Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => The FreeSpace Port Upgrade => Topic started by: mjn.mixael on August 19, 2010, 01:34:23 pm

Title: Orion Style Mainhalls [Original Dev Thread]
Post by: mjn.mixael on August 19, 2010, 01:34:23 pm
BETA PACK RELEASE
Go Here (http://www.hard-light.net/forums/index.php?topic=71036.msg1558485#msg1558485)


Ok, If you have spent ANY time in IRC, then you have seen most of this. I like to see how things progress so I'm sharing what I've got here. Also, this is a preemptive cry for help. This bad boy is gonna need textures. Soon. (Everything has been lvlshot'ed)

I shared this image on IRC a while back and Goober replied with "You've got to be kidding me"
[image removed]
Well, I wasn't kidding... as you can see.
[image removed]

I have a few more objects to create, then I gotta texture it. And I'm gonna need help because texturing is not my strong point, not even by a longshot.
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: Commander Zane on August 19, 2010, 01:42:30 pm
pr0n alurt, I see arse. :P

But seriously, this is outstanding work.
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: FreeSpaceFreak on August 19, 2010, 02:10:04 pm
NICE
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: Droid803 on August 19, 2010, 02:59:47 pm
Sheer amount of awesome overwhelming.
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: sigtau on August 19, 2010, 03:03:31 pm
You never fail to produce epic content, mixael.  Excellent job, pilot.
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: NGTM-1R on August 19, 2010, 03:04:35 pm
Believe me if I could assist I would. This is a worthy object.
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: Rodo on August 19, 2010, 03:12:59 pm
wow, that's amazing... love how you work and the details you put into it.

pure win :yes:
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: pecenipicek on August 19, 2010, 03:26:26 pm
texturing that is gonna be a lot of FUN XD




for sanity's sake, keep to procedurals as much as possible.
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: Shivan Hunter on August 19, 2010, 03:36:18 pm
FRAK YES :jaw:
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: Mongoose on August 19, 2010, 04:16:08 pm
yeeeeeeeessssssssssssssssss
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: Rga_Noris on August 19, 2010, 04:27:07 pm
This is awesome. Very elaborate way of flipping Goob the finger! ;)
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: mjn.mixael on August 19, 2010, 04:32:01 pm
This is awesome. Very elaborate way of flipping Goob the finger! ;)

 :nervous:

That was not my intention...
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: Colonol Dekker on August 19, 2010, 05:32:05 pm
I literally love what you've achieved.
The whole caboodle.
 
Cutscenes, this thing.
 
 
When you start on MVP assets, I will buy you an internet.
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: Rga_Noris on August 19, 2010, 07:03:40 pm
This is awesome. Very elaborate way of flipping Goob the finger! ;)

 :nervous:

That was not my intention...

I know. I just thought I would make laffs.  ;)
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: Water on August 19, 2010, 07:53:15 pm
Heh, I wonder how many other people are working on this. One thing I've done differently though is the fighter tray. It's customizable to fit all the fighters. I was planning to complete a few more bits before starting texturing, but time for a change of plans
(http://i229.photobucket.com/albums/ee67/waternz/mesh/Mainhall-pieces.jpg)
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: Kolgena on August 19, 2010, 07:58:34 pm
My browser choked and died. Quite image heavy.

But holy wow.... I can't believe you decided to do this. I can only imagine the awesome for when this project is done.

As a side note, could you please render these at high resolutions in 4:3, 16:9, 16:10 when you get to finalizing? Might as well address widescreen stretch issues now that you've made the whole scene.
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: Galemp on August 19, 2010, 08:01:20 pm
Texturing this has got to be simple... there's no UV mapping involved, you can use Max materials everywhere.
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: mjn.mixael on August 19, 2010, 08:13:16 pm
Except that I need a good chunk of bump mapping which is going to require UVs...
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: pecenipicek on August 19, 2010, 08:30:46 pm
Except that I need a good chunk of bump mapping which is going to require UVs...
and? auto-unwrap it so it looks decent, and use procedurals.
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: Galemp on August 19, 2010, 09:15:13 pm
Max can do bump-mapping on procedurals and tile textures. Why would you need UVs?
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: pecenipicek on August 19, 2010, 09:42:30 pm
UV's can provide more control in some cases. and this is not reserved to max, any 3D package which can handle multiple texture projection types and has capability to use procedural textures, can do so.
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: Aardwolf on August 19, 2010, 10:10:21 pm
Ooo, I was just thinking, if someone were crazy enough (and the original files were hung onto), this could (in the distant future) lead to a StarCraft 2 -style walkable mainhall :p
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: pecenipicek on August 19, 2010, 10:21:00 pm
Ooo, I was just thinking, if someone were crazy enough (and the original files were hung onto), this could (in the distant future) lead to a StarCraft 2 -style walkable mainhall :p
no. just no.
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: Aardwolf on August 19, 2010, 10:21:33 pm
c'mon, you know you want it ;)
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: mjn.mixael on August 19, 2010, 10:23:17 pm
Ugh... no... This way I can cheat.. nothing behind the camera is modelled and I do not want to be forced to add all that extra detail.. this is plenty as it is.
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: pecenipicek on August 19, 2010, 10:28:19 pm
c'mon, you know you want it ;)
no, no i dont and i found it utterly redundant and irritating at best and downright idiotic at worst.
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: Ravenholme on August 19, 2010, 11:05:39 pm
'scuse me, I think I've gotta go clean up >.>  :yes:
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: Snail on August 19, 2010, 11:38:22 pm
CAN I HAVE YOUR BABIES
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: T-LoW on August 20, 2010, 03:42:34 am
Ist it in any (far far) way possible to have something like a 3D-animated menu background? Even if it's just a flash-videoloop or something :shaking:

And with a fixed camera of course.
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: pecenipicek on August 20, 2010, 03:53:52 am
Ist it in any (far far) way possible to have something like a 3D-animated menu background? Even if it's just a flash-videoloop or something :shaking:

And with a fixed camera of course.
what, like FS1 and FS2 had? why bother with in-engine rendered stuff when you can get higher res stuff just out of standard pre-rendered anims (which is exactly what mjn.mixael is doing)
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: T-LoW on August 20, 2010, 03:56:17 am
Alright.
Now I just lean back and let greatness happen. Not in an arrogant manner :nervous:
Title: Re: Galatea Mainhall (VERY Image Heavy)
Post by: headdie on August 20, 2010, 06:26:51 am
mjn.mixael, your talent forms of the jewels of the community
Title: Re: Galatea Mainhall
Post by: mjn.mixael on August 21, 2010, 10:35:56 pm
Details Details...  :D

[image removed]
Title: Re: Galatea Mainhall
Post by: Kolgena on August 22, 2010, 01:03:50 am
I like.

Are we going to get a sample of what the thing might look like on 16:9 or 16:10 ratios, or are those not going to be done?
Title: Re: Galatea Mainhall
Post by: The E on August 22, 2010, 04:59:57 am
Unless you employ some anamorphic trickery, those aren't going to work anyway, as 1024x768 is the highest possible resolution for interface art.
Title: Re: Galatea Mainhall
Post by: Mobius on August 22, 2010, 05:13:12 am
Wow, great work! :D
Title: Re: Galatea Mainhall
Post by: mjn.mixael on August 22, 2010, 07:33:39 am
Unless you employ some anamorphic trickery, those aren't going to work anyway, as 1024x768 is the highest possible resolution for interface art.

I was considering that...
Title: Re: Galatea Mainhall
Post by: The E on August 22, 2010, 07:35:02 am
And I'll be interested to see how it'll work.
Title: Re: Galatea Mainhall
Post by: BlackDove on August 22, 2010, 10:44:39 am
This is pretty fukken great.

I wonder... if you save all of the assets individually, could one perchance re-arrange stuff and have it look as if it was a mainhall of another ship?

After all, much of the architecture is "standard".

Modelers could just set a new viewpoint, and then play "build it yourself" by copying and pasting stuff (and creating few new ones) so it can be a new design.
Title: Re: Galatea Mainhall
Post by: Snail on August 22, 2010, 10:50:06 am
You would have to be pretty careful where you place the viewpoint though. It's very selective; nothing behind the camera is modelled or textured.
Title: Re: Galatea Mainhall
Post by: BlackDove on August 22, 2010, 11:23:29 am
Not changing the viewpoint.

Making a new scene out of already existing assets.

Pretty sure modeling a few walls and floors, and then copy pasting the doors, pipes, cables and terminals, would work quite well enough.
Title: Re: Galatea Mainhall
Post by: Galemp on August 22, 2010, 01:11:22 pm
Unless you employ some anamorphic trickery, those aren't going to work anyway, as 1024x768 is the highest possible resolution for interface art.

I was considering that...

:nod:
Title: Re: Galatea Mainhall
Post by: mjn.mixael on August 22, 2010, 01:51:14 pm
Not changing the viewpoint.

Making a new scene out of already existing assets.

Pretty sure modeling a few walls and floors, and then copy pasting the doors, pipes, cables and terminals, would work quite well enough.

I am doing this with that in mind. Most of my pieces are built as separate objects and merged into one scene. The walls and floors are custom made for this scene. The piping in the wall is a little of both. The pipes can be used, but the cutout areas in the walls are built into the wall.

My plan has always been to release all the assets when I'm finished. The same goes for my cutscenes if you were wondering (that means, hi-poly character models mostly).
Title: Re: Galatea Mainhall
Post by: BlackDove on August 22, 2010, 03:27:57 pm
That is very good to know :)
Title: Re: Galatea Mainhall
Post by: mjn.mixael on August 24, 2010, 12:58:25 am
Sometimes it's the little things...

[image removed]

Also... giant cookie reward if someone supplies the Herc with an open cockpit and maybe some smoothing on the nose...
Title: Re: Galatea Mainhall
Post by: Snail on August 24, 2010, 01:45:51 am
Wow man. Just. Wow. That's like... Whoa.
Title: Re: Galatea Mainhall
Post by: T-LoW on August 24, 2010, 02:01:11 am
Looking better and better - but I think that the floor is a little bit too rough for the flight-deck of a starship. Maybe reduce the normals on that a li'l bit?

Title: Re: Galatea Mainhall
Post by: Snail on August 24, 2010, 02:06:35 am
Looking better and better - but I think that the floor is a little bit too rough for the flight-deck of a starship. Maybe reduce the normals on that a li'l bit?


It was like that in the original...
Title: Re: Galatea Mainhall
Post by: T-LoW on August 24, 2010, 03:45:59 am
Then the original is wrong :drevil:

Seriously, I would smooth it a little bit. Just because it sticks to the original it doesn't mean that it looks good IMO.

But the heck with it! First concentrate on the big picture - details line up after that.
Title: Re: Galatea Mainhall
Post by: Snail on August 24, 2010, 03:49:11 am
Well I think it should stay the way it is. It might look weird now, but with the right lighting it'd look very cool. :nod:
Title: Re: Galatea Mainhall
Post by: T-LoW on August 24, 2010, 06:30:36 am
I have faith in go... mixael.
Title: Re: Galatea Mainhall
Post by: FreeSpaceFreak on August 24, 2010, 03:25:25 pm
The floor does kinda look like concrete... Granted, it was like this in the original, but wouldn't metal make more sense in a starship?
Title: Re: Galatea Mainhall
Post by: The E on August 24, 2010, 03:36:54 pm
Modern-day carriers have a sort-of concrete deck.
Title: Re: Galatea Mainhall
Post by: NGTM-1R on August 24, 2010, 04:43:01 pm
The floor does kinda look like concrete... Granted, it was like this in the original, but wouldn't metal make more sense in a starship?

It's called nonskid. They put a thick layer of fire-retardant shock-absorbant stuff on the floor to protect the decks below from minor hanger accidents. For a ship like the Galatea in a major war, with refits few and far between, it would start looking a lot like that.
Title: Re: Galatea Mainhall
Post by: Venicius on August 24, 2010, 05:02:45 pm
This is great!  I was starting to get tired of the really old mainhall looking lousy when everything else looks so good!
Title: Re: Galatea Mainhall
Post by: Kolgena on August 24, 2010, 11:38:59 pm
And I ___ in my pants.

Seriously lovely work. I must also commend the speed at which you work. Just wow.
Title: Re: Galatea Mainhall
Post by: mjn.mixael on August 25, 2010, 09:32:56 am
Snail thought is was neat to see the mainhall from different angles. Me too.

This one shows off the Herc that Galemp whipped up for me. He rounded out the guns and opened up the cockpit among a few other things.  ;7
Title: Re: Galatea Mainhall
Post by: Rodo on August 25, 2010, 11:23:25 am
Pure win.
Title: Re: Galatea Mainhall
Post by: BlackDove on August 25, 2010, 11:32:22 am
Snail thought that?

