, it looks too dark, but we should see it under normal lighting.
Title: Re: Cain strikes back - WIP
Post by: Macfie on November 22, 2009, 11:13:10 am
The brown texture in the teardrop looks like wood, which probably doesn't quite fit. But apart from that, it's jawdroppingly beautiful.

Its the Cain XLE model, hence the wood grain.  It also comes with a GPS and bluetooth.
Title: Re: Cain strikes back - WIP
Post by: Snail on November 22, 2009, 11:14:40 am
The brown texture in the teardrop looks like wood, which probably doesn't quite fit. But apart from that, it's jawdroppingly beautiful.
Its the Cain XLE model, hence the wood grain.  It also comes with a GPS and bluetooth.
No touchscreen? :no:
Title: Re: Cain strikes back - WIP
Post by: Cobra on November 22, 2009, 11:43:15 am
Screw that, where's my internet access? :P
Title: Re: Cain strikes back - WIP
Post by: Mongoose on November 22, 2009, 12:16:19 pm
That only comes standard on the Lilith. :p
Title: Re: Cain strikes back - WIP
Post by: hundeswehr on November 22, 2009, 12:30:21 pm
Though it seems a little grainy
I agree, it does look grainy, and ingame with some aliasting it will look worse... I suggest merging some of the smaller details into bigger ones(red glows for instance), Cain isn't a huge ship and most of the time you don't see it fill up the whole screen...
apart from that, everything looks beautiful :D

i noticed this with textures for the hercules mark 2 and erinyes. a good example to follow would be the texture for the htl valkyrie model.
Title: Re: Cain strikes back - WIP
Post by: FreeSpaceFreak on November 22, 2009, 03:44:35 pm
i noticed this with textures for the hercules mark 2 and erinyes. a good example to follow would be the texture for the htl valkyrie model.
Hell, no. That's what makes the Herc and Eri look metallic. The Valkyrie is a bit plastic-like without that surface finish IMHO
Title: Re: Cain strikes back - WIP
Post by: hundeswehr on November 22, 2009, 03:52:03 pm
without friction from the heavy concentration of molecules and elements in space, metal would not wear down as if oxidizing and eroding. i think the valkyrie armor has the look of smoothness, but that's why the details show up better.

unless you're viewing something really close up, those metal grains should not appear so distinct. i'd like to think the metal chassis on the ships are more or less smooth to the touch as portrayed in the ship selection animations. that is the ideal vision, imo.
Title: Re: Cain strikes back - WIP
Post by: Snail on November 22, 2009, 03:58:10 pm
Rule of Cool invoked.

(or in this case, aesthetics)
Title: Re: Cain strikes back - WIP
Post by: Thaeris on November 22, 2009, 04:16:10 pm
I don't think many of us on the HLP are qualified to determine the effects of "space" on a ship hull.

First, redox reactions don't necessarily occur only in the presence of oxygen, remember. Flying through nebula could indeed prove to be rather corrosive depending on the composition of the nebula. If it's somehow possible that you could have a nebula consisting of only fluorine... good God, that would be murder!  :lol:

Next, radiation would certainly damage hull materials over time... at least the paint.  :p And don't leave small, very high velocity free particles that might damage or adhere to a ship hull.

...In short, I'm quite confident that there's a great deal of junk in space to "dirty-up" a ship. Heck, there's a good possibility the ship itself might do that for itself!
Title: Re: Cain strikes back - WIP
Post by: hundeswehr on November 22, 2009, 04:21:38 pm
it may be a perspective thing. a good example is a ship's hull. unless you get very close up, the rivets, bumps and plates aren't even visible. the hercules mark 2 has a grain texture that is too noisy. if it is possible to reduce the grain size, i think it'll look better. but that may be moot because when the grain becomes that small and shallow it's as if the surface is smooth again.

i don't know what exactly it is about the valkyrie's armor, but i think the details were concentrated on the various inlets, plate divisions and made to conform to the model itself. it's interesting people say the valkyrie looks like a toy. i agree there is a rubber/plastic appearance to its surface, but if you look at a picture of a jet or something, it also has a rubber-like finish:

http://budgetinsight.files.wordpress.com/2009/03/jsf-in-flight.jpg

again, i think it's the grain size and depth. imo the artists for the hercules mark 2 and the erinyes went a little overboard with them.
Title: Re: Cain strikes back - WIP
Post by: Solatar on November 22, 2009, 04:57:55 pm
Rule of Cool invoked.

(or in this case, aesthetics)

QFT
Title: Re: Cain strikes back - WIP
Post by: Droid803 on November 22, 2009, 05:52:20 pm
SCREW REALISM.

Grain looks good on the Herc 2.
The plastic look on the HTL Valk makes it look...lame.

End of story. I don't want anything look realistic. I want gritty and dirty!

Also, you have to realize we have visible, subluminal lasers, a mystical alternate dimension, space friction, and capital ships that go slower than cars! Space dirt is the least of your realism worries, when they could have easily accumulated during servicing, collisions, etc.
Title: Re: Cain strikes back - WIP
Post by: Kolgena on November 22, 2009, 07:35:15 pm
What's to say that the grain didn't get burned into the ship by sitting in the engine wash/blind spot of cap ships to pull off free shots? ;)
Title: Re: Cain strikes back - WIP
Post by: Thaeris on November 22, 2009, 08:24:36 pm
There's only one way to finish this argument...

HERRA!!!
Title: Re: Cain strikes back - WIP
Post by: hundeswehr on November 22, 2009, 09:19:33 pm
http://s128.hotfile.com/get/a726fe4d358c9d9fa72cbc54ddf74f0e85d3a942/4b09f9c4/256/30b7d6c8085c20e8/0/Naumachia_Gallery.cbr

some screenshots from an independently developed game called naumachia. don't worry about weird file name, you can open it with winrar.

the ships exhibit the minimalistic approach i mentioned in regards to texture. at first glance it looks like maybe the ship is just using solid colors as textures(with high detail normals to offset the blandness), but then you notice(like on the valkyrie), it does in fact have metal and wear effects. it's most prominent when there's specular glare, since the screens are somewhat small.

also, my suggestion isn't all about realism, i think it's more about aesthetics. when you clump too many things together on a small object, it can be overwhelming. on capital ships i can see how there would be larger dimples and scratches since they are proportionally much larger and you get to fly very close to the surface. on smaller ships, the nicks and whatnot make it look like the ship was put through a giant sander.

also, some of the ships look really dark and are vulnerable to moire effects with all the excessive grain. matter of preference i guess.
Title: Re: Cain strikes back - WIP
Post by: Herra Tohtori on November 22, 2009, 10:40:20 pm
Bah, comparing FS2 ships to present day products of aerospace industry is very moot. The surface of airplanes is smooth because it produces predictable laminar flow of air. No need for that on space. The surface textures can be whatever is easiest to make, so if Herc 2 uses some specific armour material that naturally has a grainy surface like that, there's really no need to use too much effort to smooth it away is there?

And no, the F-35 doesn't have rubber-like finish, just matte paint on the surface, which is either aluminium or composite material.

To me, FS2 is one of the games where I don't really ultimately care what is realistic and what is not. Sure, if realistic looks good and works as good or better than unrealistic ones, then I prefer that. But in cases like this, looks are all that matter to me. Mainly because we can't really know what would constitute as "realistic" in an ultimately very unrealistic game, which means that calling something unrealistic on real-world basis like the presented argument of airplanes being smooth makes no sense at all.

Of course, FSU team is open to new stuff. If you think you can make a better Herc 2 texture, do it and show it to us. If enough people like it, it might be included in the following MediaVP's. If not, alternate textures are still useful because it really is unrealistic to assume all ships of same type would have exactly same finish and painting. It's very unlikely all Herc 2's come from the exact same assembly line. There are bound to be slightly different developement versions, different subcontractors, different batches of surface materials and such
Title: Re: Cain strikes back - WIP
Post by: -Norbert- on November 23, 2009, 03:28:40 am
If you say that in FS2 there is no way to get a fighter dirty in space you forget the way asteroid fields and nebulas are!
The nebulas are dense enough to create swirls beind hard edges like wingtips. More than enough matter to dirty and erode a fighter in space if you ask me.

Besides, they are stored away inside the ship, including atmoshphere and moistrue.
Title: Re: Cain strikes back - WIP
Post by: c914 on November 24, 2009, 04:49:37 am
Why Cain should be grainy, dirty and dark?

Because its an OLD ship probably most of them remember Lucifers first flight around Ancients home world.  4000 years of work it CAN get dirty. I don't know how about you but I don't see Shivan cleaning up Cain because someone scratched the paint.

Title: Re: Cain strikes back - WIP
Post by: rbxplayer on November 24, 2009, 08:53:21 am
You just gave the perfect answer :D
Title: Re: Cain strikes back - WIP
Post by: MatthTheGeek on November 24, 2009, 09:06:23 am
First nothing says it was the the same Lucifer that destroyed the Ancient homeworld, no even that it was a Lucifer-class. All we know is that it was a ship with shields, and shields the Ancients couldn't bypass.

Second, the same thing applies to the Cain. Nothing says it wasn't here back in the time of the Ancient, but nothing says it was either.
Title: Re: Cain strikes back - WIP
Post by: Syder on November 24, 2009, 09:48:50 am
Bah, comparing FS2 ships to present day products of aerospace industry is very moot. The surface of airplanes is smooth because it produces predictable laminar flow of air. No need for that on space. The surface textures can be whatever is easiest to make, so if Herc 2 uses some specific armour material that naturally has a grainy surface like that, there's really no need to use too much effort to smooth it away is there?

yep, the only thing you'll have to mind while designing a spacefaring vehicle is a mass to power ratio. So the smoothness and stream lines sometimes may be used to cut unnecessary weight  :).
Title: Re: Cain strikes back - WIP
Post by: Kszyhu on November 24, 2009, 02:41:57 pm
Well, you also have to get center of mass in one line with engines, or there will be some problems with flying straight.
Title: Re: Cain strikes back - WIP
Post by: Solatar on November 24, 2009, 06:21:19 pm
That could actually explain why the Valkyrie and Perseus have "wings".

