Hard Light Productions Forums
FreeSpace Releases => Asset Releases => Topic started by: Droid803 on December 27, 2010, 01:36:10 pm
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The Askaeldian fleet, as featured in 次元のエクリプス - Dimensional Eclipse.
Downloads:
AK FF Adamantium (http://freespacemods.net/download.php?view.683) (FS Cruiser Sized)
AK CVE Orichalcum (http://freespacemods.net/download.php?view.681) (FS Corvette Sized)
AK CS Iliaster (http://freespacemods.net/download.php?view.816) (FS Frigate Sized)
AK BC Azoth (http://freespacemods.net/download.php?view.768) (FS Destroyer Sized)
AK I Alkahest (http://freespacemods.net/download.php?view.726) (Giant Comm Node/Shield Generator)
Others:
AKF Eitr (http://www.mediafire.com/?7ziy3uysczgll5f) (Heavy Fighter)
AK FR Cintamani (http://www.mediafire.com/?kmh8hcp9pcn03oo) (Modular Freighter)
WIP:
???
Original Post:
Here are my "sentry gun" ships from the CoFS screenshots.
Do note that I made these within the span of like two days, and they're my very first attempts at a) Modelling, b) UVmapping, and c) Texturing at the same time, so I know they're not very good. They're fully UVmapped with AO bake, though UV space texture usage isn't very efficient and my texturing skills are pretty bad so they kinda only look good when its rather dark XD.
Download: HERE (http://dl.dropbox.com/u/126554/FS2/%5BsecretAGFJK182048192%5D/Askaeldians.rar)
That said, they're pretty sodding huge if you want to use them as just sentry guns right now (they're 400m and 900m respectively), as I intended to use them as ships (The bigger one has a mini fighterbay even). I could make downturreted, smaller versions for actual sentry guns if the demand exists. (Or just modified versions with the tail chopped off and whatnot). Scaling is ezpz anyway.
No table, but it should be fairly simple to table in yourself, no fancy shenanigans going on with these guys.
At any rate, have fun.
Pics:
http://img.photobucket.com/albums/v423/kc1991/askael_frig01.jpg
http://img.photobucket.com/albums/v423/kc1991/askael_frig02.jpg
http://img.photobucket.com/albums/v423/kc1991/beemz.jpg
*pics SNIPD for great justice*
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It's awesome, even if it's your first serious attempt at modelling. Congratulations for delivering this! :yes:
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Looks great! Can also imagine them well as a sort of IPBM (InterPlanetary Ballistic Missile) or as a ship found in WoD.
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Many thanks :)
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those are actually ****ing awesome
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Sick.
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Looks like a Homeworld needleship to me.
BTW- Are you making a whole lineup of these Askaeldians?
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This are awesome ships man :D :D :D ! Are you going to do any fighters or bombers?
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Might make one or two more at most, maybe including a fighter.
Depends how I feel like and what the mod I'm making these for needs :P
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Kick-ass. They kinda look like the Kadeshi "needle" motherships from Homeworld.
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Might make one or two eight or nine more at most least, maybe definitely including a fighters, installations, freighters, cruisers, destroyers and many more.
Depends how I feel like and what the mod I'm making these for needs :P
Fixed.
BTW- these ships actually warrant making a whole species mod/model pack for them.
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BTW- these ships actually warrant making a whole species mod/model pack for them.
Forget it. Droid803 belongs to FS universe. :hopping:
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Er it could be a new species for the FS universe.
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Ah, O.K. then :cool:
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Er it could be a new species for the FS universe.
That's what I was thinking, just like the Vishnans, Aestherians, Tiigran-Merisst and others.
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The destroyer has been wikified and added to FSMods. The frigate will follow!
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Nice ones :yes:
and I think I have a use for that destroyer corvette sized ship right away *goes of to write a table entry*
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Its not really the size of a FS destroyer, btw (though you could always scale it)
More correctly they'd be Cruiser and Corvette in terms of FS designations.
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Double Post!
(http://img.photobucket.com/albums/v423/kc1991/alkahest_d.jpg)
Here, have an installation. Perfect 9-point radial symmetry made UVing this super ez (lol, I'm a lazy fag).