I thought I thought that :p

****ing fantastic at any rate.

God damn. I love.
Title: Re: Galatea Mainhall
Post by: FreeSpaceFreak on August 25, 2010, 11:49:24 am
It's called nonskid. They put a thick layer of fire-retardant shock-absorbant stuff on the floor to protect the decks below from minor hanger accidents. For a ship like the Galatea in a major war, with refits few and far between, it would start looking a lot like that.
Okay, carry on then :D
Title: Re: Galatea Mainhall
Post by: Aardwolf on August 25, 2010, 02:52:24 pm
Even if we can't have it full explorable in-game, it's still awesome. Hmm... one might even be able to make an FPS mod using the assets  :drevil:
Title: Re: Galatea Mainhall
Post by: headdie on August 25, 2010, 04:00:20 pm
Even if we can't have it full explorable in-game, it's still awesome. Hmm... one might even be able to make an FPS mod using the assets  :drevil:

i thought someone already had the idea for an FS based FPS, would be quite a strong moment for anyone who has played FS1/Port  to walk into that view
Title: Re: Galatea Mainhall
Post by: mjn.mixael on August 25, 2010, 04:19:49 pm
I sincerely doubt that these assets would work very well in-game. They aren't even close to being optimized... They just look good in video/images.
Title: Re: Galatea Mainhall
Post by: sigtau on August 25, 2010, 04:22:47 pm
Yeah, when it comes to pre-rendered stuff, you can easily have a blatant disregard for performance optimizations with no setbacks.
Title: Re: Galatea Mainhall
Post by: Aardwolf on August 25, 2010, 08:38:08 pm
I sincerely doubt that these assets would work very well in-game. They aren't even close to being optimized... They just look good in video/images.

So what? As long as you plan to release the assets (which seems to be the case), you don't have to do the work to optimize it, and it's available if someone with a lot free time wants to do something cool with it.
Title: Re: Galatea Mainhall
Post by: mjn.mixael on August 26, 2010, 09:37:08 am
Just because I can...

(This may take a second to load)

[image removed]
Title: Re: Galatea Mainhall
Post by: Rodo on August 26, 2010, 10:26:02 am
big is BIG.


I bet even FS will lag to load that one up :P
Title: Re: Galatea Mainhall
Post by: MatthTheGeek on August 26, 2010, 11:10:50 am
FS hardly will lag, this won't be higher res than 1024x768.
Title: Re: Galatea Mainhall
Post by: Thaeris on August 26, 2010, 11:15:10 am
Hmmm... That's not too great a resolution at all.

I suppose that's another one of the awful interface issues to be rooted out in the future?
Title: Re: Galatea Mainhall
Post by: mjn.mixael on August 26, 2010, 11:17:20 am
Hmmm... That's not too great a resolution at all.

I suppose that's another one of the awful interface issues to be rooted out in the future?

I hope so...
Title: Re: Galatea Mainhall
Post by: Kolgena on August 26, 2010, 12:47:16 pm
The computer monitor easter egg is win :D

As a side note, I'm getting a slight impression from the vanilla main hall that the railings have sheets of glass in them. They go from the ground to the thinner of the two horizontal yellow bars. Obviously, since the interface is like 640x480 or something terrible, I can't be sure.
Title: Re: Galatea Mainhall
Post by: mjn.mixael on August 26, 2010, 02:10:48 pm
That doesn't make a whole lot of sense...

Either way, I didn't model this straight from a screen of the Galatea. Many of the assets were modelled from other reference images like the 3000x2250 Bastion. I even found some stuff in :v:'s renderings of the FS1 Intro Comm station usefull. I have meticulously poured over all images from :v: to come to the best solutions possible to create these assets.

All that to say that the railings in the Bastion are just a painted yellow bar.
Title: Re: Galatea Mainhall
Post by: Kolgena on August 26, 2010, 04:03:06 pm
You're right, I took at look at http://img692.imageshack.us/f/stillmainhall02.jpg/ and saw that the railings are indeed as you have them.
Title: Re: Galatea Mainhall
Post by: Thaeris on August 26, 2010, 05:26:47 pm
 :eek:

...I didn't realize I was important enough to make the monitor Easter egg...

 ;)
Title: Re: Galatea Mainhall
Post by: BlackDove on August 26, 2010, 06:45:11 pm
Just a fantastic job on all accounts.

Stellar work.
Title: Re: Galatea Mainhall
Post by: Galemp on August 26, 2010, 09:31:28 pm
You made the little medical cart thingy! Hooray!
Title: Re: Galatea Mainhall
Post by: Cobra on August 29, 2010, 12:17:47 am
I'm surprised no one has complained about my textures yet :nervous:
Title: Re: Galatea Mainhall
Post by: Mongoose on August 29, 2010, 01:09:53 am
ZOMG THEY'RE A SLIGHTLY DIFFERENT SHADE OF GRAY YOU SUCK :hopping:
Title: Re: Galatea Mainhall
Post by: Aardwolf on August 29, 2010, 05:47:03 pm
Granted, the idea of having the scene actually displayed as a model rather than the static image + animations we have is cool, since we don't have translation support in animation control, it would be difficult to open the door.  :rolleyes:

That would probably be better done using the gr.drawModel scripting function, which does not require an actual ship. Draw the main model, draw one half of the door, draw the other half, etc., all without having to create a single ship.

However, previous conversations about a 3d mainhall indicate that mjn.mixael is primarily concerned with making 1024x768 pre-rendered mainhall art (although, if I understand correctly, he intends to release the 3d assets).
Title: Re: Galatea Mainhall
Post by: The E on August 29, 2010, 07:40:34 pm
I've split out all the useless talk about cables. Let us enjoy this thread of awesome again.
Title: Re: Galatea Mainhall
Post by: BlackDove on August 29, 2010, 07:41:28 pm
I've split out all the useless talk about cables. Let us enjoy this thread of awesome again.
Indeed. :)
Title: Re: Galatea Mainhall
Post by: Vasudan Admiral on August 30, 2010, 10:20:20 pm
Wow, far out that's shaping up spectacularly. Awesome work man. :)
(And yes the medical cart thingie is awesome. :) )
Title: Re: Galatea Mainhall
Post by: mjn.mixael on August 31, 2010, 04:57:03 pm
Well I have finished all modelling and texturing for Galatea. Cobra is still working on the wall textures. Marines are till in-progress.

[image removed]

I've also been working on Bastion at the same time, just not to the amount of Galatea. However, now that all models and textures are finished in Galatea, I have imported and placed them in Bastion, nearly completing the scene. I'll put up a WIP on that as soon as I finish up the lighting.
Title: Re: Galatea Mainhall
Post by: BlackDove on August 31, 2010, 04:58:26 pm
Brilliant.
Title: Re: Galatea Mainhall
Post by: Mongoose on August 31, 2010, 07:21:25 pm
Feels like home. :D
Title: Re: Galatea Mainhall
Post by: Tomo on September 01, 2010, 01:33:45 am
Can you take a look at cleaning up the barrels at the bottom/foreground slightly?

The texture doesn't quite flow around the shape, and makes it look like there's a crack in the model.

- It also looks like the texture isn't 'bending' at the corners of the barrel, but slightly past each corner. That might be related.

It's only those two that are right at the front, because they are so close to the camera.

Title: Re: Galatea Mainhall
Post by: Kolgena on September 01, 2010, 02:47:35 am
Hot damn.
Title: Re: Galatea Mainhall
Post by: sigtau on September 01, 2010, 06:35:46 am
What about textures in the Ready Room or Campaign Room or Barracks?
Title: Re: Galatea Mainhall
Post by: Rodo on September 01, 2010, 07:47:39 am
That looks very good, quite like the original.. but with moar details.

Me likes a lot, you guys are quite good at this :yes:
Title: Re: Galatea Mainhall
Post by: Enigmatic Entity on September 01, 2010, 08:16:45 am
This is very nice - one thing I keep noticing is the water on the floor - it just seems a little like low-poly shapes lying on the floor. The computer is awesome...
Title: Re: Galatea Mainhall
Post by: mjn.mixael on September 01, 2010, 08:18:21 am
What about textures in the Ready Room or Campaign Room or Barracks?

The hallways are textured. The I haven't decided how I'm going to do the Ready Room, but it will be a quick job once I finish the pilot to sit him inside the door there.
Title: Re: Galatea Mainhall
Post by: BlackDove on September 01, 2010, 09:39:30 am
You mentioned you're doing the Bastion now.

If you had to give it a ballpark gut reaction, how much easier would you say Bastion is going to get done, now that you have the Galatea?
Title: Re: Galatea Mainhall
Post by: mjn.mixael on September 01, 2010, 10:15:35 am
I've been working on Bastion for a while, getting the layout in and whatnot. Since I modelled and textured everything for Galatea, it's a matter of literally copy and past for the most part. When I modelled things like the Techroom and Optionsdesk, I worked with that in mind. Which means that all of my models are fully detailed for all views.

I have to detail the walls of Bastion (which is a lot on the ceiling), create the elevator exit thing, and the motor vehicle back by the Ursa. Texture those and it'll be done.

Obviously all this is ignoring the fact that I need to finish the Marine, Officer, Engineer, and probably Pilot models to animate and really complete the scenes.
Title: Re: Galatea Mainhall
Post by: BlackDove on September 01, 2010, 11:41:46 am
Yeah, I would have assumed doing humans would be the biggest ***** to do.

With the rest... assuming someone was making a unique mainhall that isn't constricted by carefully copying some other work in order to make it authentic, and without human animated models...

Sounds very promising.
Title: Re: Galatea Mainhall
Post by: Galemp on September 01, 2010, 03:58:30 pm
Can you take a look at cleaning up the barrels at the bottom/foreground slightly?

Looking at the original... these should actually have some focal-range blur added to them, which would make the texture issues moot.
Title: Re: Galatea Mainhall
Post by: mjn.mixael on September 01, 2010, 04:17:00 pm
Good call, I forgot about that.
Title: Re: Galatea Mainhall
Post by: Spoon on September 01, 2010, 04:37:05 pm
Looking really, really nice  :nod:

Spoiler:
But why are the cables on the floor so thi-  :snipe:
Title: Re: Galatea Mainhall
Post by: swashmebuckle on September 03, 2010, 05:10:44 am
Holy crap that is looking sick!  Here's hoping awesome work like this and Water's full hangar scheme can be combined to produce custom main halls for mods and other goodness... :yes:
Title: Re: Galatea Mainhall
Post by: mjn.mixael on September 03, 2010, 01:11:23 pm
Gents. Here is the Bastion WIP I promised. Just need to finish the walls, ceiling, and floor. After that I add the two carts and missile rack.

One thing I want to say that pertains to both Bastion and Galatea mainhalls I'm making. Consider them more like upgrades than simple remakes. There are things that I have deliberately changed and some things that I've improved. Simply put, I'm really trying to capture the *FEEL* of the originals rather than recreate them vertex for vertex.
Title: Re: Galatea Mainhall
Post by: BlackDove on September 03, 2010, 01:16:53 pm
(http://img96.imageshack.us/img96/5111/yessssssss.jpg)

Honestly though, as far as accuracy is concerned, you can put ****ing Mickey Mouse in that shot, and I'd still know where the scene is supposed to be taking place. Changes and upgrades are only natural.
Title: Re: Galatea Mainhall
Post by: Lukeskywalkie on September 03, 2010, 02:14:12 pm
Nice use of 1Pt Perspective, really gives the Bastion hangar a sense of scale. Awesome. ;)

Edit: Oh wait, the original did so also (but not as precisely? hmm). Still, it's good work.
Title: Re: Galatea Mainhall
Post by: Flaser on September 03, 2010, 03:45:10 pm
Gents. Here is the Bastion WIP I promised. Just need to finish the walls, ceiling, and floor. After that I add the two carts and missile rack.

One thing I want to say that pertains to both Bastion and Galatea mainhalls I'm making. Consider them more like upgrades than simple remakes. There are things that I have deliberately changed and some things that I've improved. Simply put, I'm really trying to capture the *FEEL* of the originals rather than recreate them vertex for vertex.

You could add struts or some sort of support under those bombers. It always bothered me that the Medusa was laying on its weapon pod. Granted it's a sturdy design but I doubt it should hold up like that.

I wonder if you and Water could share resources to improve each other's work. He's created a cool "hanger"/"strut" system, I wonder if you could adapt it for the Bastion.
Title: Re: Galatea Mainhall
Post by: Lukeskywalkie on September 03, 2010, 08:03:31 pm
Yeah, my question is - what do they do with the Herc 2's?  Most of the other ships look like they could support themselves if necessary, or would have the room for a small landing strut (X-wing/Y-Wing style), but the Valkerie and the Herc 2 have some serious 'vertical' to contend with.
Title: Re: Galatea Mainhall
Post by: The E on September 03, 2010, 08:11:56 pm
They get supported in special docking cradles similar to the ones used for the Herc 1, I guess.
Title: Re: Galatea Mainhall
Post by: Mongoose on September 03, 2010, 11:27:47 pm
This is beyond awesome.  I have an intense desire to stroll around those hangars now. :D
Title: Re: Galatea Mainhall
Post by: Rodo on September 04, 2010, 01:21:01 pm
****! that looks great.
Title: Re: Galatea Mainhall
Post by: T-LoW on September 04, 2010, 01:58:05 pm
I second that.