Other than because they look cool.
Title: Re: Cain strikes back - WIP
Post by: hundeswehr on November 24, 2009, 09:53:33 pm
Quote
Bah, comparing FS2 ships to present day products of aerospace industry is very moot. The surface of airplanes is smooth because it produces predictable laminar flow of air. No need for that on space. The surface textures can be whatever is easiest to make, so if Herc 2 uses some specific armour material that naturally has a grainy surface like that, there's really no need to use too much effort to smooth it away is there?

wouldn't it be most convenient to produce hull plating that is smooth? i assume the process for producing those hulls involve liquifying metal and then putting them into molds.

also, the ships give the impression of an airplane like surface with a coat of paint over it(hercules mark 2's white nose). i assume they were designed with the mindset that they were simply planes in space, which justify the wings, pointed noses, fins, etc. that imo is the aesthetic they were going for, which i came to like with freespace. the graphics limitation that produced the smudged textures gave the ships a kind of character.

it's as if they were produced from some type of composite material that was smooth and plastic and possibly coated with rubbery ablative substance. hehe.
Title: Re: Cain strikes back - WIP
Post by: Kolgena on November 24, 2009, 10:27:13 pm
Maybe the texture on the hull is better able to dissipate energy weapons?
Title: Re: Cain strikes back - WIP
Post by: Galemp on November 25, 2009, 01:16:00 am
It just looks to me like Ambient Occlusion rendering with too coarse a sample size, that's all.
Title: Re: Cain strikes back - WIP
Post by: Syder on November 25, 2009, 05:05:04 am
That could actually explain why the Valkyrie and Perseus have "wings".

Wings and long noses may be used to position manoeuvring thrusters further away from the primary mass centre ensuring better manoeuvrability in combat.

Quote
possibly coated with rubbery ablative substance

that will melt instantly after the first hit?  :doubt:
Fighter hulls must be constructed using multilayer composite armour technology - just like modern tanks.

Outer layer - ablative heat and particle dissipation (possibly carbon based and nanostrengthened) material that will diminish depending on damage rate but insure other layers are intact. Outer layer is also very easy and quick to fix even on the battlefield (to apply small portions of fresh material in a gel form over the diminished one and wait till it hardens. The gel has its own "memory" and will take a different form depending on the part of the hull it was placed on, so you won't have to polish it or anything like that and any extra portions of the gel applied will simply fall of the hull by themselves or after the wash.) or by replacing damaged and diminished sectors of the armour with new ones in the hangar.

Medium layer - thick and tough layer of conventional plating made of, let's say, wolfram-titanium-carbon nanotube composite. Insures protection in case the outer plating has been breached. It is relatively not heavy if to say about the mass, but not as light as the outer layer. Very tough and resilient but all heavy damage to it is permanent, so damaged sectors have to be replaced.

Inner layer - smart fibres coating that protects from radiation and heat in case of massive hull damage  it also has self sealing abilities insuring integrity and protection of the crew and equipment.  
Title: Re: Cain strikes back - WIP
Post by: General Battuta on November 25, 2009, 09:35:01 am
Let's please not try to bring realism into this, okay? There's little in FS that makes sense in this respect.
Title: Re: Cain strikes back - WIP
Post by: Snail on November 25, 2009, 12:20:31 pm
Let's please not try to bring realism into this, okay? There's little in FS that makes sense in this respect.
Subluminal lasers.
Title: Re: Cain strikes back - WIP
Post by: stuart133 on November 25, 2009, 12:31:14 pm
Let's please not try to bring realism into this, okay? There's little in FS that makes sense in this respect.

Apart from the incredibly realistic move.. oh wait no. Oh yeah the lasers.. oh yeah not that either.

:)
Title: Re: Cain strikes back - WIP
Post by: hundeswehr on November 25, 2009, 07:36:00 pm
That could actually explain why the Valkyrie and Perseus have "wings".

Wings and long noses may be used to position manoeuvring thrusters further away from the primary mass centre ensuring better manoeuvrability in combat.

Quote
possibly coated with rubbery ablative substance

that will melt instantly after the first hit?  :doubt:
Fighter hulls must be constructed using multilayer composite armour technology - just like modern tanks.

Outer layer - ablative heat and particle dissipation (possibly carbon based and nanostrengthened) material that will diminish depending on damage rate but insure other layers are intact. Outer layer is also very easy and quick to fix even on the battlefield (to apply small portions of fresh material in a gel form over the diminished one and wait till it hardens. The gel has its own "memory" and will take a different form depending on the part of the hull it was placed on, so you won't have to polish it or anything like that and any extra portions of the gel applied will simply fall of the hull by themselves or after the wash.) or by replacing damaged and diminished sectors of the armour with new ones in the hangar.

Medium layer - thick and tough layer of conventional plating made of, let's say, wolfram-titanium-carbon nanotube composite. Insures protection in case the outer plating has been breached. It is relatively not heavy if to say about the mass, but not as light as the outer layer. Very tough and resilient but all heavy damage to it is permanent, so damaged sectors have to be replaced.

Inner layer - smart fibres coating that protects from radiation and heat in case of massive hull damage  it also has self sealing abilities insuring integrity and protection of the crew and equipment.  

you can't think of "rubbery" in terms of pure rubber. composite materials are often rubber-like in appearance. either way, i just don't see why ships should look like they performed atmospheric reentry at the wrong angle of attack.
Title: Re: Cain strikes back - WIP
Post by: Herra Tohtori on November 26, 2009, 04:01:19 am
either way, i just don't see why ships should look like they performed atmospheric reentry at the wrong angle of attack.

What, you mean like this?

(http://upload.wikimedia.org/wikipedia/commons/e/e1/STS-107-Debris_KSC_Hangar.jpg)


...other than that, I quite agree with your post. Visual appearance of many a material can be deceiving.
Title: Re: Cain strikes back - WIP
Post by: c914 on November 26, 2009, 04:51:21 am
First nothing says it was the the same Lucifer that destroyed the Ancient homeworld, no even that it was a Lucifer-class. All we know is that it was a ship with shields, and shields the Ancients couldn't bypass.

Second, the same thing applies to the Cain. Nothing says it wasn't here back in the time of the Ancient, but nothing says it was either.

Also nothing says that Cain wasn't there. What I wrote is my opinion that can't be deny by any facts at this moment and it perfect fit why Cain is so dirty :D
Title: Re: Cain strikes back - WIP
Post by: Syder on November 26, 2009, 07:10:03 am
Quote
composite materials are often rubber-like in appearance.

yeah, rrright...  :)

1. composite materials can be made out of different materials including rubber or silicon fibres - that's one of the reasons why they are called "composites". Doubt though that fighters will have rubber based fibres in their hulls but even if they will have, or they by tiny chance will somehow resemble rubber visually, those hulls nevertheless most likely will be painted and covered with scanning absorption layers.  

2. Just like here - that doesn't look very "rubbery" to me:

(http://www.skycontrol.net/UserFiles/Image/MilitaryAviation_img/200809/200809-eurofighter-typhoon-50000-hours.jpg)

(http://www.defenseindustrydaily.com/images/AIR_F-35_JSF_lg.jpg)

can you tell where is dural alloy and where is carbon composite on these pictures? Doubtfully.
Title: Re: Cain strikes back - WIP
Post by: terran_emperor on November 26, 2009, 08:36:53 am
No i cant.  :D Which is which?

Subluminal lasers.

I was about to ask about the subliminal lasers...but then i realised and facepalmed for my stupidity. Though personally, i think the Laser Turrets in FS are more akin to the blaster weapons in Star Wars.

And for those who mentioned the look of the Valkyrie and Perseus, I once got into a massive arguement...ahem, debate with several members of the community over Aerodynamics in FS. Indeed afterwords, several people have quoted my comment relating to the Ursa's Aerodynamicity (is that even a word?) in their signiture
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on November 26, 2009, 10:05:27 am
(is that even a word?)
According to one commercial "Volcanicity" is a word, so you never know. ;7
Title: Re: Cain strikes back - WIP
Post by: stuart133 on November 26, 2009, 01:22:23 pm
either way, i just don't see why ships should look like they performed atmospheric reentry at the wrong angle of attack.

[Snip]


That is the Columbia right, that wasn't the wrong angle of attack, it was a huge hole in one wings heat shield.
Title: Re: Cain strikes back - WIP
Post by: c914 on December 15, 2009, 09:00:07 am
Another idea of missile luncher and aft part. :hammer:
(http://i104.photobucket.com/albums/m173/c914/Cain_HTL_11.jpg)
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on December 15, 2009, 09:07:24 am
I think that looks pretty damn good. :)
Glowmaps next! :D
Title: Re: Cain strikes back - WIP
Post by: Sushi on December 15, 2009, 09:44:52 am
I think that looks pretty damn good. :)
Glowmaps next! :D

Agreed.