Designed to be a theater-shield generator system, the installation has massive bubble shield 10 kilometers in radius, 4000, yes 4000! faces. It is lightly defended, with only a pair of turrets, one each on its upper and lower surfaces.
It is recommended that you give it the "knossos" flag or it will take 20 years to explode. Its explosion are huge, unfortunately, due to the shield mesh (and thus bounding box) being so ungodly big.
Feel free to rip off the shield mesh and use it as a comm node or something, if that's what you want. You could probably get it to have a more sane bounding box radius too then.
DOWNLOAD HERE (http://dl.dropbox.com/u/126554/FS2/%5BsecretAGFJK182048192%5D/cylindra.rar)
Oh, right. Don't try this in retail.
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That's awesome. These guys are really carving out their own unique combat flavour. Interesting to see if their fighters are special too...
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All new ships looks good. Maybe a bit cartoonish, but anyway cool. I've noticed you didn't included textures for Installation [only normalmaps].
Do you have tables for that ships [not only ships.tbl, also weapons, species etc.]? If yes, could you release it?
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Oh oops.
Archive updated with the rest of the textures.
I have tables, but they're integrated into a mod. They'll pretty much be useless to anyone using anything close to a setting with Freespace-like speeds (or armor for that matter). To put things in perspective I have the Askaeldian Frigate having 3000 Hp and moving at 180 m/s.
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That´s so fast as an AB Satyr with afterburner. ;7 Could it be an antifighter frigate :nod:
These pieces look fabolous :yes:
Peter
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you should try to add this to the table file of this model:
$Expl Propagates: NO
$Expl Visual Rad: 550(whatever looks right)
this is a thing I requested be added in, so the huge explosions generated by huge bounding boxes won't be an issue anymore :)
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(http://img.photobucket.com/albums/v423/kc1991/azoth.jpg)
(http://img.photobucket.com/albums/v423/kc1991/poweringupbeamrape.jpg)
Get your Askaeldian Battlecruiser today.
Table, Missiles and Beams not included.
DOWNLOAD HERE (http://dl.dropbox.com/u/126554/FS2/Azoth.rar) (temporary)
Sry, I haven't managed to make a fighter that doesn't SUCK yet, so just your standard BIGSHIP for now.
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Blighter looks sick.
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Azoth? Alkahest? Nice models but... Too much The Witcher :P.
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They're all named after "ancient" or Alchemical substances, the same source The Witcher drew from.
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I like this latest design, but maybe the arrow could be replaced with something a tad less human looking?
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I'm open to any ideas about that arrow thing :P
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No, keep the arrow sign! It's a warning label! You know, 'Face in this direction towards enemy' or something? Don't want the Askeladians making the mistake or put it wrong, or they'll be none of them left! I'd quote '2Ranting Gryphon' here, but I'll reserving screaming profanities and just quoting in general. :lol:
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Maybe just a triangle of some kind pointing in that direction instead of an arrow?
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will we be seeing any tables, say for weapons, ships and maybe even debris in the future?
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They...have debris.
The rest will come with the mod I made them for. :P
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I can vouch that all the ships have debris. I tend to be making lots of debris fields out of those ships :P
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That's a battleship? Wowowowzie
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I got bored and made another one.
I still didn't feel like making fighters.
(http://img.photobucket.com/albums/v423/kc1991/askael_strike.jpg)
Askaeldian Strike Cruiser Iliaster
Download Here (http://dl.dropbox.com/u/126554/FS2/iliaster.rar)
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That's some big pew pew shooters there.
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That is starting to feel very T-Mat.
(http://images.wikia.com/homeworld/images/c/c3/Planet_killer.jpg)
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These are really cool Droid - any chance of some basic information about the mod they're actually for? Given the mention of the "Commonwealth" in some of the tech descriptions, I'm assuming it's not for the FS universe?
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Uhhh...consider those teasers until I make an actual announcement, though there have been screenshots posted up here and there (not all by me even).