But I have one general question:

How do the hangar crews manage not to die in vacuum because of the big open gate back there?
Okay, then you could say: Shield systems! But they had no shield systems before the shivans arrived and there is nobody with a spacesuit running around. Even with shield systems you have to shut them down to a very low level so ships could get past through it. Has this been discussed before?

Despite that small fact: It's great ;)
Title: Re: Galatea Mainhall
Post by: BlackDove on September 04, 2010, 03:24:32 pm
It was never explained, though in the original render, there does seem to be some film of crap over the opening, even though it's transparent for the most part.

Either way, we've seen what Terrans look like in vacuum Zero-G, and we've seen what they wear in pressurized hangar chambers.

Explanation doesn't matter when we already know the supposed behavior. All it takes is simply emulating it and coming up with whatever explanation you want for it.
Title: Re: Galatea Mainhall
Post by: Klaustrophobia on September 04, 2010, 03:53:41 pm
i'm just going to assume they had a "vacuum shield".  not good enough for weapons but somehow keeps the air in. :)
Title: Re: Galatea Mainhall
Post by: Bobboau on September 04, 2010, 06:18:08 pm
there was discussion of shield systems in the tech description of whatever the heat seeker was called, and it was in service before the shivans showed up, so the GTA had SOME shielding tech of some sort before the Shivans showed up, it would make sence if it was of a level that would allow air preserving shields.


also I don't know if it has been mentioned, but Styx had a completed GTA Marine model that would probably be useful here.
Title: Re: Galatea Mainhall
Post by: Aardwolf on September 04, 2010, 06:37:41 pm
Yeah, a "deflector array" at Ross 128, against which the MX-50 was ineffective.
Title: Re: Galatea Mainhall
Post by: Mongoose on September 04, 2010, 07:23:35 pm
i'm just going to assume they had a "vacuum shield".  not good enough for weapons but somehow keeps the air in. :)
Just substitute the comparable Star Trek/Wars tech.  I'm sure that's what :v: did. :p
Title: Re: Galatea Mainhall
Post by: mjn.mixael on September 06, 2010, 05:53:49 pm
also I don't know if it has been mentioned, but Styx had a completed GTA Marine model that would probably be useful here.

Eh? How detailed? Because the Marine I create/use I want to be the same one that I will use for the cutscenes (Hall fight anybody?)

Anyone have this model?
Title: Re: Galatea Mainhall
Post by: Bobboau on September 08, 2010, 05:50:01 am
it was intended for such animations. you should try to contact him about it.
Title: Re: Galatea Mainhall
Post by: jr2 on September 08, 2010, 12:30:16 pm
Ya, the Terrans having some sort of shielding tech would only make sense, because otherwise, you wouldn't expect them to be able to reverse engineer Shivan shields that quickly.  IMHO anyways.
Title: Re: Galatea Mainhall
Post by: mjn.mixael on September 08, 2010, 12:55:50 pm
I don't disagree with the shielding stuff, but from my studies of the reference images, I'm pretty sure that open area in Bastion is a window and not a launch tunnel. If it were the launch tunnel, the doors on the right lead outside the ship... not to mention the lack of seeing the runway outside. Also, the hi-res render shows a light gradient over the open area, suggesting refraction of light from some sort of transparent material. I have concluded that the Bastion mainhall is located on some sort of fighter storage deck or something.

If we consider this a window...

http://imagebin.org/index.php?mode=image&id=113113 (http://imagebin.org/index.php?mode=image&id=113113)

it could fit quite nicely.

With all that said... we are trying to fit a square peg into a round hole canonically speaking. The Orion model and the Bastion mainhall were clearly not designed with each other in mind...
Title: Re: Galatea Mainhall
Post by: Kolgena on September 08, 2010, 06:30:43 pm
That'd be a huge-ass window. Just sayin.
Title: Re: Galatea Mainhall
Post by: Flaser on September 08, 2010, 07:34:40 pm
...it's probably an emergency landing slot, to bring in damaged craft and scramble fighters in case the main launch facilities are taken out.

If I were to design the ship, I'd put a retractable armor over it, and in case the it really hit the fan, the flight officer could retract the armor, blow the "glass" (evacuate all non-suited personal before) and convert the whole staging area into a zero-G vacuum area, so ships can just fly out on their own power.
Title: Re: Galatea Mainhall
Post by: mjn.mixael on September 08, 2010, 11:38:46 pm
All the modelling (aside from characters) is completed for Bastion! Now on to texturing.
Title: Re: Galatea Mainhall
Post by: BlackDove on September 09, 2010, 01:14:06 am
Wow, that was fast.
Title: Re: Galatea Mainhall
Post by: Raven2001 on September 09, 2010, 06:56:12 am
also I don't know if it has been mentioned, but Styx had a completed GTA Marine model that would probably be useful here.

I believe the GTVA Marine he did was for MT. Its design is completely different from the FS1 era. I may be wrong though.
Title: Re: Galatea Mainhall
Post by: Trivial Psychic on September 09, 2010, 08:06:37 am
For a visual reference for the marine, perhaps you could watch the briefing officer from the FS1 Taranis briefing cut-scene.
Title: Re: Galatea Mainhall
Post by: General Battuta on September 09, 2010, 08:16:27 am
For a visual reference for the marine, perhaps you could watch the briefing officer from the FS1 Taranis briefing cut-scene.

Or the many marines in Hallfight and the various mainhalls, no?
Title: Re: Galatea Mainhall
Post by: T-LoW on September 09, 2010, 09:27:34 am
Another general question about the Bastion mainhall:

Where's the rest of the ship? You should clearly see the starboard-side of the Orion through the hangar gate. And it surely isn't flipped upside down - there are two hercs flying from the right to the left outside the hangar if you wait a few seconds. So there can't be the ship's hull because they would either crash into or 'come' out of it (if it were flipped - but that'd be stupid anyway). :nervous:
Title: Re: Galatea Mainhall
Post by: General Battuta on September 09, 2010, 09:28:24 am
Another general question about the Bastion mainhall:

Where's the rest of the ship? You should clearly see the starboard-side of the Orion through the hangar gate. And it surely isn't flipped upside down - there are two hercs flying from the right to the left outside the hangar if you wait a few seconds. So there can't be the ship's hull because they would either crash into or 'come' out of it (if it were flipped - but that'd be stupid anyway). :nervous:

Mjn_Mixael's theory (and one I agree with) is that this hangar deck is somewhere else on the ship, facing 'out', and that it is not the main launch hangar as seen on the Orion model.
Title: Re: Galatea Mainhall
Post by: T-LoW on September 09, 2010, 10:21:50 am
Hm, well... so volition just f****d this up, k :D
Title: Re: Galatea Mainhall
Post by: Lukeskywalkie on September 09, 2010, 11:44:11 am
It could be under the deck/runway, facing starboard.  that would make room for the idea that the specific launch facilities are behind the mainhall viewpoint.  It would also explain the Herc flyby.
Title: Re: Galatea Mainhall
Post by: mjn.mixael on September 09, 2010, 12:56:43 pm
Here is a quick video to show the crane in action.

Crane Test (http://vimeo.com/14835382)
Title: Re: Galatea Mainhall
Post by: NGTM-1R on September 09, 2010, 03:46:41 pm
If I can make a suggestion, you seem to have created a good bit of dead space in the hanger by either making it longer or posistioning the view lower in the shot (I would not have put it past :V: to make a perspective-bending mistake about that).

Dump a Ulysses on the floor somehow to take some of it up, or moar greebles in that large empty area behind the control station.
Title: Re: Galatea Mainhall
Post by: mjn.mixael on September 09, 2010, 04:00:56 pm
You forget how much dead space is in the original and that there will be a floor texture that will drastically change the way the scene looks.
Title: Re: Galatea Mainhall
Post by: BlackDove on September 09, 2010, 05:06:04 pm
LAUNCH THE TC CRATE AGAINST THE SATHANAS FLEET

IT IS THE LAST HOPE

Title: Re: Galatea Mainhall
Post by: NGTM-1R on September 09, 2010, 05:09:00 pm
You forget how much dead space is in the original and that there will be a floor texture that will drastically change the way the scene looks.

Actually, I made this comment having just looked at Petrarch's ultra-high-res Bastion mainhall. There's definitely an increase in the amount of empty space, but I'll wait on the texture.
Title: Re: Galatea Mainhall
Post by: Bobboau on September 09, 2010, 10:32:08 pm
Here is a quick video to show the crane in action.

Crane Test (http://vimeo.com/14835382)

I don't know why, but for some reason that clip seems lulzy to me.
Title: Re: Galatea Mainhall
Post by: Kolgena on September 11, 2010, 01:17:16 am
People identified some texture issues that apply to at least the Medusa. It might be worth looking into the fix (when it comes out) and use it in your main hall render.
Title: Re: Galatea Mainhall
Post by: Galemp on September 11, 2010, 01:56:37 am
I identified those issues because Mike sent me the Medusa to touch up for the render. :)
Title: Re: Galatea Mainhall
Post by: Kolgena on September 11, 2010, 12:09:36 pm
lol. My bad.
Title: Re: Galatea Mainhall
Post by: mjn.mixael on September 12, 2010, 09:59:33 pm
Back on topic...


This Galatea is refitted with the much nicer walkways that I made for Bastion. it also includes some lighting fixes and a few other minor changes. Aside from the wall textures it is very close to a final version.
Title: Re: Galatea Mainhall
Post by: Kolgena on September 12, 2010, 10:02:31 pm
Damn.... Hot stuff.

(Any ideas you have in mind for widescreen?)
Title: Re: Galatea Mainhall
Post by: mjn.mixael on September 12, 2010, 10:05:09 pm
I've changed my mind a bit and will not be worrying about widescreen versions until it is supported by SCP without anamorphic trickery. When that happens it will simply be a matter of altering my camera res in the scene and re-rendering.
Title: Re: Galatea Mainhall
Post by: Shivan Hunter on September 13, 2010, 01:11:46 am
One question.

The puddles really don't look like puddles at the moment because their borders are so clearly defined. Do you plan on blurring their edges a bit with the floor?

They really look more like shards of broken glass lying on the floor.
Title: Re: Galatea Mainhall
Post by: bahijal74 on September 13, 2010, 01:18:48 am
hmmm looks very well done..but i wanna say it looks almost...too clean....
Title: Re: Galatea Mainhall
Post by: BlackDove on September 13, 2010, 06:11:49 am
Aside from the human models and animations, looks done to me.

Rock on.
Title: Re: Galatea Mainhall
Post by: Raven2001 on September 13, 2010, 07:54:19 am
They really look more like shards of broken glass lying on the floor.

Thats how puddles look in an impermeable surface. They look like what they are supposed to be (I'm assuming the floor is made of some kind of metal, not concrete). :)
Title: Re: Galatea Mainhall
Post by: mjn.mixael on September 13, 2010, 08:23:07 am
hmmm looks very well done..but i wanna say it looks almost...too clean....

What you mean to say is that it looks too clear. Without all the compression artifacts covering everything it DOES looks cleaner.
Title: Re: Galatea Mainhall
Post by: Galemp on September 13, 2010, 09:12:25 am
Don't forget to blur the barrels, Mike. (Should I split the off topic discussion?)
Title: Re: Galatea Mainhall
Post by: Cobra on September 20, 2010, 01:39:14 am
Hurr.

(http://img185.imageshack.us/img185/8560/valkm.png)

Tech room screens, part one.
Title: Re: Galatea Mainhall
Post by: MatthTheGeek on September 20, 2010, 12:47:55 pm
Hum, looks awesome, but does it really belong to this thread ?
Title: Re: Galatea Mainhall
Post by: Cobra on September 20, 2010, 01:09:56 pm
Since it's part of the mainhall project, yes. :P
Title: Re: Galatea Mainhall
Post by: mjn.mixael on September 20, 2010, 01:26:02 pm
Both Cobra and Galemp have done a lot in furthering this project. Galemp has worked over each fighter you have seen to clean it up and open the canopy. Cobra has worked on some of the more important textures including the floor, walls and computer screens.