But what changed in the aft part? The only difference I can see is the sphincter-like missile launcher (which looks good). ;)
Title: Re: Cain strikes back - WIP
Post by: Aardwolf on December 15, 2009, 11:31:32 am
I think (still) that the arms need a more firm-looking attachment to the hull.
Title: Re: Cain strikes back - WIP
Post by: Snail on December 15, 2009, 11:33:41 am
I don't like the orifice/sphincter-thing... It makes the ship look too organic. I think we can all agree that we've had enough of giant space bugs...
Title: Re: Cain strikes back - WIP
Post by: Rodo on December 15, 2009, 11:34:59 am
looking good  :yes:


Have you ever wandered how would the Cain look with a blue glowmap? I just watched at the clean texture and I think it would look awesome (not proposing the mvp one to be blue, ok?)
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on December 15, 2009, 01:21:54 pm
There's a fairly large set of different colored Shivan ship maps, the blue ones look really good.
I'd imagine the HTL Cain / Lilith would look very nice in blue. :)
Title: Re: Cain strikes back - WIP
Post by: Kolgena on December 15, 2009, 06:15:00 pm
I don't like the orifice/sphincter-thing... It makes the ship look too organic. I think we can all agree that we've had enough of giant space bugs...

I echo this sentiment. We don't need sphincter-like structures on ships--less so ones that are a good 2 meters across. I think it would look better if it was an angular, very mechanical looking rocket launcher, and not something that looks like it's about to squirt missiles at me.
Title: Re: Cain strikes back - WIP
Post by: Cobra on December 15, 2009, 10:27:30 pm
At least it's ray-shielded... right?
Title: Re: Cain strikes back - WIP
Post by: Solatar on December 15, 2009, 10:52:14 pm
The missile launchers right now look closer to how they should look when they're destroyed.

I love this organic looking ship (get working on the other Shivan caps so they all match! :p), but I'd like to echo some of the sentiments about the missile launcher. At a certain point you have to launch a physical missile, not some kind of organic goo. I think a more "metallic" launcher would be appropriate.
Title: Re: Cain strikes back - WIP
Post by: Raven2001 on December 16, 2009, 04:46:04 am
I don't want to jump on the missile launcher discussion bandwagon so I won't :P

What I think so far is that the texture is too dark overall (even for a shivan vessel), and most importantily, too uniform... not only it will look like a blob at mid/long range, but even worse you lost some of the great modelling detail you had before, because of the texture.
Detail wise the texture is really cool though, I just believe you forgot the "big shapes"

Try different shades of the grey, to better separate the various parts :)
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on December 16, 2009, 06:59:01 am
I think (still) that the arms need a more firm-looking attachment to the hull.
I thought the arms weren't attached yet as they were going to be destroyable.

I don't want to jump on the missile launcher discussion bandwagon so I won't :P

What I think so far is that the texture is too dark overall (even for a shivan vessel), and most importantily, too uniform... not only it will look like a blob at mid/long range, but even worse you lost some of the great modelling detail you had before, because of the texture.
Detail wise the texture is really cool though, I just believe you forgot the "big shapes"
I actually think it will retain its appearance of being a high-detail model because of the amount of texture work done to it. Having some more red glowmapping on the parts that are already done (Whether or not it is like the Cain already I need to check) would be nice, the missile port could be less organic looking but overall I think this work is superb.
Title: Re: Cain strikes back - WIP
Post by: Raven2001 on December 17, 2009, 09:12:40 am
You misunderstood me I think. I believe it is a very nice piece of work, and of corse it still looks high-poly. :)

What I was trying to say was that:
1. the texture is not complementing the model. Why make all that cool details in the model, if the texture makes them extremely hard to see?
2. The texture is too regular: its all the same material, makes "reading" the model somewhat difficult (this is also tied to 1). Look at the retail Cain: the diferent construction materials are obvious, they have different colors, different light reactions (1 material is more specular than other, etc). Even in a low poly model the Cain is extremely easy to read and understand, due to those separations of materials. This texture for the high-poly model doesn't have that.

But of course, in the end of the day, this is my opinion :P
Title: Re: Cain strikes back - WIP
Post by: headdie on December 17, 2009, 09:39:45 am
You misunderstood me I think. I believe it is a very nice piece of work, and of corse it still looks high-poly. :)

What I was trying to say was that:
1. the texture is not complementing the model. Why make all that cool details in the model, if the texture makes them extremely hard to see?
2. The texture is too regular: its all the same material, makes "reading" the model somewhat difficult (this is also tied to 1). Look at the retail Cain: the diferent construction materials are obvious, they have different colors, different light reactions (1 material is more specular than other, etc). Even in a low poly model the Cain is extremely easy to read and understand, due to those separations of materials. This texture for the high-poly model doesn't have that.

But of course, in the end of the day, this is my opinion :P

As i understand things there is still texture work to do mainly the red highlighting on the main body
Title: Re: Cain strikes back - WIP
Post by: c914 on December 21, 2009, 08:38:31 am
(http://i104.photobucket.com/albums/m173/c914/Cain_HTL_12.jpg)
... and that would be the end with mine body. I've tested it in game and it looks good :D
Heh... now debris, lods and other stuff that I hate doing.

Quote
I thought the arms weren't attached yet as they were going to be destroyable.

Yes, that is true. Arms are placed just for me that I could see how all parts look together.
Title: Re: Cain strikes back - WIP
Post by: Snail on December 21, 2009, 08:40:04 am
The glowmaps on the central triangle are rather underwhelming.
Title: Re: Cain strikes back - WIP
Post by: c914 on December 21, 2009, 08:50:35 am
You're talking about nose?
Title: Re: Cain strikes back - WIP
Post by: Snail on December 21, 2009, 08:51:35 am
You're talking about nose?
Yeah. On the original they're more red but here it's black. I think it'd look better if it had some highlights like the other arms.
Title: Re: Cain strikes back - WIP
Post by: c914 on December 21, 2009, 09:04:05 am
I like it as it is...

Here is compromise - a little glow:
(http://i104.photobucket.com/albums/m173/c914/Cain_HTL_13.jpg)
Title: Re: Cain strikes back - WIP
Post by: Vasudan Admiral on December 21, 2009, 09:14:59 am
Oh wow - very impressive work dude. :D :yes:
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on December 21, 2009, 09:17:48 am
DO WANT NAO! :D :D :D

I do think the nose could use a little more red to follow the original glowmap.

But this is abso-freaking-lutely amazing, great freaking job.
Title: Re: Cain strikes back - WIP
Post by: Kolgena on December 21, 2009, 10:31:41 am
O.O

I'll take it :D
Title: Re: Cain strikes back - WIP
Post by: Retsof on December 21, 2009, 10:34:29 am
Looks awesome! One thing I noticed though, the top arm is not in contact with the body, it needs moved down a smidge.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on December 21, 2009, 10:35:57 am

...the arms weren't attached yet as they were going to be destroyable.
Already mentioned why the arms do not completely meet with the hull.
Title: Re: Cain strikes back - WIP
Post by: Retsof on December 21, 2009, 10:40:02 am
ah, right.
Title: Re: Cain strikes back - WIP
Post by: Sushi on December 21, 2009, 11:34:17 am
Sexy. Very, very sexy.
Title: Re: Cain strikes back - WIP
Post by: Rodo on December 21, 2009, 11:50:42 am
Can I has a picture from the top of the model with glowmaps please?
Title: Re: Cain strikes back - WIP
Post by: Thaeris on December 21, 2009, 11:56:29 am
Have the front arms been angled down properly yet?

And, not to nag, but where's the main beam turret? I'll assume that's not been made yet.

Lastly, I'll say you've more than aquitted yourself on the new missile launcher design. However, I do agree with Galemp that you should bring that back for the  Lilith...  :nod:
Title: Re: Cain strikes back - WIP
Post by: FreeSpaceFreak on December 22, 2009, 02:14:32 am
Superb :yes2::) Take care with the destroyable arms though: there are turrets on them, and these should be on solid geometry.
Title: Re: Cain strikes back - WIP
Post by: Bobboau on December 23, 2009, 12:55:55 am
the 'eye' was an iconic element f many shivan ships, you should follow the original more for that particular detail.
Title: Re: Cain strikes back - WIP
Post by: Aardwolf on December 23, 2009, 10:28:16 pm
What eye? You mean the three red dots?

Also, I'm worried about destroyable arms, for the same reason as FreeSpaceFreak...
Title: Re: Cain strikes back - WIP
Post by: -Norbert- on December 24, 2009, 04:05:00 am
I don't know the first thing about modeling or anything, but couldn't you  make a destroyed looking "core" inside the arms, that's surrounded by the destroyable "healthy" shell?
Title: Re: Cain strikes back - WIP
Post by: headdie on December 24, 2009, 05:34:39 am
I don't know the first thing about modeling or anything, but couldn't you  make a destroyed looking "core" inside the arms, that's surrounded by the destroyable "healthy" shell?

i suppose if you set the arms stronger than the turrets that wouldnt be as much of a problem
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on December 24, 2009, 09:04:56 am
Could they be made so they're not targetable or destroyable?
Title: Re: Cain strikes back - WIP
Post by: Kolgena on December 24, 2009, 09:50:38 am
Perhaps only make the tips beyond the turrets destroyable if the turret is alive, then unlock the rest of the arm once the turret's gone?