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NO U.
finally i got off my ass and made a fighter. i don't count the ambrosium-R it is an abomination.
(http://img.photobucket.com/albums/v423/kc1991/derpfish_wip5.jpg)(http://img.photobucket.com/albums/v423/kc1991/derpfish_wip4.jpg)
(this is actually already done UVed textured and in game I'm just teasing)
EDIT: **** HOW MIRRORING INTERACTS WITH NORMAL MAPS
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Oh hey! Cool fighter. Love the style.
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Bah, screw it, it the cockpit glass looks weird because of it but to hell if I care!
Alien cockpit glass is like that!
That shall be my reasoning to fix nothing.
(http://img.photobucket.com/albums/v423/kc1991/eitr_fin_f3.jpg)
AKF Eitr
(normal map disabled here, lol, just remove it if you don't like the glass warping)
(http://img.photobucket.com/albums/v423/kc1991/th_eitr_fin_a1.jpg) (http://img.photobucket.com/albums/v423/kc1991/eitr_fin_a1.jpg)(http://img.photobucket.com/albums/v423/kc1991/th_eitr_fin_a2.jpg) (http://img.photobucket.com/albums/v423/kc1991/eitr_fin_a2.jpg)
(click for bigger)
Download Link: http://www.mediafire.com/?7ziy3uysczgll5f
Read of this what you will.
(No, this is not some DE2 thing okay)
EDIT: Added Download Link, asking to be bothered wasn't the best idea come to think of it (even though only one person asked).
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I have been wondering how to use mirror modifiers for a trilaterally symmetric ship in Blender
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I would recommend the following procedure for ships of trilateral symmetry:
If each section of the ship exhibits bilateral symmetry, model half of this portion... it should exist on whatever cardinal axis of the ship that section resides in. Once the section is complete, mirror it on the axis.
Duplicate the section, and rotate it 120 degrees around the ship's line of action. Mirroring this section about the ship's "cardinal axis" will give you a ship with perfect trilateral symmetry. Max and Blender may be able to use modifiers which allow you to do the same thing without all the manual labor, but... that is effectively the procedure you must perform if you have no other means of achieving the result you're going for.
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I would recommend the following procedure for ships of trilateral symmetry:
If each section of the ship exhibits bilateral symmetry, model half of this portion... it should exist on whatever cardinal axis of the ship that section resides in. Once the section is complete, mirror it on the axis.
Duplicate the section, and rotate it 120 degrees around the ship's line of action. Mirroring this section about the ship's "cardinal axis" will give you a ship with perfect trilateral symmetry.
This is what I did for all the ships.
In essence, I only ever Model/UVmap 1/6th of it, mirror it, then duplicate and rotate it 120 degrees, and mirror it again. :P
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Doing things manually, like a boss...
:D
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The modifier's way in blender:
1 - You model one sixth of the object with one of its borders aligned with an axis.
2 - You use a mirror modifier to get a third of the object.
3 - You use an array modifier using an empty rotated 120° and situated in your axis and using the modifiers "object offset" mode (http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Array (http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Array)).
You should have your object origin aligned with that empty too. Empty misplacing would give somewhat odd results. Once you apply the modifiers you should remove the double vertices, but that's simple.
I'm not sure of what would become of your UVs during such a process.
The only benefit I see from this method is that you get faster AO baking because it calculates the bake only for the original vertices instead of recalculating it 6 times for each face mapped to the same portion. I don't see any other benefit apart from that.
EDIT: Oh, I forgot to mention it: Awesome ships man!
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How do you know how much is 1/6th of it?
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:doubt:
Perhaps because 1/6 is half of 1/3?
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How do you know how much is 1/6th of it?
1/6 of the turn makes it a 60 degrees portion.
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How do you know how much is 1/6th of it?
I make a hexagon and work along the top/bottom faces, to one side. This way the main bits are aligned vertically.
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I am very new at the program and still not sure how to do these things
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Not an excuse, seeing as I made one as my first model. :P
Just take your time and get familiar with the program and how it works. Explore.
Or just look up some basic tutorial videos and follow them, as nobody is going to teach you how to do everything in the program! We're here if you need specific help on how to do a specific thing.