Both have been a great help and have done a great job.
Title: Re: Galatea Mainhall
Post by: Mongoose on September 20, 2010, 03:40:17 pm
Woo, .ani text you can read without squinting!
Title: Re: Galatea Mainhall
Post by: Galemp on September 20, 2010, 08:17:39 pm
I'd recommend using the retail Valkyrie for the wireframe. It's much more legible.
Title: Re: Galatea Mainhall
Post by: mjn.mixael on September 20, 2010, 09:16:09 pm
These really aren't going to be front and center enough for it to really matter.
Title: Re: Galatea Mainhall
Post by: Galemp on September 21, 2010, 12:05:06 am
If it doesn't really matter, then why did Cobra spend so much time on it? :p
Title: Re: Galatea Mainhall
Post by: mjn.mixael on September 21, 2010, 12:49:42 am
If it doesn't really matter, then why did Cobra spend so much time on it? :p

 :nervous: Good question....

Attention to detail...? like WETA & it's work with LOTR...?
Title: Re: Galatea Mainhall
Post by: Cobra on September 29, 2010, 07:19:51 pm
Who can the tell the difference!?

(http://img375.imageshack.us/img375/8635/0previewb.jpg)
Title: Re: Galatea Mainhall
Post by: Galemp on September 29, 2010, 07:28:27 pm
 :eek: That's no Herc!
Title: Re: Galatea Mainhall
Post by: Solatar on September 29, 2010, 09:48:56 pm
I like it; a mainhall we can use before the Herc was invented.  :p

It'd be kinda cool for the ship to change as new ships get introduced in the campaign.
Title: Re: Galatea Mainhall
Post by: Cobra on September 29, 2010, 10:02:17 pm
And no one notices the shingles or the new wall panels as well? D:
Title: Re: Galatea Mainhall
Post by: Mongoose on September 29, 2010, 11:41:32 pm
ZOMG SHINGLES AWESOME!
Title: Re: Galatea Mainhall
Post by: Kolgena on September 29, 2010, 11:45:52 pm
I like it; a mainhall we can use before the Herc was invented.  :p

It'd be kinda cool for the ship to change as new ships get introduced in the campaign.

:O

Maybe we'll get a hangar mainhall without the Ursa too! (Replace with athena?)
Title: Re: Galatea Mainhall
Post by: mjn.mixael on September 29, 2010, 11:58:21 pm
I like it; a mainhall we can use before the Herc was invented.  :p

It'd be kinda cool for the ship to change as new ships get introduced in the campaign.

:O

Maybe we'll get a hangar mainhall without the Ursa too! (Replace with athena?)

Way ahead of you...  ;7
Title: Re: Galatea Mainhall
Post by: Kolgena on September 30, 2010, 12:02:56 am
As to be expected from someone like you :D
Title: Re: Galatea Mainhall
Post by: T-LoW on September 30, 2010, 03:11:27 am
*T-LoW cavorts like crazy

Want it so baaaaaad!
Title: Re: Galatea Mainhall
Post by: BlackDove on October 02, 2010, 11:47:22 am
Be mindful that both the Herc and the Ursa were in use before the player got their hands on them.

The fact that the player got authorization and access to use them, doesn't mean they weren't used for quite a while before that special moment.

99th Skulls had access to the Erinyes loooooong before you got your hands on one. For example.

edit: Not to be confused with the fact I'm all for exchanging the ships and modifying the mainhalls. Rock on. That's what I really wanted to see. If I wanted the default mainhall, I'd boot up FS1.
Title: Re: Galatea Mainhall
Post by: Kolgena on October 02, 2010, 03:03:36 pm
I remember the Ursa's introduced as some "omg, hot off the production line 1337 bomber that isn't fully through field testing yet. You can haz", but that doesn't work as well if your main hall half a dozen missons earlier shows one of these bombers in plain sight.
Title: Re: Galatea Mainhall
Post by: Trivial Psychic on October 02, 2010, 06:20:23 pm
Well, the command briefing from FS1 DOES list the Hercules as a "new weapon", so that does imply that it wasn't available until recently.  Its only in FS2 when the command briefing specifically states "you are now authorized to use the XXXX"
Title: Re: Galatea Mainhall
Post by: Snail on October 03, 2010, 02:33:37 pm
Its only in FS2 when the command briefing specifically states "you are now authorized to use the XXXX"
And even here it was only for the first batch of ships/weapons. Most of the ships were new technologies.
Title: Re: Galatea Mainhall
Post by: Mobius on October 03, 2010, 03:36:34 pm
Everything except the Apollo and ML-16 has been introduced during the main campaign, if I remember well. It's quite weird. :nervous:
Title: Re: Galatea Mainhall
Post by: Solatar on October 03, 2010, 05:11:08 pm
Everything except the Apollo and ML-16 has been introduced during the main campaign, if I remember well. It's quite weird. :nervous:

Also, the MX-50, Fury, and Disruptor.

EDIT: I always found it odd that by default in the techroom you can see all the Vasudan fighters, minus the Thoth.  However, when the campaign starts there are no Terran counterparts.
Title: Re: Galatea Mainhall
Post by: T-LoW on October 04, 2010, 03:36:19 am
Bad writing :p
Title: Re: Galatea Mainhall
Post by: NGTM-1R on October 04, 2010, 06:31:44 am
Terrans were in the middle of a replacement cycle to match the Vasudans. It doesn't have to be bad writing. :P
Title: Re: Galatea Mainhall
Post by: Snail on October 04, 2010, 01:41:36 pm
Bad writing :p
your mum
Title: Re: Galatea Mainhall
Post by: T-LoW on October 04, 2010, 03:47:46 pm
My mum's dead...










... no she's allright but I just wanted you to regret for a second :D

But seriously they should've went more for the classification way rather than introducing so many fighters/bombers in that little time. Because despite the Angel (that existed only in text-form in the original game) there was no forerunner to all these ships. So it's simply bad writing or a lack of effort. Still love(d) the game though :p
Title: Re: Galatea Mainhall
Post by: The E on October 04, 2010, 04:39:02 pm
Back on topic?
Title: Re: Galatea Mainhall
Post by: rscaper1070 on October 05, 2010, 03:57:26 am
The Deck Chief won't be wearing lipstick in this one I trust?
Title: Re: Galatea Mainhall
Post by: CommanderDJ on October 05, 2010, 04:25:28 am
n00b question: when this gets released, will it just be included in the MediaVPs or will we have to do something special to get it?
Title: Re: Galatea Mainhall
Post by: Galemp on October 13, 2010, 08:37:41 am
n00b question: when this gets released, will it just be included in the MediaVPs or will we have to do something special to get it?

Seeing as it's for the Galatea, one would expect it to be in FreeSpace Port.
Title: Re: Galatea Mainhall
Post by: CommanderDJ on October 13, 2010, 10:21:11 pm
Makes sense to me.
Title: Re: Galatea Mainhall
Post by: mjn.mixael on November 03, 2010, 01:35:51 pm
Updates! A few minor changes here and there. Mostly this is to reiterate that I haven't given up on this project.

(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/0previewa.jpg)
Galatea
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/1previewa.jpg)
Bastion
Title: Re: Galatea Mainhall
Post by: headdie on November 03, 2010, 02:07:14 pm
looking good mate
Title: Re: Galatea Mainhall
Post by: Mongoose on November 03, 2010, 02:23:26 pm
Man those look awesome.
Title: Re: Galatea Mainhall
Post by: Rodo on November 03, 2010, 02:32:20 pm
yeah they look really good, so what's missing from those to be usable right now?, specially with the Galatea one...only the marines?
Title: Re: Galatea Mainhall
Post by: Mongoose on November 03, 2010, 03:17:25 pm
Mixael still has to be in their base, modelin' their dudes.
Title: Re: Galatea Mainhall
Post by: T-LoW on November 03, 2010, 04:23:34 pm
HD rendering for great wallpaperness please! :shaking:

(but I'm still not confident with the damn Bastion-2nd-Hangar-gate theory :D :( )
Title: Re: Galatea Mainhall
Post by: mjn.mixael on November 03, 2010, 04:30:56 pm
Galatea needs modelled marines, officers and engineer. Then I need to animate their movement and what not.

Bastion needs wall panels, floor texture, character models and a lot of animation.

Character models are in progress. Also, Cobra and I are still finalizing the wall textures.

EDIT: As of this the Galatea is basically finished except for character models and some animation.
Title: Re: Galatea Mainhall
Post by: BlackDove on November 04, 2010, 08:04:45 am
Yeh, that character modeling is just a huge pain in the ass.

I hope you manage to get through it.
Title: Re: Galatea Mainhall
Post by: General Battuta on November 04, 2010, 08:05:59 am
Yeh, that character modeling is just a huge pain in the ass.

I hope you manage to get through it.

BWO mainhalls: confirmed!?
Title: Re: Galatea Mainhall
Post by: mjn.mixael on November 04, 2010, 08:25:32 am
Voila- New hi -res render.

Really really big image here. lvlshot isn't gonna cut it. (http://www.lunardigitalproductions.com/images/0preview.jpg)
Title: Re: Galatea Mainhall
Post by: Trivial Psychic on November 04, 2010, 08:31:39 am
I love the hidden Port credits.
Title: Re: Galatea Mainhall
Post by: Galemp on November 04, 2010, 09:51:03 am
You're not using the Mjolnir Beam texture for the tops of the barrels? Interesting.
Title: Re: Galatea Mainhall
Post by: mjn.mixael on November 04, 2010, 01:07:17 pm
You're not using the Mjolnir Beam texture for the tops of the barrels? Interesting.

 :wtf: Why would I use that texture?
Title: Re: Galatea Mainhall
Post by: Galemp on November 04, 2010, 02:12:21 pm
Because that's what was used in the original main hall, and it has a few more details than the thing you're using.
Title: Re: Galatea Mainhall
Post by: mjn.mixael on November 04, 2010, 02:45:23 pm
The *Mjolnir Beam* texture was used in FS1? Good story.

I'm feeling like the texture used on the top of the barrels adds or takes away about as much overall quality as the thickness of the cables...
Title: Re: Galatea Mainhall
Post by: Cobra on November 04, 2010, 02:45:38 pm
Whee! It's in-game! Animations and properly working masks (hey galemp, you were right about the masks being for clicking stuff) not included.

(http://img834.imageshack.us/img834/325/screen0290.png)

[EDIT]Mask working properly now. Booyah.
Title: Re: Galatea Mainhall
Post by: Kolgena on November 04, 2010, 04:17:29 pm
Lights on the left have really really bad aliasing for some strange reason. Scratch that. All the lights have jagged edges, which is kinda odd if the image was produced by downsampling.
Title: Re: Galatea Mainhall
Post by: Hades on November 04, 2010, 04:34:19 pm
The *Mjolnir Beam* texture was used in FS1? Good story.

I'm feeling like the texture used on the top of the barrels adds or takes away about as much overall quality as the thickness of the cables...
Technically, the 'mjolnir beam' texture is the docking texture (seen on the Faustus, Fenris, Leviathan, Elysium, and Centaur) from Freespace 1.

And I do see where Galemp is coming from, the texture you're using now is fairly detailess when compared to the dock texture, however it is in no way a gamebreaker for me.
Title: Re: Galatea Mainhall
Post by: mjn.mixael on November 04, 2010, 06:23:15 pm
Newest Bastion now with MUCH wall details. This one has over 4 MILLION polygons and has to be rendered in regions.

(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/1previewa-1.jpg)

The *Mjolnir Beam* texture was used in FS1? Good story.

I'm feeling like the texture used on the top of the barrels adds or takes away about as much overall quality as the thickness of the cables...
Technically, the 'mjolnir beam' texture is the docking texture (seen on the Faustus, Fenris, Leviathan, Elysium, and Centaur) from Freespace 1.

And I do see where Galemp is coming from, the texture you're using now is fairly detailess when compared to the dock texture, however it is in no way a gamebreaker for me.

Too bad, so sad. You could see the barrel texture way back on page 4 and nothing was said then and as such texture replacement is now out of the question.
Title: Re: Galatea Mainhall
Post by: Mongoose on November 04, 2010, 08:03:42 pm
I'm amazed that people can even note what the hell texture was used on barrels in the first place. :p

*drools yet again over new eyecandy*
Title: Re: Galatea Mainhall
Post by: Hades on November 04, 2010, 08:53:05 pm
Too bad, so sad. You could see the barrel texture way back on page 4 and nothing was said then and as such texture replacement is now out of the question.
Yeah I personally don't care either way, I was just saying I see where Galemp comes from.

also the wires are too thick  :nervous:
Title: Re: Galatea Mainhall
Post by: Thaeris on November 04, 2010, 09:19:13 pm
Too bad, so sad. You could see the barrel texture way back on page 4 and nothing was said then and as such texture replacement is now out of the question.
Yeah I personally don't care either way, I was just saying I see where Galemp comes from.

also the wires are too thick  :nervous:

Also, your naked people are ugly.