Err. After I typed that, I realized how hard it would be to do that. Maybe just make the tips destroyable beyond the turrets?
Title: Re: Cain strikes back - WIP
Post by: Zacam on December 24, 2009, 01:54:00 pm
Or just assign the damage subobject properties so that the arm is a child destroyable of the turret so that the arm only goes poof when the turret does.
Title: Re: Cain strikes back - WIP
Post by: Aardwolf on December 24, 2009, 01:55:57 pm
Or leave a 'skeleton' arm underneath...
Title: Re: Cain strikes back - WIP
Post by: Rodo on December 24, 2009, 02:09:58 pm
Or maybe you need to let him finish the lods first :nod:
Title: Re: Cain strikes back - WIP
Post by: High Max on December 24, 2009, 04:46:19 pm
;-)
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on December 24, 2009, 05:39:52 pm
Or maybe you need to let him finish the lods first :nod:
Maybe these could be suggestions to look into and think about whether or not they'll be good to implement or not before adding the LODs. :nod:
Title: Re: Cain strikes back - WIP
Post by: Rodo on December 24, 2009, 11:26:18 pm
Or maybe you need to let him finish the lods first :nod:
Maybe these could be suggestions to look into and think about whether or not they'll be good to implement or not before adding the LODs. :nod:

Isn't it easier to add subobjects after the lods are done? Maybe I got it all wrong, if so, sorry about that.
Title: Re: Cain strikes back - WIP
Post by: Snail on December 27, 2009, 12:20:38 am
I still only have ONE complaint, it's that the central triangle needs more glow. Just do that and I promise I will love you forever.
Title: Re: Cain strikes back - WIP
Post by: Kolgena on December 27, 2009, 12:44:33 pm
I agree. What you have is awesome, yet at the same time too far from the thematic three dots we see on the lucifer, et al.
Title: Re: Cain strikes back - WIP
Post by: Nighteyes on December 27, 2009, 04:43:30 pm
I still only have ONE complaint, it's that the central triangle needs more glow. Just do that and I promise I will love you forever.

I agree, that red triangle beam canon is very iconic for the Cain... :)
Title: Re: Cain strikes back - WIP
Post by: MatthTheGeek on December 30, 2009, 09:11:21 am
Open your eyes mate, the Cain's red triangle has never been its beam cannon, the underside turret is.
Title: Re: Cain strikes back - WIP
Post by: Snail on December 30, 2009, 09:20:28 am
Open your eyes mate, the Cain's red triangle has never been its beam cannon, the underside turret is.
Yeah but it's still an iconic part of the design.
Title: Re: Cain strikes back - WIP
Post by: ReeNoiP on January 07, 2010, 07:13:29 am
This may be a little late but, while it certainly looks amazing, I think it's a bit dark. The present Cain is light gray, while this one seems almost black. This could make it harder to spot them and determine their orientation when placed on a black background at a distance.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on January 07, 2010, 07:14:55 am
It used to be the same way until the textures for the original Cain and Lilith were swapped.
Title: Re: Cain strikes back - WIP
Post by: ReeNoiP on January 07, 2010, 07:21:06 am
It used to be the same way until the textures for the original Cain and Lilith were swapped.

Oh. Never mind then.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on January 07, 2010, 07:54:06 am
But that's looking at the MediaVPs, on Retail they're both the same texture, I'm sure you know that though.
Title: Re: Cain strikes back - WIP
Post by: terran_emperor on January 24, 2010, 01:33:54 pm
Open your eyes mate, the Cain's red triangle has never been its beam cannon, the underside turret is.

Actually According to :v: , when FS1 was in development a Triangle of 3 red lights were going to be beam cannon placements (or at least beams for the lucifer and gunports for the others)

so likely it would have been
Cain/Lilith - 4 (1 Primary on the Nose, small ones on the arms)
Demon - 1 or 2 [that ive been able to spot] (Also on the nose)
Lucifer - 3 (2 Ship killers on the arms and the planetary bombarment beam on the nose)

Now obviously this got changed in development but...it would be interesting to see modelled...

But back on topic - I hope to play against this soon

Title: Re: Cain strikes back - WIP
Post by: High Max on January 24, 2010, 02:10:40 pm
;-)
Title: Re: Cain strikes back - WIP
Post by: Mongoose on January 25, 2010, 10:57:52 pm
Lucifer - 3 (2 Ship killers on the arms and the planetary bombarment beam on the nose)
Hmm...that probably explains the "three flux cannons" remark in the Lucifer's original FS1 tech entry.  Cool.
Title: Re: Cain strikes back - WIP
Post by: High Max on January 26, 2010, 12:40:02 am
;-)
Title: Re: Cain strikes back - WIP
Post by: Galemp on January 26, 2010, 08:04:41 am
There's lots of inconsistencies in that cutscene. Wish I could find the Wiki page on them.

Anyway... where's the Cain? Is it done?
Title: Re: Cain strikes back - WIP
Post by: Droid803 on January 26, 2010, 06:59:57 pm
There's no discrepancy regarding the side-mounted beam, nor with the number if you just take that the Lucifer has 2 forward, and one that holed the Legion (as canonically depicted) :P

Of course, it doesn't make much sense, but the Rakshasa has a similar setup, as does the Iceni.
Title: Re: Cain strikes back - WIP
Post by: Woolie Wool on January 29, 2010, 11:33:32 am
How about the Manticore? How about the Medusa firing Banshees? The whole cutscene is riddled with inconsistencies.
Title: Re: Cain strikes back - WIP
Post by: terran_emperor on January 29, 2010, 12:34:46 pm
All True. The FS2 cutscenes all need to be taken with a grain of salt.

So citing the FS2 intro cutscene alone as evidence doesn't hold up
Title: Re: Cain strikes back - WIP
Post by: c914 on February 17, 2010, 07:34:06 am
Quote
Anyway... where's the Cain? Is it done?

I wish it were...

Still to do
- turrets
- debris (I hate to do them)
- lods (I hate to do them even more)

Title: Re: Cain strikes back - WIP
Post by: Woolie Wool on February 17, 2010, 09:12:16 am
Couldn't the original Cain model be used for LODs?
Title: Re: Cain strikes back - WIP
Post by: Dragon on February 17, 2010, 11:04:34 am
That's how it's done in a lot of mediavps models.
Title: Re: Cain strikes back - WIP
Post by: ShadowGorrath on February 17, 2010, 11:26:20 am
That would look a bit weird, don't you think?
Title: Re: Cain strikes back - WIP
Post by: Snail on February 17, 2010, 12:17:11 pm
That would look a bit weird, don't you think?
No... Why would it look weird?
Title: Re: Cain strikes back - WIP
Post by: Dragon on February 17, 2010, 12:21:29 pm
Many mediavps models have retail LOD0 (without turrets) as a LOD1.
It doesn't look weird.
Though considering amount of details on this, maybe LOD2 should be a retail mesh...
Title: Re: Cain strikes back - WIP
Post by: Droid803 on February 17, 2010, 09:00:05 pm
The texture style on this one is quite different from the retail LODs.
Not saying that those can't be changed though.
Title: Re: Cain strikes back - WIP
Post by: High Max on February 17, 2010, 10:13:29 pm
;-)
Title: Re: Cain strikes back - WIP
Post by: c914 on February 18, 2010, 05:46:50 am
Quote
The texture style on this one is quite different from the retail LODs.

Also shape is different, new Cain has new details which do not have old one.
Title: Re: Cain strikes back - WIP
Post by: Kolgena on February 18, 2010, 11:02:01 am
I'd imagine that it'd be pretty easy to fudge over those details with the textures. I mean, when LOD1 is activated, you can barely see it anyways. If it's notably a bad pop-in problem, we can simply make a new LOD1, but keep LOD2-4 as retail models with texture swap.
Title: Re: Cain strikes back - WIP
Post by: Dragon on February 18, 2010, 01:09:52 pm
Quote
The texture style on this one is quite different from the retail LODs.

Also shape is different, new Cain has new details which do not have old one.
Isn't that the entire point of LODing?
I mean, if you added new details to the mesh, lower LODs shouldn't have them.
Also, I htought about using retail LOD0 as HTL Cain's LOD1 or 2.
This has been done before on various mediavps models.
Title: Re: Cain strikes back - WIP
Post by: Aardwolf on February 18, 2010, 02:42:50 pm
Yeah, but if there are significant enough liberties taken, that won't work. For example, the retail Herc II had a "02" on the side. The high-poly version did away with it, and thus needed modified lower-detail LODs. Also, it had that whole exhaust burny texture thing going on.
Title: Re: Cain strikes back - WIP
Post by: Kolgena on February 18, 2010, 06:16:19 pm
I'm not seeing an issue here. Maybe I'm missing something?

LOD0: What's show in this thread.
LOD1: Retail Cain model with LOD0 shrunken textures
LOD2: Old LOD1 with new further shrunken textures
LOD3: 12 poly space wedge with any texture you want
Title: Re: Cain strikes back - WIP
Post by: Vasudan Admiral on February 18, 2010, 06:41:43 pm
The shape and tone of the ship would be too different, meaning you'd get visible LOD snap when they switched over. LOD changes should be invisible or as close to invisible as possible to the human eye, and the LODs themselves should use the same texture as LOD0 for efficiency reasons. :)
Title: Re: Cain strikes back - WIP
Post by: Galemp on June 22, 2010, 09:59:01 am
WUMP.

Please don't let this thread die. If anyone has this model and its textures, can you post them so we can continue working on them? Even if it's not finished, it would be a great asset in rendering animations and cutscenes.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on June 22, 2010, 12:32:34 pm
And to think I just got bat**** excited seeing this thread on the Recent Posts list.
Title: Re: Cain strikes back - WIP
Post by: ShadowGorrath on June 22, 2010, 12:35:10 pm
Hope's not lost. Either c914 will finish it, or we'll be able to get it from the 'FreeSpace: Evolution' mod for Nexus, which has it.
Title: Re: Cain strikes back - WIP
Post by: FreeSpaceFreak on June 23, 2010, 02:01:36 am
Hay Galemp, there's a few more threads where you can post that :P
Title: Re: Cain strikes back - WIP
Post by: c914 on July 02, 2010, 07:30:51 am
Actually I've made some little progress...
Maybe i'll be able to post something, before I go to holidays... or maybe  not  :p
Title: Re: Cain strikes back - WIP
Post by: Galemp on July 02, 2010, 11:03:12 am
At the very least, please post your source files. I mean we got the Hatshepsut from vanished-to-POF in a week because someone had a dump.
Title: Re: Cain strikes back - WIP
Post by: mjn.mixael on July 02, 2010, 11:35:54 am
*waits impatiently for HTL Cain for cb_anis*
Title: Re: Cain strikes back - WIP
Post by: Rga_Noris on July 02, 2010, 11:38:19 am
I sent him a PM about it yesterday, so we'll see. I wouldn't mind doing it all.
Title: Re: Cain strikes back - WIP
Post by: c914 on July 04, 2010, 11:30:03 am
PM re send, Rga_Noris if you like do this nasty job its all yours  ;7

Quote
*waits impatiently for HTL Cain for cb_anis*

POF file type will be good?
Title: Re: Cain strikes back - WIP
Post by: sigtau on July 04, 2010, 01:14:28 pm
PM re send, Rga_Noris if you like do this nasty job its all yours  ;7

Quote
*waits impatiently for HTL Cain for cb_anis*

POF file type will be good?