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Okay, just asking as I am not working on modeling anything right now
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Sure. sure. (also, make your own thread when you actually do start and have questions instead of hijacking :P)
Anyhow, the next possible thing may be some sort of logistics craft (freighter/gas miner/etc)... still in the planning stages.
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Sure. sure. (also, make your own thread when you actually do start and have questions instead of hijacking :P)
Anyhow, the next possible thing may be some sort of logistics craft (freighter/gas miner/etc)... still in the planning stages.
Logistics vessels are hard to make because, while they have an important purpose, they don't exude that "killer" feel that making capships or fighters does. At least for me at any rate.
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Logistics vessels are hard to make because, while they have an important purpose, they don't exude that "killer" feel that making capships or fighters does. At least for me at any rate.
Surely that's the point? :p Seriously though, hard though they may be (although I'd personally disagree that they are, since function can inspire form a lot more than in a warship) they're a lot more useful from a FREDding perspective, hence the majority of my output these days.
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Welp, the same old cookie-cutter front with the silly giant panels actually make sense now, they protect the cargo pods from frontal hits. Which is good, lets me take care of one part without needing to think too much about the design.
The sides however...
I'm drawing a blank as to how to offer *some* protection to the canisters, yet allow for easy loading. I got the spokes in the middle area to hold out some panels or maybe a turret battery or something.
(http://img.photobucket.com/albums/v423/kc1991/logistics_wip1.jpg)
Probably gonna make 2/3 different types of cargo for it to lug around. Currently just has some gas/liquid canisters.
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Logistics vessels are hard to make because, while they have an important purpose, they don't exude that "killer" feel that making capships or fighters does. At least for me at any rate.
Sathanas is a gas miner
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(http://img.photobucket.com/albums/v423/kc1991/logistics_wip3.jpg)
With rings
or
(http://img.photobucket.com/albums/v423/kc1991/logistics_wip2.jpg)
Without rings?
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the rings look cool but then i don't know if it could or is allowed to dock with the containers in space.
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If the rings could "open" for docking (by rotating on the pipes they're attached to- you might have to move some so they don't collide with the big panels) then go with rings.
Also- a small "tugboat" would be useful to move the containers into/ out of the big freighters.
A shorter version of the freighter- with 1 or 2 sections instead of 3 would diversify the Askaeldians a bit and should be easy to do.
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I am planning to make it so that you can string together as many segments as you want, with a minimum of two (head and tail).
It separates that way to allow access to the individual pods.
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Good idea.
A segment with turrets for the interior would also be nice.
P.S. The funny thing is that TotT will feature train-like cargo, passenger and military ships with modular "cars" of various functions attached to each other, pulled by "locomotives"...
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I prefer the version with rings. Although it doesn't make as much sense from a maintenance standpoint, it looks more like a ship and less like a large cargo container.
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Holy **** did I really take that long to finish this thing? >.>
Would have gotten it done a lot quicker if I actually had time to work on it during weekdays (WORK T_T)
(http://img.photobucket.com/albums/v423/kc1991/LoGiSkAel.jpg)
(http://img.photobucket.com/albums/v423/kc1991/LoGiSkAel2.jpg)
Currently under TESTING. Expect Release SOON(tm)
Consists of 3 Parts:
A "head", a repeating unit Body, and a Tail.
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looks awesome bud!
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I always get the name of this species confused with the first enemies you fight in ASW
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Made two more modules.
Gun Platform
(http://img.photobucket.com/albums/v423/kc1991/LoGiSkAel3.jpg)
Docking Block (example ships docked)
(http://img.photobucket.com/albums/v423/kc1991/LoGiSkAel4.jpg)
still got a bit of spit-and-polish stuff to finish for these before release (debris bits for destroyed cargo, etc). Because logistics ships are only good for blowing up, so they better blow up nicely. (okay, and for plot/fluff and whatnot)
RELEASED!
DOWNLOAD LINK (firemeido): http://www.mediafire.com/?kmh8hcp9pcn03oo
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Looks awesome! :)