 :nervous:
Title: Re: Galatea Mainhall
Post by: Solatar on November 04, 2010, 10:20:00 pm
Been following progress on these for awhile; they're both looking spectacular.  I'm glad Freespace 1 is getting the attention it deserves upgrade wise (this among other things).
Title: Re: Galatea Mainhall
Post by: Angelus on November 05, 2010, 06:54:31 am
Awesome work on the Mainhalls, keep it up!  :yes:




Too bad, so sad. You could see the barrel texture way back on page 4 and nothing was said then and as such texture replacement is now out of the question.
Yeah I personally don't care either way, I was just saying I see where Galemp comes from.

also the wires are too thick  :nervous:

Also, your naked people are ugly.

 :nervous:


They get boobs later.  :P
Title: Re: Galatea Mainhall
Post by: Galemp on November 05, 2010, 09:17:53 am
:lol:

No worries, Mike, I just hadn't seen a render that hueg before, so I didn't notice what had been done. Great job.

Are you gonna show us the Act I Bastion Main Hall?
Title: Re: Galatea Mainhall
Post by: mjn.mixael on November 05, 2010, 11:34:13 pm
:lol:

No worries, Mike, I just hadn't seen a render that hueg before, so I didn't notice what had been done. Great job.

Are you gonna show us the Act I Bastion Main Hall?

As requested.

http://imagebin.org/122013 (http://imagebin.org/122013)
Title: Re: Galatea Mainhall
Post by: CommanderDJ on November 06, 2010, 12:00:15 am
As requested.

*epicness*

Damn. I want that Techroom.
Title: Re: Galatea Mainhall
Post by: mjn.mixael on November 09, 2010, 12:33:56 am
See the new!

(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/1previewa-2.jpg)
Title: Re: Galatea Mainhall
Post by: Mongoose on November 09, 2010, 12:40:41 am
Hee, the guard there has moobs.

Oh, and the rest is really awesome too. :p
Title: Re: Galatea Mainhall
Post by: T-LoW on November 09, 2010, 02:52:49 am
I LIKE that floor! :nod:

But it'll be a pain in the ass for engineers and medics to move roll cars across those gaps ;)

The overall textures are simply awesome! :)
Title: Re: Galatea Mainhall
Post by: CommanderDJ on November 09, 2010, 02:59:38 am
See the new!
[awesomeshot]

That floor looks almost slippery. But it is really looking good. I think the wires are the right thickness as well. :nervous:

Once you get rid of the human placeholders, it'll be a whole new level of mainhallawesome.
Title: Re: Galatea Mainhall
Post by: mjn.mixael on November 09, 2010, 10:04:35 am
I LIKE that floor! :nod:

But it'll be a pain in the ass for engineers and medics to move roll cars across those gaps ;)

The overall textures are simply awesome! :)

Yeah, the gaps are a compromise. If I make them smaller (and more realistic), you have a hard time seeing them. In that way it ends up looking less realistic actually.

That floor looks almost slippery. But it is really looking good. I think the wires are the right thickness as well. :nervous:

Once you get rid of the human placeholders, it'll be a whole new level of mainhallawesome.

The original sports a decent chunk of reflectivity, which is what I added. That's what causes it to look that glossy. Personally, I like it because it helps the Bastion feel newer than the Galatea.
Title: Re: Galatea Mainhall
Post by: Kolgena on November 09, 2010, 11:14:45 am
The reflections of the red lights? Definitely a departure from the original that is nothing but upgrade.
Title: Re: Galatea Mainhall
Post by: Goober5000 on November 09, 2010, 11:42:42 pm
Uhh, pink?  You're not supposed to let Admiral Shima do the interior decorating!
Title: Re: Galatea Mainhall
Post by: mjn.mixael on November 10, 2010, 12:17:28 am
Check the original, it has a blue and purple color scheme in its lighting and I mimicked that.
Title: Re: Galatea Mainhall
Post by: Kolgena on November 10, 2010, 08:55:40 am
I was wondering about that. Why do hangars like strongly saturated blue/pink lights? Starcraft II's armory does the exact same thing, which looks terribad in any graphics settings except Ultra.
Title: Re: Galatea Mainhall
Post by: FreeSpaceFreak on November 10, 2010, 01:10:25 pm
The lights under the fighters do seem more red to me in the original, instead of the pink in this one...
Title: Re: Galatea Mainhall
Post by: Cobra on November 11, 2010, 11:44:21 pm
Here it is, people! The Galatea mainhall beta!

Preview here (http://www.youtube.com/watch?v=7DWWIcbp3T4)

Download (http://www.mediafire.com/?n229924b6bhfei1)

Expect to see Bastion by either tomorrow night or Sunday night. :D
Title: Re: Galatea Mainhall
Post by: Thaeris on November 12, 2010, 12:25:16 am
This might be a bit late, but as I just saw it now...

I'd recommend that you model the opened cockpit of the Medusa much in the manner that you'd see a helicopter cockpit, where the frame is fixed but has hinging doors upon it. To illustrate, refer to this model of the Cobra:

(http://tedtaylor.hobbyvista.com/32-academy-ah-1w-grey/rear-cockpit-close-copy.jpg)

Again, this is a bit late, but I think it would do well to have the changed in a manner like this. A canopy as massive as the Medusa's would simply not operate like that!
Title: Re: Galatea Mainhall
Post by: swashmebuckle on November 12, 2010, 03:09:06 am
Video looks awesome!  Damn, it's a shame that this will have to be stretched out for widescreen resolutions, unless that has been fixed and I am just oblivious...
Title: Re: Galatea Mainhall
Post by: T-LoW on November 12, 2010, 03:14:35 am
Um... isn't there gonna be a widescreen version?
Title: Re: Galatea Mainhall
Post by: The E on November 12, 2010, 03:17:39 am
Interface graphics come in two resolutions. 640x480 and 1024x768. You can fake widescreen by using an image that is compressed horizontally, but you can't use something that has a native widescreen resolution.
Title: Re: Galatea Mainhall
Post by: Scani on November 12, 2010, 06:24:22 am
Wow! Great job!

Files downloaded, but where should I put them to get it in game?
Title: Re: Galatea Mainhall
Post by: Cobra on November 12, 2010, 07:53:44 am
Put the .ani and .pcx files in your fsport/data/interface folder, and the .tbl goes in fsport/data/tables.
Title: Re: Galatea Mainhall
Post by: Kobrar44 on November 12, 2010, 08:26:26 am
Oh, can't 16:10[16:9] be done via scripting?
Title: Re: Galatea Mainhall
Post by: The E on November 12, 2010, 08:52:50 am
Oh, you can do lots of things via scripting, including that.

What you can't do is play animations like the mainhall does. Or use the soundscape used in the mainhall.
Title: Re: Galatea Mainhall
Post by: Rodo on November 12, 2010, 08:58:02 am
that's awesome, yesssss!!! great work!!
Title: Re: Galatea Mainhall
Post by: Kolgena on November 12, 2010, 09:01:54 am
I'm guessing all the marines are in the canteen drinking their asses off?  :nervous:

Also, yay for DOF on the barrels! I thought you said you weren't going to do them.
Title: Re: Galatea Mainhall
Post by: mjn.mixael on November 12, 2010, 09:07:27 am
They were all transported to the mirror universe in a subspace accident.
Title: Re: Galatea Mainhall
Post by: Galemp on November 12, 2010, 09:36:16 am
Sooooo... I don't suppose you could fake a 16:9 mainhall for us by squishing it down to 4:3 so it gets re-stretched out?
Title: Re: Galatea Mainhall
Post by: mjn.mixael on November 12, 2010, 09:38:36 am
I could, but I don't feel like doing all the re rendering quite yet.
Title: Re: Galatea Mainhall
Post by: Kolgena on November 12, 2010, 09:41:41 am
It'd be better to wait until we have something that doesn't resemble a ghost ship first XD

Do you think that the 16:9, 16:10 mainhalls (which should be different, please), will be vert- or hor+? vert- is a lot easier, but I think you lose out on some anis and interface elements. Maybe a bit of both?

A compromise I'd settle with is letterboxing, but if you can do better, please do.
Title: Re: Galatea Mainhall
Post by: mjn.mixael on November 12, 2010, 10:17:20 am
Before this goes too far, I need to say this. It takes me 24 hours at least (depending on which one) to render all the elements for a main hall. And that still requires me to manage it every 3-4 hours. There are tons of ratios that *should* get separate renders... I'm just not going to spend all that time for every ratio. Chances are that you'll get 4:3 and 16:9 (the standards). From there you can easily crop the files to set up the other ratios.
Title: Re: Galatea Mainhall
Post by: Galemp on November 12, 2010, 11:23:20 am
In that case, you should probably wait until the final (when you have your people set up.)
Title: Re: Galatea Mainhall
Post by: mjn.mixael on November 18, 2010, 11:47:35 am
Still working out a few kinks on this one, but here is a preview of Bastion in action!

http://www.youtube.com/watch?v=Tnsiuh7EgtQ (http://www.youtube.com/watch?v=Tnsiuh7EgtQ)
Title: Re: Galatea Mainhall
Post by: rscaper1070 on November 18, 2010, 11:54:13 am
Wow. That steam (smoke?) in the background is incredible. Great job! :yes:
Title: Re: Galatea Mainhall
Post by: Satellight on November 18, 2010, 04:22:30 pm
Still working out a few kinks on this one, but here is a preview of Bastion in action!

Amazing, as ever.  :yes:
Title: Re: Galatea Mainhall
Post by: Cobra on November 20, 2010, 01:16:55 am
Soyakaze mainhall has been tabled and masked!

(http://img703.imageshack.us/img703/8522/screen0300.png)

And yes, Mike and I do know about the color changing between .ani's and the background. Will be fixed.
Title: Re: Galatea Mainhall
Post by: FreeSpaceFreak on November 20, 2010, 01:26:30 am
Wow! Did that just arrive completely out of the blue? It's looking very good :yes:
Title: Re: Galatea Mainhall
Post by: swashmebuckle on November 20, 2010, 01:52:57 am
Love the Loki cockpit mechanisms.  Damn, ST:R is gonna be so much sweeter with that!
Title: Re: Galatea Mainhall
Post by: Scani on November 20, 2010, 05:20:30 am
 :jaw: The best mainhall I've seen so far  :yes:
Title: Re: Galatea Mainhall
Post by: mjn.mixael on November 20, 2010, 09:35:31 am
Here's the Bastion Beta files.

http://www.mediafire.com/file/wanzwlk23888zkm/BastionBeta.zip (http://www.mediafire.com/file/wanzwlk23888zkm/BastionBeta.zip)

Drop that in your fsport_mediavps and select "Bastion Test" as your campaign.

Those are the ANIs for filesize's sake and they still have some issues... the EFFs have no seams at all and look fantastic. The EFFs will be released at a later date.

Title: Re: Galatea Mainhall
Post by: Venicius on November 20, 2010, 10:57:20 am
These are amazing!  Are you guys going to do one for the Krios as well?
Title: Re: Galatea Mainhall
Post by: Rodo on November 20, 2010, 11:09:09 am
dammit, pro's work!
Title: Re: Galatea Mainhall
Post by: WhiteFox on November 20, 2010, 12:31:42 pm
Grandious Job !

Eh... Freespace Open 3.6.13 ? Do i have oversleeped something ? =D
Title: Re: Galatea Mainhall
Post by: Kobrar44 on November 20, 2010, 01:44:10 pm
Some nightly builds, I guess.
Title: Re: Galatea Mainhall
Post by: Colonol Dekker on November 20, 2010, 02:56:15 pm
Big Hugz...............

Just popped in on the offchance, didn't expect a new main hall.
WHYDON'T :V: HIREYOUGAIZ?!?!
Title: Re: Galatea Mainhall
Post by: Hades on November 20, 2010, 08:12:09 pm
Pretty good, though I'd have taken some creative liberties and add some different fighters to those racks on the Bastion. The ST mainhall is pretty cool, and you didn't have me fooled for one second in IRC either. :P
Title: Re: Galatea Mainhall
Post by: mjn.mixael on November 20, 2010, 08:17:58 pm
Galatea and Bastion are going to have alternate versions that will feature a different fighter set.
Title: Re: Galatea Mainhall
Post by: Hades on November 20, 2010, 08:56:37 pm
No, I meant more fighter variety. My bad meant to put that in the other post.
Title: Re: Galatea Mainhall
Post by: mjn.mixael on November 20, 2010, 09:04:47 pm
I know what you meant and I opted against it in favor of the alternate mainhalls.
Title: Re: Galatea Mainhall
Post by: Hades on November 20, 2010, 10:13:18 pm
Oh, my bad then. :P
Title: Re: Galatea Mainhall
Post by: sigtau on November 20, 2010, 10:30:34 pm
These all win the Sigtau Stamp of Awesomeness.™

Wonderful job, boys.  Keep up the good work.
Title: Re: Galatea Mainhall
Post by: mjn.mixael on November 23, 2010, 11:45:38 pm
Well for those of you who were surprised by the revealing of the new mainhall... now I get to blow you completely outta the water.