You can export DAE from POF, so I would assume so.
Title: Re: Cain strikes back - WIP
Post by: headdie on July 04, 2010, 01:24:31 pm
PM re send, Rga_Noris if you like do this nasty job its all yours  ;7

Quote
*waits impatiently for HTL Cain for cb_anis*

POF file type will be good?

You can export DAE from POF, so I would assume so.

PCS2 happily does the job
Title: Re: Cain strikes back - WIP
Post by: Nighteyes on July 04, 2010, 02:24:01 pm
actually it dosn't always want to make the conversion, quite a few times it crashed on me when trying to save DAE from a pof file... :(
Title: Re: Cain strikes back - WIP
Post by: Rga_Noris on July 04, 2010, 02:40:16 pm
Usually works for me. PM was sent! I'll hop to it as soon as I can!
Title: Re: Cain strikes back - WIP
Post by: Spicious on July 05, 2010, 10:14:37 am
actually it dosn't always want to make the conversion, quite a few times it crashed on me when trying to save DAE from a pof file... :(
I guess your POFs just make it sad. :p
Which version are you using? If it isn't the most recent, upgrade; otherwise, file a bug on mantis (http://ferrium.org/mantis/).
Title: Re: Cain strikes back - WIP
Post by: c914 on July 06, 2010, 03:31:54 pm
Now Rga_Noris has original model to play with, and now I can go to my holidays  :D
Title: Re: Cain strikes back - WIP
Post by: Rodo on July 06, 2010, 03:58:45 pm
Now Rga_Noris has original model to play with, and now I can go to my holidays  :D

have fun!!...






me wants holidays as well  :(
Title: Re: Cain strikes back - WIP
Post by: Rga_Noris on July 06, 2010, 04:33:03 pm
Erm.... I dont have the model to play with...

EDIT: never mind...
Title: Re: Cain strikes back - WIP
Post by: Shivan Hunter on July 06, 2010, 06:21:25 pm
So, how much exactly is done right now (turrets and debris, especially)?
Title: Re: Cain strikes back - WIP
Post by: Rga_Noris on July 06, 2010, 09:14:12 pm
Things i'll be working on today, tomorrow, and thursday include turrets, LODs and debris, as well as any needed optimization, although most of the work is already within acceptable limits.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 06, 2010, 09:45:01 pm
I love you man, you're doing great things for FreeSpace. :)
Title: Re: Cain strikes back - WIP
Post by: mjn.mixael on July 06, 2010, 10:02:08 pm
Rga_Noris... I know you are doing a lot of things lately <_<, but it would be pretty cool if you made a second variation of this model for the Lilith. Like c914 was planning (based on his first post). You know... just a few changes here and there to make it *just* different enough.  *cough*armor *cough*    ;7
Title: Re: Cain strikes back - WIP
Post by: Rga_Noris on July 06, 2010, 11:28:28 pm
Hmmmm.... sounds like fun! Are we thinking different maps or added geometry or both? Also, I will likely release the first version so people do no have to wait, and then do an updated Lilith class model later.
Title: Re: Cain strikes back - WIP
Post by: mjn.mixael on July 06, 2010, 11:39:53 pm
Well, the major differences I have noticed between the Cain and Lilith are that the Lilith is darker colored and has way more armor. There may be other things, but I haven't noticed them.

So take that for whatever it means.
Title: Re: Cain strikes back - WIP
Post by: Kolgena on July 07, 2010, 12:00:41 am
Perhaps a more elaborate mounting point for the LRed could be cool as well. It bugs me that a beam ball the size of the cruiser comes out of a tiny rock-like thing on flat hull.
Title: Re: Cain strikes back - WIP
Post by: Droid803 on July 07, 2010, 12:37:10 am
Perhaps a more elaborate mounting point for the LRed could be cool as well. It bugs me that a beam ball the size of the cruiser comes out of a tiny rock-like thing on flat hull.
Probably not happening, since they decided to reject changing the multipart beam cannon on the orion :/
They said they had to keep it a tri-barrel cause of FSPort or something... no matter how horrible and WRONG the beam looks coming from the tri-barrel multipart.

Why they don't just have a FSPort_mvps version I don't know.
Title: Re: Cain strikes back - WIP
Post by: headdie on July 07, 2010, 02:08:14 am
Perhaps a more elaborate mounting point for the LRed could be cool as well. It bugs me that a beam ball the size of the cruiser comes out of a tiny rock-like thing on flat hull.
Probably not happening, since they decided to reject changing the multipart beam cannon on the orion :/
They said they had to keep it a tri-barrel cause of FSPort or something... no matter how horrible and WRONG the beam looks coming from the tri-barrel multipart.

Why they don't just have a FSPort_mvps version I don't know.

would all be fixable with a separate turret model system
Title: Re: Cain strikes back - WIP
Post by: Snail on July 07, 2010, 05:59:05 am
Probably not happening, since they decided to reject changing the multipart beam cannon on the orion :/
They said they had to keep it a tri-barrel cause of FSPort or something... no matter how horrible and WRONG the beam looks coming from the tri-barrel multipart.

Why they don't just have a FSPort_mvps version I don't know.
lolwat?

Yeah, couldn't the FSPort MediaVPs just override the standard mvps with their own modelo? :wtf:
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 07, 2010, 11:13:48 am
Which is why in a stroke of genius I have it so the Great War-Era Orion comes up on Port, while the 2nd Shivan Incursion-Era (?! Just call it Capella?) Orion with beamz appears otherwise. :)
Title: Re: Cain strikes back - WIP
Post by: Snail on July 09, 2010, 04:46:03 am
I assume this "Capella-era Orion" is TrashMan's?
Title: Re: Cain strikes back - WIP
Post by: Droid803 on July 09, 2010, 11:42:13 am
I assume this "Capella-era Orion" is TrashMan's?

Or it could be a Bobbau Orion with TrashMan turrets :P
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 09, 2010, 11:51:33 am
Both are Trashman's Orion model, both with the stock numbers of weapons.
Title: Re: Cain strikes back - WIP
Post by: Snail on July 09, 2010, 12:59:51 pm
Not my cup of tea personally.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 09, 2010, 01:13:04 pm
Still prefer it over the MVP default. Biggest reason of all, it gets rid of a very sloppy texture (getile1), making it look much cleaner.
Title: Re: Cain strikes back - WIP
Post by: Snail on July 09, 2010, 01:17:29 pm
Whatever type of tea floats your boat.
Title: Re: Cain strikes back - WIP
Post by: Rga_Noris on July 12, 2010, 02:45:54 pm
Just an update:

I've finished the LODs, debris and turrets, and currently have it in game. All that's left is the normal maps. I've got some ideas for the Lilith version, but I have yet to model in those details. I'll release the Cain tomorrow after I make the normal map.
Title: Re: Cain strikes back - WIP
Post by: General Battuta on July 12, 2010, 02:51:53 pm
colon d d d d d d d d d d d d d !

like this:

:DDDDDDDDDDDDDDDDD
Title: Re: Cain strikes back - WIP
Post by: The E on July 12, 2010, 02:56:08 pm
Zis is great news, comrade.
Title: Re: Cain strikes back - WIP
Post by: Rodo on July 12, 2010, 03:08:39 pm
Good news! :yes:
Title: Re: Cain strikes back - WIP
Post by: Mobius on July 12, 2010, 03:18:28 pm
Great! :yes:
Title: Re: Cain strikes back - WIP
Post by: sigtau on July 12, 2010, 03:33:48 pm
 :eek:  *fangasm*
Title: Re: Cain strikes back - WIP
Post by: Droid803 on July 12, 2010, 04:31:47 pm
Can we has pichers when its done?
Or a poffer?
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 12, 2010, 09:41:02 pm
Zis is great news, comrade.
Indeed great news.
Title: Re: Cain strikes back - WIP
Post by: Snail on July 13, 2010, 07:06:08 am
hooray
Title: Re: Cain strikes back - WIP
Post by: Rga_Noris on July 13, 2010, 02:01:28 pm
(http://i999.photobucket.com/albums/af118/RgaNoris/screen0067.jpg)

LOD0 mesh work, diffuse and glow maps by c914.
LOD1-3 and debris by Rga, based on c914's work.
Normal Maps, Shine maps (sorry c914, redid them!), and turrets by Rga.
TGA - DDS conversion by Rga

Download:

http://www.mediafire.com/file/du2i0pqfgilrd4z/HTL_Cain.rar

Test and enjoy!
Title: Re: Cain strikes back - WIP
Post by: Snail on July 13, 2010, 02:03:09 pm
OMG awesame
Title: Re: Cain strikes back - WIP
Post by: General Battuta on July 13, 2010, 02:06:52 pm
unf unf unf unf
Title: Re: Cain strikes back - WIP
Post by: Rga_Noris on July 13, 2010, 02:09:18 pm
unf unf unf unf

What?
Title: Re: Cain strikes back - WIP
Post by: General Battuta on July 13, 2010, 02:10:43 pm
unf unf unf unf

What?