(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/3preview.jpg)

I present... The Krios!
Title: Re: Galatea Mainhall
Post by: CommanderDJ on November 24, 2010, 12:02:15 am
I came.
Title: Re: Galatea Mainhall
Post by: ssmit132 on November 24, 2010, 01:50:12 am
They have an escape pod ready :p
Title: Re: Galatea Mainhall
Post by: CommanderDJ on November 24, 2010, 02:01:47 am
And it's a pretty, new, Hadesified escape pod. With a door.
Title: Re: Galatea Mainhall
Post by: Shivan Hunter on November 24, 2010, 03:19:26 am
um that's the old model yo

wait a sec

*blink*

that mainhall looks EPIC
Title: Re: Galatea Mainhall
Post by: sigtau on November 24, 2010, 08:20:15 am
AND I JIZZED

IN

MY PANTS
Title: Re: Galatea Mainhall
Post by: Hellzed on November 24, 2010, 12:33:17 pm
Now, I want some WiH mainhalls !
Title: Re: Galatea Mainhall
Post by: rscaper1070 on November 24, 2010, 12:36:27 pm
Now, I want some WiH mainhalls !

This = Super Awesome.
Title: Re: Galatea Mainhall
Post by: Rodo on November 24, 2010, 12:53:03 pm
wow, more pro's work!
Title: Re: Galatea Mainhall
Post by: Hellzed on November 24, 2010, 01:43:38 pm
What I have in mind is a view from above the Karuna fighter bay...
It would be an awesome perspective from the inside of a very high detail karuna.
 You could see fighters take off and land, sometimes a short subspace travel, and sometimes earth. Campaign menu could be accessed from a starmap on a transparent glass board, pilot menu from a computer on the right showing a "fleetbook" page (with a cup of tea on the desk), launch from a computer on the right showing a loadout screen, and options by talking with a tech guy (looking at the stars, you see his back, and he turns towards  you when you click on him).
Title: Re: Galatea Mainhall
Post by: mjn.mixael on November 24, 2010, 02:25:19 pm
Beta pack!

*LINK REMOVED*

Drop that VP into your fsport_mediavps and load up ST:R. You'll notice several "campaigns" in the campaign room labeled with what mainhall they bring up. Use those along with the standard FS1 and ST:R campaigns to see each mainhall.

This is the retail compatible pack.. meaning its the ANIs and PCX files. The FSO pack is... a much LARGER filesize... this one is smaller.  :D

NOTES:

1: I know about the lines in the Bastion mainhall. That has to do with how retail handles transparency and I haven't been able to fix it yet. The FSO files do not have this issue.

2: The "B" variation of the Bastion mainhall has this noise that sounds like its stuck. That is because the noise is played when one of the background animations plays. Those animations are incomplete and only 1 frame long which causes the game to restart the noise every 15th of a second. That will be fixed when I finish those animations.

3: Some of the colors seem to not match up between the ANIs and the background. This is caused by the 256 color limitation of retail ANIs. I don't know how :v: did it, but since the FSO version looks hoards better, I'm not worried about it.

Lastly.

Thanks to Cobra for his texturing and tabling efforts!  :yes:
Thanks also to Galemp for working over many of the fighters you see and giving me valuable feedback. ( :nervous: Galemp.. I'm still waiting on some of those fighters..   :p)

SCREENSHOTS!

(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/0previewb-1.jpg)
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/1previewb-1.jpg)
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/2preview-2.jpg)
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/0previewa-1.jpg)
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/3preview-1.jpg)
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/1previewa-3.jpg)
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: T-LoW on November 24, 2010, 03:44:17 pm
Who-hoah, I will print those out and put them under the christmas tree. But until then I'll just drop them into the right folder :P

Thank you very much mjn.mixael and your little helpers! You are so awesome :yes:
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Cobra on November 24, 2010, 05:22:54 pm
Tables ain't done yet. Still gotta fix the right-click coords and a few other things. After that these babies will just be waiting on properly clothed men.

Also I just want to say that I'm a little irritated that some of you went straight to going on about how the Hermes isn't hi-poly instead of looking at the details that are the focus of the camera angle.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Hades on November 24, 2010, 05:44:46 pm
Tables ain't done yet. Still gotta fix the right-click coords and a few other things. After that these babies will just be waiting on properly clothed men.

Also I just want to say that I'm a little irritated that some of you went straight to going on about how the Hermes isn't hi-poly instead of looking at the details that are the focus of the camera angle.
They won't be whining about it much longer. ;)
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Kolgena on November 24, 2010, 06:22:42 pm
Hermes? Where? I am, however, glad that you fixed the missing texture on the Ulysses as far as I can see.

That aside, holy-****-are-those-primaries-in-those-crates??? It also looks like there just might be enough "stuff" so that a proper 16:9 render could be done :O (but maybe I'm just imagining things)
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Hades on November 24, 2010, 06:37:39 pm
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/3preview-1.jpg)
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Kolgena on November 24, 2010, 10:00:56 pm
When I saw it, I shat bricks.

Way too distracted by all the pretties :P

As a general thing though, it seems that normal maps aren't strong enough for the MVP assets. The elysium and zeus look very flat indeed.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Hades on November 24, 2010, 11:07:00 pm
Actually I don't think he's using the normal mapping for the fighters at all.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Thaeris on November 24, 2010, 11:42:24 pm
It is interesting seeing some of the interpretations of the canopy actuations on the fighters and bombers in the mainhalls, and many of which are not what I would have designed. Regardless, it will be wonderful to see these working in-game. Great work, Mjn.

 :D
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: mjn.mixael on November 25, 2010, 12:45:53 am
Actually I don't think he's using the UVMaps for the fighters at all.

Actually I'm using the fighters straight converted from the POFs AND using the mediaVP textures. The normals maps are at value 100 (default is 30 in Max 2009). If they aren't up to par, that would be the fault of the fighter's model and textures... both of which I'm not remaking for these.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Kolgena on November 25, 2010, 02:09:30 am
I dunno. Maybe turn the value even higher than 100? The models just don't look nearly as bumpy as they do in FSO.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Colonol Dekker on November 25, 2010, 06:20:02 am
Those are Zeus' in the Krios right? Dunno why but I had to do a double take.
 
 Disbelief of awesome has been overcome.
 
I FRICKIN salute you guys. You can use these sets to render command brief .anis too I? hope someone finds a use for the concept. :)
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Cobra on November 25, 2010, 09:36:48 am
Ulysses in the Krios, Zeus and Loki in the Soyakaze.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: rscaper1070 on December 09, 2010, 05:52:26 pm
Please don't take this as a silly nit pick but I just noticed something. I've been trying to work out the scale of certain things and using the Hallfight cutscene I found the scale of the Elysium to be about:

(http://thumbnails31.imagebam.com/10978/aee68f109774163.jpg) (http://www.imagebam.com/image/aee68f109774163)

Which would make this Elysium pretty huge:

(http://thumbnails6.imagebam.com/11020/a37fd2110191963.jpg) (http://www.imagebam.com/image/a37fd2110191963)

Just an observation if you end up using that model in the final.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Solatar on December 09, 2010, 07:10:26 pm
rscaper, that scale looks a bit off.  The Elysium and the Athena in that mainhall are consistent in scale with one another, and your human is huge on the Athena. 
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: rscaper1070 on December 09, 2010, 07:22:20 pm
I don't think it is. Even though the marines are floating around you can tell how big the hatch of the Elysium is.

(http://thumbnails27.imagebam.com/11021/2e7459110200040.jpg) (http://www.imagebam.com/image/2e7459110200040)

(http://thumbnails28.imagebam.com/11021/ba1954110200044.jpg) (http://www.imagebam.com/image/ba1954110200044)

Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Shivan Hunter on December 09, 2010, 07:43:27 pm
(http://thumbnails31.imagebam.com/10978/aee68f109774163.jpg) (http://www.imagebam.com/image/aee68f109774163)
That is not the correct scale for the Elysium. The Elysium is much larger. Look at it in FRED and compare to the grid size.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Hades on December 09, 2010, 07:43:47 pm
It's more likely a case of the Elysium being out of scale than anything.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: rscaper1070 on December 09, 2010, 09:04:38 pm
Well I guess the cutscene is in error then. According to Fred the Elysium is about 35 meters long which would indeed make the mainhall correct. I'm glad I posted here because the scale of my little project would have been way off.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Hades on December 09, 2010, 09:22:39 pm
Actually, appearence-wise, the Elysium looks like it's the right size in the cutscene, which would mean it's out of scale in game (like how the Herc's pilot is 3 meters tall)
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Kolgena on December 09, 2010, 09:26:06 pm
I'd rather the elysium be in scale with the valkyries than with the marines. You don't see marines in-mission, so if there's a size discrepancy between fighters and the elysium, it would be more noticeable.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: mjn.mixael on December 09, 2010, 10:37:19 pm
Yeah, the Elysium in Hall Fight is way off. I'll probably consider fixing that when I make Hall Fight.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Galemp on December 09, 2010, 11:59:47 pm
Cutscene's DEFINITELY in error. That Elysium is basically inside-out with no thickness to it... and that Shivan interior is MUCH larger than the Azrael could be, at that scale.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: TrashMan on December 10, 2010, 02:01:26 am
F**** EPIC!!!!!!


Just one suggestion - the "old" Bastion mainhall (with the Valk, Elysium and Athena)..could use another ship closer to the camera. There just seem too much empty space between the Elysium and the viewer. Maybe put another Athena there or an Apollo.


Speaking of which....do you plan on doing more mainhalls?
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: BlackDove on December 10, 2010, 05:08:18 am
Very nice, especially with the alternate viewpoint and arrangement mainhalls.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Galemp on December 10, 2010, 06:30:53 am
F**** EPIC!!!!!!

(http://thepunchlineismachismo.com/comics/2010-10-04.jpg)

Only YOU can stop 'Epic' from becoming the new 'Awesome'.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: MatthTheGeek on December 10, 2010, 08:24:21 am
That strip is epic.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: pecenipicek on December 10, 2010, 12:14:26 pm
Galemp, it already became the "new" "awesome".
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Klaustrophobia on December 13, 2010, 05:49:53 pm
only on the interwebz
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: BlackDove on January 08, 2011, 09:21:35 am
Anything fresh going on with this? Beta doing okay and all?
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: mjn.mixael on January 08, 2011, 09:53:54 am
Character models are in progress.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Thaeris on January 08, 2011, 11:10:35 am
I want attractive women, Mjn... With space boots!

...Of course, all personnel in FS have boots, so...

By the way, MakeHuman Alpha 5.1 is out - it should be a step up from straight Alpha 5 which I assume you're using.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: rscaper1070 on January 10, 2011, 10:51:39 pm
Will you be swapping out the Medusa for Hades' new one if it gets textured in time?  :fingers crossed:
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: mjn.mixael on January 25, 2011, 01:09:15 pm
Possibly, depends on how much re-rendering I do when I add the character models in.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Cobra on January 29, 2011, 05:31:49 pm
Oi! Two months and still nothing on character models? What's going on here? :p Don't expect another post from me for another week or so unless I can get to a cyber cafe on base liberty tomorrow. Cobra's still alive!
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: General Battuta on January 29, 2011, 10:44:24 pm
Oi! Two months and still nothing on character models? What's going on here? :p Don't expect another post from me for another week or so unless I can get to a cyber cafe on base liberty tomorrow. Cobra's still alive!

There are entire threads about character models.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: FSW on February 19, 2011, 07:47:10 pm
Wow, these screenshots look very impressive! I wonder how they'll look in widescreen.

Regarding scales: the placeholder (I realise they're not finished) engineer and ladder look rather large next to the GTF Apollo in this (http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/0previewb-1.jpg) image; contrasted against the size of the pilot in the FS1 opening scene (http://www.youtube.com/watch?v=hftP3c01Gwc&t=0m40s).
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: mjn.mixael on February 19, 2011, 08:07:09 pm
It's all about perspective man!
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Sololop on February 19, 2011, 11:34:53 pm
Oh man I'm excited to see these halls in-game.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Kolgena on February 19, 2011, 11:36:00 pm
Yeah, it does look biggish, but in general, FS is very bad about being consistent with sizes. (Hermes doors, for example).

You could also argue that the Apollo "bomber" in the cutscene is a two-seater larger model, whereas the one in the mainhall is a single seater "fighter".
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: mjn.mixael on February 20, 2011, 08:46:01 am
Need I repeat myself?

It's all about perspective!

Since some of you didn't seem to understand the first time.. I'll break it down...

That character model is MUCH closer to the camera than you realize because of the camera angle causing him to look bigger (see perspective).
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Kolgena on February 20, 2011, 10:23:43 am
Well, I figured that argument would work if the person we're talking about wasn't standing only 2 meters away from the ladder on the apollo. Whatever. To me, the pilot is still clearly capable of fitting comfortably in the cockpit, if its scale isn't exactly as seen in the cutscene.

(and yay condescension :/)
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: mjn.mixael on March 17, 2011, 06:59:25 pm
Time to generate some excitement... Galatea with characters is coming *very* soon!
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: sigtau on March 17, 2011, 07:34:55 pm
I am proud to call this post of 'HELL YEAH" my 555th post.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Shivan Hunter on March 27, 2011, 10:13:33 am
Your quotations are mismatched :P

also WOOOOOOOT

also the cables are too thick
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: mjn.mixael on April 27, 2011, 10:08:08 pm
Time to make good on my promise.

This plays back twice as fast as it should.. but you get the idea.  ;7

http://s282.photobucket.com/albums/kk264/mjnmixael/?action=view&current=2_main1-m1.gif (http://s282.photobucket.com/albums/kk264/mjnmixael/?action=view&current=2_main1-m1.gif)
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: StarSlayer on April 27, 2011, 10:16:41 pm
(http://www.tf2.lv/images/tf2crafting/engineer.png)

I'm on your Galatea, fixin' your primaries.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Rodo on April 27, 2011, 10:57:31 pm
Cool!
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Shivan Hunter on April 27, 2011, 11:14:20 pm
lol you posted just about exactly a month after I did lol

also: awesome, mainhalls with characters are going to be 1337
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: mjn.mixael on April 28, 2011, 09:44:25 am
Where's Engineer? (Like Where's Waldo)

(http://i282.photobucket.com/albums/kk264/mjnmixael/2_mainhall_galatea.jpg)

Hint: He'll strike from the shadows.

Note: He'll be more obvious in motion. I don't feel like rerendering literally everything in order to add a touch more light back there.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: headdie on April 28, 2011, 01:40:40 pm
Spoiler:
Engineer on the central lift, ground floor?
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: StarSlayer on April 28, 2011, 03:51:46 pm
Spoiler:
Engineer on the central lift, ground floor?

Seconded, but I'm still more concerned where he setup the turret though...
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: mjn.mixael on April 28, 2011, 04:13:44 pm
http://www.youtube.com/watch?v=2RO6XNHs5DY (http://www.youtube.com/watch?v=2RO6XNHs5DY)
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: T-LoW on April 28, 2011, 04:22:25 pm
Gor-geous!
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: swashmebuckle on April 28, 2011, 06:32:09 pm
Awesome work!
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Shivan Hunter on April 28, 2011, 08:43:15 pm
Epic!

the cables are too thick

Can't wait to see this in Port!
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: shini028 on April 28, 2011, 09:56:30 pm
This is amazing and I cant wait to see this in game but I do have one critique.  Some of the surfaces are too clean like the tech room, the campaign door.  I think a little dirt would go a long way. 

Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: mjn.mixael on April 28, 2011, 10:16:56 pm
Perhaps. But at this point, it would take far too long to re-render everything.. not to mention I would have to -actually- UV map those surfaces as well. Far too much work for too little gain, IMO. If it were brought up much earlier, I might have done it.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: rscaper1070 on April 28, 2011, 11:50:21 pm
You could put a guy in there cleaning the place. :lol:
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: mjn.mixael on April 28, 2011, 11:54:59 pm
 :wakka:

I just might do that for one of the custom ones!
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Mongoose on April 29, 2011, 12:01:03 am
"Scruffy.  The janitor."
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: mjn.mixael on April 29, 2011, 09:02:20 am
More janitors...

That small chunk took several minutes to render. To render the whole scene takes a couple hours.

[attachment deleted by ninja]
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Mongoose on April 29, 2011, 02:38:55 pm
Maybe you could slip in some maintenance guy leaning against a wall and drinking a Bosch beer way in the background somewhere. :p
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Rga_Noris on April 29, 2011, 04:10:32 pm
[REDACTED]
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Droid803 on April 29, 2011, 09:46:16 pm
[REDACTED] to you too, good sir.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Kolgena on April 29, 2011, 10:47:53 pm
Jesus! that mainhall is gorgeous
Gorgeous! that mainhall is Jesus
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Cobra on May 01, 2011, 01:24:26 pm
So uh. Yeah, I almost cackled with delight until I realized I was in the same room as about 20 other people.

Amazing work, Mike! :D
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Goober5000 on May 04, 2011, 01:16:56 am
This is indeed awesome. :)

Mike, you're making full use of the randomized miscellaneous animations, I hope? ;7
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: mjn.mixael on May 04, 2011, 08:40:49 am
Not yet. However, I'm preparing for it by making sure all misc anims have a static start point.

I'm going to get all the basic anims done. Then I'll add more.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: BirdofPrey on May 05, 2011, 05:57:22 pm
Good work so far.  THis is something that's been needed way too long.
So when this is done are the mainhalls going to change automatically like the base game (and is it going to happen in Silent threat and silent threat reborn as well?)
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: mjn.mixael on May 10, 2011, 01:59:43 pm
Ok, here is a preview of the new Bastion mainhall (and it's alternate). This one is, for all current purposes, complete. All 6 doors are animated and working, and a new 7th door for use with Ant8 and multi is ready. There are 4 regions of misc anims (Left crane, Right crane, Stars, and Floor BG), each with multiple animations for the game to choose from randomly, adding up to 14 misc anims total!

For those not in the know, the random animation code randomly plays an animation from a group and when it completes, it selects another. This means that the cranes can have multiple paths for example. It's pretty neat and helps the mainhall feel much more dynamic.

Sadly, because there are so many animation frames to be loaded, I have hit code limitations that forced me to remove several of the misc anims until things are fixed up.

Bastion has two versions, one with Hercs, Ursa and Medusa, the other with Valks, Athenas, and an Elysium. Both versions have the same misc anims in all 4 regions, just altered to work with the changes. In this video I spread out the misc anims amongst the two mainhalls so you can see most of them. However, because of the code limitations there are still some you won't see in this video. :( Pay attention to the mouse and what it points at, it will help you see it all.

http://www.youtube.com/watch?v=snuJxaj4qP4 (http://www.youtube.com/watch?v=snuJxaj4qP4)
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: FreeSpaceFreak on May 10, 2011, 02:10:39 pm
... an extra door in Ant8? What does it do?
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: mjn.mixael on May 10, 2011, 02:38:36 pm
With Ant8, we will no longer need to select multiplayer pilots and then "Ready Room" in order to play Multi. Instead, select your regular pilot and just click on the new button which will take you to Multi.

NOTE: This isn't coded yet, I'm just in talks with coders and making these future compatible. In Bastion, the Options Desk is split in two. The right screen is Options, the left screen is Multi.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Shivan Hunter on May 10, 2011, 02:46:11 pm
this is the earthly embodiment of epic awesome leet hax

just one question: What about the starfield outside? ATM it's just black.

Epic new mainhall anim code is epic
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: mjn.mixael on May 10, 2011, 02:49:51 pm
just one question: What about the starfield outside? ATM it's just black.

That's probably just the Youtube compression. I promise there are stars going by, occasionally some Hercs and some other fighters. The stars and the plume of smoke are in the same Anim, so if you see the smoke moving, the stars are moving too.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Rga_Noris on May 10, 2011, 04:25:47 pm
WOW MjnMixael. Awesome job on the mainhalls. This is really what is needed to make FSO look more and more like a modern day AAA title. Great job.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: jr2 on May 10, 2011, 07:24:24 pm
just one question: What about the starfield outside? ATM it's just black.

That's probably just the Youtube compression. I promise there are stars going by, occasionally some Hercs and some other fighters. The stars and the plume of smoke are in the same Anim, so if you see the smoke moving, the stars are moving too.

I can see the stars if I choose 720p as the quality...  :nod:

EDIT: And, are the limits you are hitting just a number that can be bumped, or something that needs to be re-coded?
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Droid803 on May 10, 2011, 07:31:48 pm
I don't see stars on 720p :(
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: jr2 on May 10, 2011, 07:39:15 pm
Brightness settings?

EDIT: Try full-screen.  Also, they look like specs of dust.. more realistic.  You'll think there is dust on your monitor until you see it moving.  ;)
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: mjn.mixael on May 10, 2011, 07:46:16 pm
The issues are going to need a code fix other than a simple limit bump.

The stars are there. I promise. Youtube probably killed them with its codec.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: jr2 on May 10, 2011, 07:49:05 pm
It didn't.  I can see them.  :)
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Trivial Psychic on May 10, 2011, 09:52:24 pm
WOW!  You can certainly get the scale of the Ursa, when that little car pulls up, and you realize that that little blur moving around the ship is a person!  :yes:
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Snail on May 11, 2011, 08:12:45 am
Soo... awesome. :(
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Cobra on May 12, 2011, 06:39:03 pm
I squee'd :D
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: mjn.mixael on October 26, 2011, 09:07:31 am
I just realized that I never publicly made available the most recent Beta. (By "most recent", I mean several months old.) Here it is nonetheless.

NOTES:


All of these screens are taken in-game!
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/screen0133.jpg)
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/screen0134.jpg)
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/screen0137.jpg)
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/screen0138.jpg)
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/screen0136.jpg)
(http://i282.photobucket.com/albums/kk264/mjnmixael/FreeSpace%20Mainhall%20Captures/screen0135.jpg)

Download
Part 1 (http://www.mediafire.com/?9e87ffo8s37bk6j)
Part 2 (http://www.mediafire.com/?2du7udkw32iowbd)
Part 3 (http://www.mediafire.com/?h7cv4drugdtnaa9)

Install

Place all three VP packs in your FSPort-MediaVPs folder.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Starman01 on October 26, 2011, 09:10:53 am
Just wow  :eek2:
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: mjn.mixael on October 26, 2011, 09:12:59 am
Forgot to add...

Many thanks to Galemp (for making open cockpit variations for all the strikecraft), Cobra (for helping in a lot of various ways), and Goober (for adding awesome random animation code).
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Aardwolf on October 26, 2011, 02:04:35 pm
Why's your youtube account dead :(
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: mjn.mixael on October 26, 2011, 03:52:03 pm
Because I had like 3 accounts.. so I deleted two and consolidated to this one. (http://www.youtube.com/user/MjnMixael?feature=mhee) Unfortunately, there isn't much on it currently.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Crybertrance on October 28, 2011, 05:06:48 am
SWEET! :nod: is there a way to uses theses as a replacement for the FS2 mainhall, if so, how do I get about doing it??

Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: MetalMilitia on October 28, 2011, 07:49:45 am
Mixael,, the MASTER    :nod:
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: mjn.mixael on October 28, 2011, 09:32:43 am
SWEET! :nod: is there a way to uses theses as a replacement for the FS2 mainhall, if so, how do I get about doing it??

There is a way to use these as a replacement for the FS2 mainhall, but it would require a good bit of knowledge about the mainhall.tbl

TBH, you could just wait a bit longer.. I have the FS2 mainhall remake coming down the pipe.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: bigchunk1 on October 28, 2011, 01:55:54 pm
Now that's an upgrade. Everything can be seen so clearly and with sharp detail.

Did you manually remodel the entire thing? Dang.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: mjn.mixael on October 28, 2011, 02:09:35 pm
Did you manually remodel the entire thing? Dang.

Yes, with some help here and there.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: bigchunk1 on October 28, 2011, 03:33:51 pm
Sorry for the double post, but what's with all the Lokis in pic #4? Is that an NTF deck? That's awesome.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Mongoose on October 28, 2011, 03:49:14 pm
I think that's a Krios/Soyakaze main hall for ST:R, isn't it?
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: mjn.mixael on October 28, 2011, 04:06:55 pm
The one with the Lokis is the Soyakaze, the one with the Ulysses is the Krios.

I'll be making one more "Orion Mainhall" which will be the Intrepid, which is in early progress along with the Aquitaine.

Other mainhalls I'm considering (because of the geometry I have to make for the cutscenes might as well be reused): Arcadia, Briefing Room, Shivan Hallway... But these are just concepts and may not actually happen.

I will, however, be having a go at several Vasudan mainhalls at some point including a remake of the Psamtik.
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: X3N0-Life-Form on October 28, 2011, 04:42:46 pm
Now this
Other mainhalls I'm considering [...]: Arcadia, Briefing Room, Shivan Hallway... But these are just concepts and may not actually happen.
and this
I will, however, be having a go at several Vasudan mainhalls at some point including a remake of the Psamtik.
are mainhalls I would definitively (and most likely a lot of other modders out there) like to have.
I have no doubt that you would recieve a lot of support if you ever decide to give it a try.

Where can I get my "Mixael is awesome" T-Shirt ? :)
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Cobra on October 28, 2011, 05:27:07 pm
Cobra (for helping in a lot of various ways)

Including AWESOME TEXTUREZ
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: mjn.mixael on October 28, 2011, 08:20:06 pm
Now this
Other mainhalls I'm considering [...]: Arcadia, Briefing Room, Shivan Hallway... But these are just concepts and may not actually happen.
and this
I will, however, be having a go at several Vasudan mainhalls at some point including a remake of the Psamtik.
are mainhalls I would definitively (and most likely a lot of other modders out there) like to have.
I have no doubt that you would recieve a lot of support if you ever decide to give it a try.