'Unf' is an onomatopoeic word used to suggest furious autoerotic behavior.
Title: Re: Cain strikes back - WIP
Post by: Mobius on July 13, 2010, 02:16:09 pm
Downloading now! :)
Title: Re: Cain strikes back - WIP
Post by: Rodo on July 13, 2010, 02:17:37 pm
Dammit, to hell with my crappy connection!
Title: Re: Cain strikes back - WIP
Post by: -Norbert- on July 13, 2010, 02:40:20 pm
Oh common, it's just a bit over 10 MB..... can't take THAT long.

Beautifull work from the two of you. And it works perfect ingame. No problem whatsoever.
Title: Re: Cain strikes back - WIP
Post by: Rodo on July 13, 2010, 03:01:13 pm
I have it now...

I made a fast tryout and it didn't load up :mad: ... will check why later

now running to the bus stop.

Title: Re: Cain strikes back - WIP
Post by: CKid on July 13, 2010, 03:10:43 pm
Very nice! :yes:
One nitpick though, The glow doesn't fade and brighten like on the rest of the shivan vessels.
Title: Re: Cain strikes back - WIP
Post by: General Battuta on July 13, 2010, 03:12:15 pm
Very nice! :yes:
One nitpick though, The glow doesn't fade and brighten like on the rest of the shivan vessels.

Animated glowmaps will presumably be done separately as they're a massive drain on the engine.
Title: Re: Cain strikes back - WIP
Post by: headdie on July 13, 2010, 03:23:32 pm
I have it now...

I made a fast tryout and it didn't load up :mad: ... will check why later

now running to the bus stop.



just run fs2_open_3_6_12_RC3r_INF_SSE with no mods except the Cain in its own mod folder and played lion at the door with no problems, it takes a little while to load in the tech room compared more so than I'm used too but thats my only issue so far

edit

also just fired the model up in PCS2 and I like the way the mandibles/arms look like they could pivot and grab something
Title: Re: Cain strikes back - WIP
Post by: Zacam on July 13, 2010, 03:36:01 pm
Very nice! :yes:
One nitpick though, The glow doesn't fade and brighten like on the rest of the shivan vessels.

Animated glowmaps will presumably be done separately as they're a massive drain on the engine.

That, and the current Animated Glows are all based on the older model and older textures. It'll all sort out in the release.
Title: Re: Cain strikes back - WIP
Post by: Droid803 on July 13, 2010, 04:05:44 pm
mmmmh...pofferfish.
Title: Re: Cain strikes back - WIP
Post by: mjn.mixael on July 13, 2010, 05:11:12 pm
Now I have to re-render cb_shiversubkilla!
Title: Re: Cain strikes back - WIP
Post by: Angelus on July 13, 2010, 05:19:40 pm
 :yes: That's impressive.
Title: Re: Cain strikes back - WIP
Post by: sigtau on July 13, 2010, 06:20:33 pm
I just jizzed a bit.   :eek2:
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 13, 2010, 09:49:33 pm
WOOOOOOOOOOOOOOOOOOOOT!
Title: Re: Cain strikes back - WIP
Post by: sigtau on July 13, 2010, 10:20:20 pm
Now we need a Lilith. :(
Title: Re: Cain strikes back - WIP
Post by: Rga_Noris on July 14, 2010, 12:04:28 am
Lilith is coming... Going to have a unique, beefed up mesh.
Title: Re: Cain strikes back - WIP
Post by: swashmebuckle on July 14, 2010, 01:31:38 am
sublime
Title: Re: Cain strikes back - WIP
Post by: Kolgena on July 14, 2010, 09:51:24 am
...in the coconut

Indeed, excellent work :D

Edit: Took it for a spin, and I have a tiny piece of criticism. You know where the arms join to the body? Well, the thin crack that exists there lacks any ambient shadowing, which looks kind of odd. Would it be possible to bake in some sort of occlusion there?
Title: Re: Cain strikes back - WIP
Post by: Rga_Noris on July 14, 2010, 11:40:58 am
Shouldn't be too hard, but since its fairly minor it may hit the back burner for a bit. I have other priorities right now, but i'll keep that in mind for future updates. Thanks for the feedback!
Title: Re: Cain strikes back - WIP
Post by: Rodo on July 14, 2010, 02:11:00 pm
Is it ok for the debris to have glowmaps active?

I'm asking because I don't remember if the retail one maintained glowmaps after being destroyed.

it looks cool with them anyway
Title: Re: Cain strikes back - WIP
Post by: Kolgena on July 14, 2010, 02:35:45 pm
Personally I've always preferred the no-glowmap look on debris. If the thing's in pieces, I don't see what could be powering the glowy bits.
Title: Re: Cain strikes back - WIP
Post by: headdie on July 14, 2010, 02:37:08 pm
Personally I've always preferred the no-glowmap look on debris. If the thing's in pieces, I don't see what could be powering the glowy bits.

fires?
Title: Re: Cain strikes back - WIP
Post by: -Norbert- on July 14, 2010, 03:54:19 pm
Fires in a vacuum? Maybe while the ship is mostly intact, but once it exploded, there can't be enough atmosphere in those pieces to sustain any fire.
Title: Re: Cain strikes back - WIP
Post by: Galemp on July 14, 2010, 04:17:33 pm
Superheated glowing metal :p
Title: Re: Cain strikes back - WIP
Post by: Kolgena on July 14, 2010, 08:06:44 pm
Personally I've always preferred the no-glowmap look on debris. If the thing's in pieces, I don't see what could be powering the glowy bits.

fires?

Not quite what I meant. Obviously, debris would look even more junk without the glowy orange bits. That, and dark 10-tri chunks don't look as good as bright 10-tri chunks when they're trailing fire particles courtesy of Fury. I'm talking about Shivan ships in particular, such as the Mara. When you blow it up, mostly intact fragments of the ship are left behind. These fragments often have the ship's original glowmap, animated and all, even though they're dead pieces of space debris.
Title: Re: Cain strikes back - WIP
Post by: Rga_Noris on July 14, 2010, 08:29:07 pm
The problem that arises is that, to my knowledge, there is no way to disable the glow maps from the debris. So unless you make an alternative map just for the debris, thus adding more bmpman slots to be used, you cant really do this. And IMO, it isn't worth the extra slots are performance hit.
Title: Re: Cain strikes back - WIP
Post by: Trivial Psychic on July 14, 2010, 09:08:07 pm
Anyone else think that this should receive a Highlight?
Title: Re: Cain strikes back - WIP
Post by: Droid803 on July 14, 2010, 09:25:54 pm
Anyone else think that this should receive a Highlight?
Along with the Hattie, hell yeah.
Title: Re: Cain strikes back - WIP
Post by: Woolie Wool on July 14, 2010, 09:54:40 pm
Maybe he should have a new title to reflect his accomplishments as well.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 14, 2010, 10:02:26 pm
Something like Savior of Forgotten HTLs. :)
Title: Re: Cain strikes back - WIP
Post by: Aardwolf on July 14, 2010, 10:33:49 pm
Something like Savior of Forgotten HTLs. :)

Nono, it should have something to do with HTL Necromancy
Title: Re: Cain strikes back - WIP
Post by: General Battuta on July 15, 2010, 12:54:29 am
So how about an HTL Kane? The Messiah demands beautification.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 15, 2010, 11:00:58 am
Kane?
Title: Re: Cain strikes back - WIP
Post by: General Battuta on July 15, 2010, 11:07:43 am
Bald dude, loves Tiberium, also the Messiah.
Title: Re: Cain strikes back - WIP
Post by: Mobius on July 15, 2010, 11:11:53 am
The problem that arises is that, to my knowledge, there is no way to disable the glow maps from the debris. So unless you make an alternative map just for the debris, thus adding more bmpman slots to be used, you cant really do this. And IMO, it isn't worth the extra slots are performance hit.

Glowmap deactivation is possible thanks to SEXPs, but I don't quite believe we'll be going to edit all missions to turn glowmaps on whenever a Shivan ship dies... :nervous:
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 15, 2010, 11:21:15 am
Bald dude, loves Tiberium, also the Messiah.
I had a feeling you meant the person, though I wanted to make sure it wasn't a ship I haven't seen.
Title: Re: Cain strikes back - WIP
Post by: Zacam on July 15, 2010, 11:27:05 am
The problem that arises is that, to my knowledge, there is no way to disable the glow maps from the debris. So unless you make an alternative map just for the debris, thus adding more bmpman slots to be used, you cant really do this. And IMO, it isn't worth the extra slots are performance hit.

Glowmap deactivation is possible thanks to SEXPs, but I don't quite believe we'll be going to edit all missions to turn glowmaps on whenever a Shivan ship dies... :nervous:

And disabling the glow map for the ship works just fine. But as Axem discovered, it only applies (when used on a is-destroyed true) to the ship specifically, the DEBRIS is no longer considered the ship, so any mapped glow map get's applied to the debris. And if it's not a separate map, then any ship glow map elements are still glowing.
Title: Re: Cain strikes back - WIP
Post by: Mobius on July 15, 2010, 11:39:05 am
I've always thought it would work with debris, too... but is-destroyed-delay, IMHO, doesn't seem appropriate because it's known not to like other SEXPs like send-message. Perhaps < hits-left 1 would work?
Title: Re: Cain strikes back - WIP
Post by: The E on July 15, 2010, 11:41:49 am
Mobius, the problem is that debris is treated separately from the ship it spawned from.
Title: Re: Cain strikes back - WIP
Post by: Rodo on July 15, 2010, 12:10:37 pm
wait..what? so you've got just one texture for lods and debris as well?

I thought they were made separate, that's why I asked about the glowmaps, sorry....
Title: Re: Cain strikes back - WIP
Post by: The E on July 15, 2010, 12:15:33 pm
The problem is in how the engine treats debris. You see, debris pieces are "descended" from the object that spawned them, but they're really completely separate objects. As far as the engine is concerned, the debris is separate from the ship, at least as far as I understand it.
That means that glowmap sexps that target the parent ship don't really work on debris.
Title: Re: Cain strikes back - WIP
Post by: terran_emperor on July 19, 2010, 02:11:05 pm
SWEET! :yes:

Damn! if only i had my USB stick
Title: Re: Cain strikes back - WIP
Post by: Galemp on July 19, 2010, 07:18:06 pm
Compatibility Alert!

For this to work properly in FSPort, you MUST edit the POF in PCS2 and change its mass to 9524.9189, the same as the retail model. Currently the mass is much too high, and slows down freighter Halkins to 3 m/s while towing it.
Title: Re: Cain strikes back - WIP
Post by: Snail on July 19, 2010, 07:25:32 pm
God. There are so many things to think about when making a model. :o
Title: Re: Cain strikes back - WIP
Post by: Droid803 on July 19, 2010, 07:46:39 pm
God. There are so many things to think about when making a model. :o

No not really.
Only if you're trying to make a "perfect replacement".
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 19, 2010, 09:33:13 pm
Currently the mass is much too high, and slows down freighter Halkins to 3 m/s while towing it.
That actually effects towing speed? Learned something else about the game just now.
Title: Re: Cain strikes back - WIP
Post by: Droid803 on July 19, 2010, 09:41:44 pm
Only if you set the value to FS1 mode.
It doesn't in FS2 mode. Or rather, in FS2, there's a minimum speed whereas in FS1 something pushing something of sufficient mass would slow it down to a halt.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 19, 2010, 09:46:37 pm
That sounds like a downgrade to me.
Would that mean if you changed the speed you could get an Argo to whisk away the Colossus at stupid-fast speeds?
Title: Re: Cain strikes back - WIP
Post by: Droid803 on July 19, 2010, 10:14:39 pm
Yup.
Title: Re: Cain strikes back - WIP
Post by: Galemp on July 19, 2010, 10:24:08 pm
Hence the FS1 behaviour. I guess it was too unpredictable, though, as cap-waypoint-speed is more versatile.
Title: Re: Cain strikes back - WIP
Post by: Rga_Noris on July 20, 2010, 01:35:05 am
Mass reverted to retail values on Cain, Lilith, and Hatty.

All the downloads have been updated. If you just want the updated .pof, click here:
http://www.mediafire.com/file/jg2in5oec9apvor/Mass_Cain.rar
Title: Re: Cain strikes back - WIP
Post by: Cobra on July 20, 2010, 10:19:45 pm
You do know the arms are still detached right? :nervous:
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 20, 2010, 10:29:37 pm
Look closer, there's a connection to the hull, everything else surrounding it is an armored shield.
Title: Re: Cain strikes back - WIP
Post by: Cobra on July 20, 2010, 10:40:35 pm
Oh hey, didn't notice those at first. My bad.
Title: Re: Cain strikes back - WIP
Post by: c914 on July 22, 2010, 07:55:18 am
Nice to see it finley finished  :D
Title: Re: Cain strikes back - WIP
Post by: Rga_Noris on July 22, 2010, 11:41:43 am
Nice to see it finley finished  :D

For the record it was awesome of you to let me work on your stuff. I know it can be hard to trust someone wth your 'baby', so it's super appreciated that you did.
Title: Re: Cain strikes back - WIP
Post by: Mobius on July 22, 2010, 04:46:15 pm
I'd like to see the c914/Rga_Noris Dream Team working on more models. :)
Title: Re: Cain strikes back - WIP
Post by: c914 on July 23, 2010, 06:29:24 am
Quote
I know it can be hard to trust someone wth your 'baby', so it's super appreciated that you did.

For FreeSpace and community! Nothing else matters  ;)

Mobius: If Rga_Noris would like to do some more dirty work why not, there are few ships I would like to HTLlized with help.
Title: Re: Cain strikes back - WIP
Post by: Rga_Noris on July 23, 2010, 09:03:59 am
I'm always down for some HTL shiznit  :cool:
Title: Re: Cain strikes back - WIP
Post by: Snail on July 23, 2010, 07:23:08 pm
**** yeah.
Title: Re: Cain strikes back - WIP
Post by: Titan on July 23, 2010, 07:53:04 pm
f***.

There goes my shorts.
Title: Re: Cain strikes back - WIP
Post by: Kolgena on July 23, 2010, 09:05:05 pm
COLOSSUS

sorry, what? Oh right. Um, try and see if you can get a hold of Galemp's colly. Would love to see that beauty finished, with his permission of course.
Title: Re: Cain strikes back - WIP
Post by: Rodo on July 23, 2010, 09:09:43 pm
NO, please do the Argo.
For the love of god! do the Argo!
Title: Re: Cain strikes back - WIP
Post by: sigtau on July 23, 2010, 09:40:42 pm
Or the Boacidea! D:
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 23, 2010, 09:47:18 pm
COLOSSUS

sorry, what? Oh right. Um, try and see if you can get a hold of Galemp's colly. Would love to see that beauty finished, with his permission of course.
Wasn't the model originally made by Ragingloli?
Title: Re: Cain strikes back - WIP
Post by: Hades on July 23, 2010, 09:50:36 pm
COLOSSUS

sorry, what? Oh right. Um, try and see if you can get a hold of Galemp's colly. Would love to see that beauty finished, with his permission of course.
Wasn't the model originally made by Ragingloli?
It was made by him.
Title: Re: Cain strikes back - WIP
Post by: Rga_Noris on July 23, 2010, 09:51:26 pm
COLOSSUS

sorry, what? Oh right. Um, try and see if you can get a hold of Galemp's colly. Would love to see that beauty finished, with his permission of course.

Don't worry about this. That is all.
Title: Re: Cain strikes back - WIP
Post by: Snail on July 24, 2010, 01:17:29 am
NO, please do the Argo.
For the love of god! do the Argo!
OMG OMG OMG DO THE BELIAL
Title: Re: Cain strikes back - WIP
Post by: Galemp on July 24, 2010, 02:10:57 am
Wasn't the model originally made by Ragingloli?
It was made by him.

The high-poly Colossus in my possession was indeed originally made by RagingLoli for his renders, and subsequently acquired by me. It was in the same state as his Arcada is now; that is to say, an absolute mess and a headache of aneurysm-inducing proportions to fix.

I fixed it. It took a hell of a lot of work, but it was done and the mesh is currently solid, manifold, and generally geometrically sound. I've done a lot more to it since then. I've modeled and placed the turrets (sometimes requiring editing of the base mesh, as RagingLoli did not leave room for them.) I've given significantly more depth to the girder portions of the neck and lower pylon. And, I've added a ton of detail boxed greebles, with more still to come.

In time I will also be generating and painting a full UV map and POF conversion. The final credit, I think, should be roughly half his work (overall design and mesh) and half mine (turrets and greebles, textures, cleanup and conversion.) VasudanAdmiral did model the engines and teach me how to use the Blender-to-Collada-to-POF tools, so he deserves a mention.

Don't worry about this. That is all.

:nod: There has been more progress on the Colossus in the past week than at any time over the past year. It is exciting.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 24, 2010, 02:15:24 am
At least I now know the Colossus is still being tended to. :D
Title: Re: Cain strikes back - WIP
Post by: Hades on July 24, 2010, 03:25:31 am
Or the Boacidea! D:
Ragingloli is actually making this too.
Title: Re: Cain strikes back - WIP
Post by: Snail on July 24, 2010, 03:34:14 am
Or the Boacidea! D:
Ragingloli is actually making this too.
Will it have Nx's Iceni in the middle?
Title: Re: Cain strikes back - WIP
Post by: Hades on July 24, 2010, 03:38:56 am
Or the Boacidea! D:
Ragingloli is actually making this too.
Will it have Nx's Iceni in the middle?
Not sure, the only shows the outside in the one picture on his photobucket he has.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 24, 2010, 03:39:57 am
Or the Boacidea! D:
Ragingloli is actually making this too.
Or was, his last post for anything was in December.
Title: Re: Cain strikes back - WIP
Post by: Hades on July 24, 2010, 03:41:33 am
Or the Boacidea! D:
Ragingloli is actually making this too.
Or was, his last post for anything was in December.
You do know that hard-light isn't the only website on the internet, right? :p
Title: Re: Cain strikes back - WIP
Post by: Snail on July 24, 2010, 03:42:11 am
He also maintains an actively updated photobucket account and occassionally posts on /3/ on 4chan.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 24, 2010, 03:52:25 am
Well it'd certainly be great if the usernames between here and Photobucket were remotely alike instead of bat**** apart. :doubt:
Okay so I found it, Typhon progress, sweet.
Title: Re: Cain strikes back - WIP
Post by: Hades on July 24, 2010, 03:57:58 am
Well it'd certainly be great if the usernames between here and Photobucket were remotely alike instead of bat**** apart. :doubt:
Your photobucket (and wyrdysm) account names are Spoot Knight, so you have no room to talk. :p

IIRC
Title: Re: Cain strikes back - WIP
Post by: Kolgena on July 24, 2010, 09:09:51 am
He also maintains an actively updated photobucket account and occassionally posts on /3/ on 4chan.

I no longer remember his PB account name, and I (am proud to say that I) don't go on 4chan.

Basically, links for an old fool like me plz? :D
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 24, 2010, 09:23:45 am
It's lulzifer.
Title: Re: Cain strikes back - WIP
Post by: Kolgena on July 24, 2010, 11:08:18 am
Thanks!