Where can I get my "Mixael is awesome" T-Shirt ? :)

The Vasudan ones WILL happen. The Arcadia is very likely. The rest are intentioned. Things might go faster if I had more volunteers!  :)
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: jr2 on October 28, 2011, 08:24:07 pm
So, give us a shopping list?  ;)  What do you need help with?
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: Crybertrance on October 29, 2011, 01:35:01 am
TBH, you could just wait a bit longer.. I have the FS2 mainhall remake coming down the pipe.

Mixael, you are AWESOME! :yes: :yes: :yes: :nod:
Title: Re: Galatea Mainhall [BETA PACK RELEASE]
Post by: mjn.mixael on November 02, 2011, 07:07:08 pm
Here's a video showcasing the latest. (http://www.youtube.com/watch?v=cYwsB-Hl_W0)

So, give us a shopping list?  ;)  What do you need help with?

For geometry.. my next mainhall to finish is the Aquitaine. I've attached an image that has objects circled in red. Those are objects I don't have modelled yet.

One of the biggest needs is a sound designer. I need someone dedicated, who wants to really have fun and create a fantastic sound environment for my mainhalls. This includes making sound environments from scratch for the new mainhalls as well as recreating the sound environments from the retail mainhalls.

This would be things like...


But I can't stress "dedicated" enough. I don't want someone who I'm going to have to badger every other week to get progress out of. If you are interested but don't know how all the sound stuff for mainhalls works, that's OK. I can explain it, it's actually pretty simple.

[attachment deleted by a basterd]
Title: Re: Orion Style Mainhalls [BETA PACK RELEASE]
Post by: yuezhi on November 13, 2011, 01:35:30 am
That preview makes the one year wait worth it. :yes:
Title: Re: Orion Style Mainhalls [BETA PACK RELEASE]
Post by: est1895 on January 03, 2012, 03:30:20 pm
Anything new between November 13, 2011 and January 3, 2012 for this mod? :banghead:
Title: Re: Orion Style Mainhalls [BETA PACK RELEASE]
Post by: Cobra on January 03, 2012, 04:02:18 pm
:rolleyes: On top of the fact that human models take a great amount of work to create, the guy's also running his own business. Be patient.
Title: Re: Orion Style Mainhalls [BETA PACK RELEASE]
Post by: mjn.mixael on January 03, 2012, 04:53:37 pm
:rolleyes: On top of the fact that human models take a great amount of work to create, the guy's also running his own business. Be patient.

Not to mention leading a mod team and being a part of several others. Oh, and the cutscene upgrade project.. there is that little project too.
Title: Re: Orion Style Mainhalls [BETA PACK RELEASE]
Post by: est1895 on January 03, 2012, 09:31:04 pm
I know I'm impatient... I thought that the project was put on hold or worse :nod:
Title: Re: Orion Style Mainhalls [BETA PACK RELEASE]
Post by: mjn.mixael on January 03, 2012, 09:35:57 pm
My projects never get "put on hold or worse"... I just have too many projects.
Title: Re: Orion Style Mainhalls [BETA PACK RELEASE]
Post by: pecenipicek on January 04, 2012, 11:53:29 am
My projects never get "put on hold or worse"... I just have too many projects.
some would argue that that would be the worse option :p







Spoiler:
[/sarcasm], just in case.
Title: Re: Orion Style Mainhalls [BETA PACK RELEASE]
Post by: mjn.mixael on July 26, 2012, 09:13:08 pm
Time to revitalize this. As busy as I am though, I could use some modelling help. Anyone interested?

Thinking I might give an update on where things stand.

Galatea (both variants):

Bastion (both variants):

Krios:

Soyakaze:

Aquitaine (This one is in the very early stages):

Psamtik (This one is in the very, very early stages):
Title: Re: Orion Style Mainhalls [BETA PACK RELEASE]
Post by: Oddgrim on July 27, 2012, 03:15:12 am
This is really cool! How about different officers/maries skins for each ship? I could help to make a texture reskin or what. But anyhow it's really awesome that you decide to revitalize this!  c:
Title: Re: Orion Style Mainhalls [BETA PACK RELEASE]
Post by: mjn.mixael on July 27, 2012, 08:45:23 am
I've already got a couple different faces for the officers. The marine's face is almost completely covered, so I don't need to bother with different marines in the mainhalls (too far from the camera).
Title: Re: Orion Style Mainhalls [BETA PACK RELEASE]
Post by: mjn.mixael on August 11, 2012, 10:50:21 pm
 :bump:

Finally spent some time on the new soundscape for the Orion style mainhalls. The only sounds I haven't changed yet are the retail PA sounds. These are fairly close to final. Though I'll probably change the Options Screen sound because it's somewhat difficult to pick out against the music.

Youtube Video (http://www.youtube.com/watch?v=PsC3RJPmQ4E)
Title: Re: Orion Style Mainhalls [BETA PACK RELEASE]
Post by: Beskargam on August 11, 2012, 11:02:42 pm
sooo prettyyy and sounds lovely!
Title: Re: Orion Style Mainhalls [BETA PACK RELEASE]
Post by: Goober5000 on August 11, 2012, 11:13:20 pm
I am... not enthused by the new sounds. :blah:  They sound too flat, with less detail than the retail sounds.  Also, they sound like are being played in a small metal tube; the echoes bunch up together too much.  Try using a concert hall reverb instead of a submarine reverb, if that's what you did.  Compare the echoes in pa_1.wav, exitclose.wav, etc... the echoes in those sounds occur over a much bigger volume.
Title: Re: Orion Style Mainhalls [BETA PACK RELEASE]
Post by: BlasterNT on August 12, 2012, 10:31:49 am
Wow, I love how the options screen animates though.  I think you should keep the retail pa sounds, since they seem to sound fine, and they really were what gave the mainhalls their "identities" imho. 
Title: Re: Orion Style Mainhalls [BETA PACK RELEASE]
Post by: mjn.mixael on August 12, 2012, 11:00:25 am
that's true, however I've got 7 mainhalls now using the same pa sounds. I'd like to add some variety.
Title: Re: Orion Style Mainhalls [BETA PACK RELEASE]
Post by: Killer Whale on August 13, 2012, 04:34:18 am
I think the little guy skoots around on his cherry picker a little too quickly, maybe if it took a little longer to brake or didn't go quite as fast it'd be better. Other than that, awesome work, I love it.
Title: Re: Orion Style Mainhalls [BETA PACK RELEASE]
Post by: mjn.mixael on August 13, 2012, 07:36:18 am
Cherry pickers are faster in the future. Everyone knows that.
Title: Re: Orion Style Mainhalls [Original Dev Thread]
Post by: BeraVonSodom on August 12, 2014, 06:12:28 am
Hallo

if you like website with a mainhall of the galatea - maybe you like this one (its still in dev)

http://www.buschhardt.de/freespace/index.html (http://www.buschhardt.de/freespace/index.html)

The red areas are trigger for animation.

PS: You need a HTML5 browser.
Title: Re: Orion Style Mainhalls [Original Dev Thread]
Post by: m!m on August 12, 2014, 08:02:03 am
That's very impressive!

This should work well with the chromium integration into FSO: http://www.hard-light.net/forums/index.php?topic=87130.0
Title: Re: Orion Style Mainhalls [Original Dev Thread]
Post by: BeraVonSodom on August 12, 2014, 12:43:37 pm
Hallo m!m,

thank you - I try adding sound and minimze the filesizes (the animationsfiles overlap to much).
I think we can use this to make fast mainhall-previews  :cool:

There is also a ruby-script that I wrote to extract all files from the vp-files, if you want to use download this:

http://www.buschhardt.de/freespace/vpv.rb (http://www.buschhardt.de/freespace/vpv.rb)

Bye
Title: Re: Orion Style Mainhalls [Original Dev Thread]
Post by: BirdofPrey on February 03, 2015, 08:48:07 am
Just popped in to FS:P and the first Galatae and Krios mainhalls are great.

Thanks for the work you did on these.
Title: Re: Orion Style Mainhalls [Original Dev Thread]
Post by: BirdofPrey on February 05, 2015, 04:44:12 pm
Id had a thought recently looking at these mainhalls.

I was testing something out and turned off the flag that stretches the interface to fit the screen, and I noticed the mainhalls are sill in 4:3 which is disappointing.  Is there no way to have done a 16:10 image and have the edges just cropped to fit the aspect ratio or would that totally break FSO and/or be a tremendous amount of work?

Not hugely terrible especially when the stretch interface flag is on, but it is kind of a bummer to be trapped in an aspect ratio that is now uncommon.


Anyways, other than that, these are made of pure awesomesauce.
Title: Re: Orion Style Mainhalls [Original Dev Thread]
Post by: mjn.mixael on February 05, 2015, 05:47:20 pm
It is possible to do what you want, I just haven't spent the 120 hours necessary to re-render everything. When these mainhalls were made, the widescreen feature didn't exist (and in fact, I was told that it would probably never happen).
Title: Re: Orion Style Mainhalls [Original Dev Thread]
Post by: BirdofPrey on February 05, 2015, 11:14:26 pm
5 days!?

Ah See I was worried about that, that just changing the dimensions of the background image would throw off the animations.  Disappointing.
That widescreen support didn't exist until after you finished making something under the old constraints sounds like situation: normal.  Did you have to have them specifically put in some new features?
Title: Re: Orion Style Mainhalls [Original Dev Thread]
Post by: mjn.mixael on February 05, 2015, 11:20:27 pm
Most of the main hall features were put in at my request.

I will say that I do intend on re rendering these at HD Wide-screen, but I need to finish a few other projects first.
Title: Re: Orion Style Mainhalls [Original Dev Thread]
Post by: BirdofPrey on February 05, 2015, 11:33:58 pm
 :yes: so many projects so little time, but it's well worth it (though a mjn clone would be worth it as well)

I mainly found out about that because there's something widescreen related I was considering trying out.
Title: Re: Orion Style Mainhalls [Original Dev Thread]
Post by: 0rph3u5 on October 31, 2016, 01:59:49 pm
The links provided on page 18 no longer lead anywhere :(
Title: Re: Orion Style Mainhalls [Original Dev Thread]
Post by: Cobra on October 31, 2016, 02:13:32 pm
The links provided on page 18 no longer lead anywhere :(

You can get them with the Installer.
Title: Re: Orion Style Mainhalls [Original Dev Thread]
Post by: mjn.mixael on November 28, 2017, 01:10:07 am
Dare I?...

(https://i.imgur.com/bmnGclo.jpg)

(https://i.imgur.com/lSWaWMK.jpg)
Title: Re: Orion Style Mainhalls [Original Dev Thread]
Post by: Oddgrim on November 28, 2017, 01:54:03 am
You dared, looks great. c:
Title: Re: Orion Style Mainhalls [Original Dev Thread]
Post by: Trivial Psychic on November 28, 2017, 02:26:31 am
Did you just up-detail something that was already up-detailed?
Title: Re: Orion Style Mainhalls [Original Dev Thread]
Post by: Firesteel on November 28, 2017, 03:07:36 am
Hng.

Those look amazing mjn!
Title: Re: Orion Style Mainhalls [Original Dev Thread]
Post by: AdmiralRalwood on November 28, 2017, 03:43:56 am
Did you just up-detail something that was already up-detailed?
Merely re-rendered at 1080p; if you look at the left side of the Bastion picture, you can see where the geometry just stops because that part wasn't visible at a 4:3 aspect ratio. But yes, we're probably going to get full-fledged 1080p mainhalls in the next MediaVPs release.
Title: Re: Orion Style Mainhalls [Original Dev Thread]
Post by: Trivial Psychic on November 28, 2017, 07:14:12 am
Will that include the Krios and Solokaze?
Title: Re: Orion Style Mainhalls [Original Dev Thread]
Post by: mjn.mixael on November 28, 2017, 10:35:19 am
Will that include the Krios and Solokaze?

I might even finish those 2 by adding in all the Misc animations I always intended...
Title: Re: Orion Style Mainhalls [Original Dev Thread]
Post by: Trivial Psychic on November 28, 2017, 03:18:04 pm
Cool.

Sooo... you haven't by chance ever considered creating an FS1-era Typhon mainhall have you?
Title: Re: Orion Style Mainhalls [Original Dev Thread]
Post by: mjn.mixael on November 28, 2017, 05:13:13 pm
Before I created a Typhon.. I'd finish Aquitaine and Psamtik
Title: Re: Orion Style Mainhalls [Original Dev Thread]
Post by: Trivial Psychic on November 28, 2017, 06:03:06 pm
Fair enough.  I wait with hopeful... baited breath.