Typhon and Boadicea look amazing.
Title: Re: Cain strikes back - WIP
Post by: mFuSE on July 25, 2010, 05:46:34 pm
I don't know how i could exactly translate the following proverb: "Ich kann da nur meinen Hut vor ziehen" ... maybe someone else can ;)


It's just so amazing how much excellent work every modder has put in this project .... and that after so many years its still running - and going on ^^
Title: Re: Cain strikes back - WIP
Post by: c914 on July 27, 2010, 08:03:37 am
Argo hmm.... but is it a WIP?
Does anyone can tell me what ships are'nt yet touched, MediaVP Assets Status topic is waaayyy to old to be a reliable source.
Title: Re: Cain strikes back - WIP
Post by: mjn.mixael on July 27, 2010, 08:38:39 am
There are many Shivan fighters that need an upgrade..
Title: Re: Cain strikes back - WIP
Post by: FreeSpaceFreak on July 27, 2010, 09:30:36 am
The Demon perhaps? Trashman's WIP seems to have long died.
Ooh, or the Sathanas?
Title: Re: Cain strikes back - WIP
Post by: Aardwolf on July 27, 2010, 10:07:19 am
Esarai had started a Sathanas, but I don't think it was ever announced on the forums (think IRC)... I've no idea how awesome or how complete it was, though...

Someone had a WIP Argo, as well.
Title: Re: Cain strikes back - WIP
Post by: sigtau on July 27, 2010, 10:08:10 am
...mother****ing NTI Boadicea...
Title: Re: Cain strikes back - WIP
Post by: Angelus on July 27, 2010, 10:29:37 am
There are many Shivan fighters that need an upgrade..

So true.
I'm on the Aeshma, but it wont be done anytime soon.
Title: Re: Cain strikes back - WIP
Post by: mjn.mixael on July 27, 2010, 11:03:11 am
I'm considering HTLing a couple Shivan fighters.. specifically the ones that are in the cutscenes, but we'll see. There is already a big chunk of stuff to model for the Intro alone.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 27, 2010, 11:21:37 am
Does anyone can tell me what ships are'nt yet touched, MediaVP Assets Status topic is waaayyy to old to be a reliable source.
Here's what I can think of, for ships that do not have any type of remade model that can be used ingame as of now.

Artemis (Seen a WiP a long time ago)
Artemis D.H. (Not sure if this was included with the Artemis WiP)
Boanerges (Seen a WiP a long time ago)
Colossus (In the works)
Arcadia (Seems to be some comtemplation on working on it)
Ganymede (Haven't seen anything for this)
Boadicea (Ragingloli's got a model on his Photobucket)
TC 2 (Seen a WiP of one but that was some time ago)
TSC 2 (Same as TC 2)
TTC 1 (Don't recall a WiP of this)
Argo (Saw a WiP but don't remember how long ago)
Charybdis (Looks like it's being worked on)
Zephyrus (Old WiP)
Hippocrates (Another old WiP)
Hermes (Believe there was a WiP of this)
Alastor (Saw an old WiP before)
Hygeia (Never saw any work on this)
Seth (Saw an attempted WiP but I think it was scrapped)
Ptah (Another old WiP)
Osiris (Never saw one)
Sekhmet (Never saw one)
Isis (Don't think this had one)
Ma'at (Never saw one)
VAC 4 (Never saw one)
Bes (Never saw one)
VAC 5 (Never saw one)
Setekh (Never saw one)
Ra (Never saw one)
Ankh (Never saw one)
Edjo (Never saw one)
Nephthys (Never saw one)
Dragon (A lot of WiPs that never went through)
Manticore (Old WiP)
Basilisk (Believe someone said they might work on this again)
Aeshma (Short WiP life)
Astaroth (Don't think I've seen one)
Nephilim (Think there was one)
Seraphim (Never saw one)
Nahema (Can't recall seeing one)
Taurvi (Old WiP)
Rakshasa (Has a WiP that stopped some time ago)
Demon (Trashman stopped on his)
Sathanas (Has a model but is radically different in some areas)
Azrael (Might go back into progress)
Mephisto (Never saw a WiP)
SC 5 (Never saw one)
Asmodeus (Never saw one)
SAC 2 (Never saw one)
Rahu (Never saw one)
Trident (Never saw one)
Belial (Never saw one)
Shivan Comm Node (Never saw one)
Knossos (Was there one?)

And then there's the Hades, which I've heard is 100% complete...yet no downloads exist.

Nevermind the Tauret and Bakha then.
Title: Re: Cain strikes back - WIP
Post by: Snail on July 27, 2010, 11:38:12 am
News flash, Commander. The Tauret and Bakha are already in-game. The Dragon is also apparently upgraded but it's hardly a noticeable improvement.
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 27, 2010, 11:47:40 am
Yeah, with maps that make them look a hell of a lot better, neither the Tauret or Bakha have any more polygons now than they did in Retail.
Unless they're being held back like the Hades (Or so I assume that's what going on with the Hades).
Title: Re: Cain strikes back - WIP
Post by: Snail on July 27, 2010, 12:18:05 pm
Yeah, with maps that make them look a hell of a lot better, neither the Tauret or Bakha have any more polygons now than they did in Retail.
Unless they're being held back like the Hades (Or so I assume that's what going on with the Hades).

derp derp derp
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 27, 2010, 12:25:49 pm
Wait...what?
Title: Re: Cain strikes back - WIP
Post by: Snail on July 27, 2010, 12:29:06 pm
Wait...what?
Have you looked at them recently?
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 27, 2010, 12:32:52 pm
Yes, about 30 minutes ago. On normal view on the Ship Lab then on Wireframe. They don't look any different, no extra faces, they just have well-done textures.
Unless you'd like to show screens of a high-poly Tauret or Bakha flying about in a mission...they have the same polycount, good textures to compensate.
Title: Re: Cain strikes back - WIP
Post by: Snail on July 27, 2010, 12:39:54 pm
Yes, about 30 minutes ago. On normal view on the Ship Lab then on Wireframe. They don't look any different, no extra faces, they just have well-done textures.
Unless you'd like to show screens of a high-poly Tauret or Bakha flying about in a mission...they have the same polycount, good textures to compensate.
:wtf:

Are you playing with 3.6.9 MediaVPs or something?
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 27, 2010, 12:43:07 pm
3.6.10 with the patch.
Title: Re: Cain strikes back - WIP
Post by: Snail on July 27, 2010, 12:44:15 pm
3.6.10 with the patch.
Ah, right. I'm on 3.6.12. :P
Title: Re: Cain strikes back - WIP
Post by: Droid803 on July 27, 2010, 12:56:25 pm
Yes, which isn't out yet...
Title: Re: Cain strikes back - WIP
Post by: General Battuta on July 27, 2010, 01:02:32 pm
Unless you're a Very Lucky Boy.
Title: Re: Cain strikes back - WIP
Post by: Galemp on July 27, 2010, 01:06:55 pm
Who gets to drink from the fire hose?

/thread derail
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 27, 2010, 01:07:35 pm
Swell, I'm arguing with the future. :P
Does the HTL Hades appear? :nervous:
Title: Re: Cain strikes back - WIP
Post by: Snail on July 27, 2010, 01:39:55 pm
AFAIK peterv did publicly declare the existence of both the HTL Tauret and HTL Bakha.
Title: Re: Cain strikes back - WIP
Post by: Droid803 on July 27, 2010, 01:57:41 pm
Yeah, I saw em a while back.
Title: Re: Cain strikes back - WIP
Post by: Vasudan Admiral on July 27, 2010, 10:02:59 pm
And then there's the Hades, which I've heard is 100% complete...yet no downloads exist.
Uhhhh, where exactly did you hear that? I wasn't aware this was the case. Last I checked I was still building it. :p
Title: Re: Cain strikes back - WIP
Post by: Commander Zane on July 27, 2010, 10:11:16 pm
Well I'll never be able to find the post on the PoS search, but it was something someone mentioned.
Title: Re: Cain strikes back - WIP
Post by: General Battuta on July 27, 2010, 11:04:33 pm
Well I'll never be able to find the post on the PoS search, but it was something someone mentioned.

They probably meant mesh complete but unmapped or something.

There is no conspiracy to withhold HTL models from you.
Title: Re: Cain strikes back - WIP
Post by: sigtau on July 27, 2010, 11:20:42 pm
If someone has the WIP in a modeldump or something, we should get RgaNoris on it or something.  :ick:

DISREGARD THAT, I CAN'T READ
Title: Re: Cain strikes back - WIP
Post by: Droid803 on July 27, 2010, 11:26:44 pm
If someone has the WIP in a modeldump or something, we should get RgaNoris on it or something.  :ick:

Why, if the original artist is still working on it?
Why steal it from them?
Would it not be better to do...the stuff that's not getting any love?

I'm looking at you Argo, Zephyrus, Charybdis, Hippocrates, Taurvi, Basilisk, and Poseidon!
Title: Re: Cain strikes back - WIP
Post by: General Battuta on July 28, 2010, 12:08:42 am
If someone has the WIP in a modeldump or something, we should get RgaNoris on it or something.  :ick:

Do you realize how incredibly rude you're being? Vasudan Admiral just explicitly said he's still working on it, and you want to take it away from him and give it to someone else?
Title: Re: Cain strikes back - WIP
Post by: Rga_Noris on July 28, 2010, 09:57:38 am
Besides, VA is known to deliver. I personally have no fear of him "dropping off the face of the Earth" anytime soon.
Title: Re: Cain strikes back - WIP
Post by: sigtau on July 29, 2010, 12:56:13 am
I'm sorry, I didn't see his post there.

Previous post edited accordingly.