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FreeSpace Releases => Asset Releases => Topic started by: Eiswolf on September 16, 2012, 08:47:01 am

Title: Aerotech Fighters Update 22.jan.13 (Hammerhead & Ahab CP) Photolink repaired
Post by: Eiswolf on September 16, 2012, 08:47:01 am
Sorry a mistake from me deleted my Photohost Account...  :banghead:

New Screenshots from the work and updates began here on the 2. Page
link to the new pics: http://www.hard-light.net/forums/index.php?topic=82167.msg1667955#msg1667955



My first worked figther for the Aerotech MOD.

Whats your Opinion? Texture is a test Texture and i would be make finer ;)

this link was to the original BT Concept Picture:

http://kernspeicher.twobt.de/tro.php?show=luftraum&id=77

(http://imageshack.us/a/img191/8488/tridentg.jpg)
Title: Re: First Aerotech Fighter Ahab (Your Opinions)
Post by: Hellstryker on September 16, 2012, 09:39:29 am
Nailed the cockpit, but the wings still need work. Need to taper 'em off around the edges and all. Mind posting some shots from different angles? Namely from the back and the bottom.

Also does this mod of yours need a Mengqin (http://www.sarna.net/wiki/M%C4%9Bngq%C3%ADn)? I'm working on one at the moment.
Title: Re: First Aerotech Fighter Ahab (Your Opinions)
Post by: The Dagger on September 16, 2012, 10:19:13 am
Looks good but I have 2 critiques:
- smooth the front edge of the wings. It's too straight right now.
- in the concept art the cockpit looks very smooth and rounded. In yours, the windows seem to pop up and break that roundiness a bit.

During the modeling stages and for showing the model I generally use an AOBake instead of a texture. It really helps you notice the details and see if the smoothing is correct. I use blender, and it's quite easy to do a lightmap unwrap and bake the ambient oclussion while modeling. Once you're done with the model you can UV map it correctly.
And you can use p3d (http://p3d.in/ (http://p3d.in/)) to show your model in 3d if you want.

Good work so far and keep it up! :yes:
Title: Re: First Aerotech Fighter Ahab (Your Opinions)
Post by: starlord on September 16, 2012, 12:21:48 pm
hi eiswolf! Good to see you're back on the aerotech MOD train...
Title: Re: First Aerotech Fighter Ahab (Your Opinions)
Post by: Eiswolf on September 16, 2012, 01:07:02 pm
Thx :)
Yes the project never die only sleep ;)

Here are a Imageshak album with reworked Ahab. I hope it is better.
Pictures from side, front, back, top and bottom.

(http://imageshack.us/a/img191/8488/tridentg.jpg)
Title: Re: First Aerotech Fighter Ahab (Your Opinions) Update 20:00 16.Sep.12
Post by: Hellstryker on September 16, 2012, 01:50:31 pm
Please don't use Imageshack. Tinypic or Photobucket or anything but Imageshack.
Title: Re: First Aerotech Fighter Ahab (Your Opinions) Update 20:00 16.Sep.12
Post by: The Dagger on September 16, 2012, 01:51:27 pm
You got the cockpit perfect and the smoothed edge of the wing make it look much more real. :yes:

However, I think you have a little smoothing problem on the protrusion in the fuselage just above the wing. It looks a little faceted (red circle). I can't tell for sure, but that thing I marked with the green circle seems to be just floating around.
(http://i1169.photobucket.com/albums/r503/Dagguerreotype/Misc/Ahab.png)

The rest seems good to me.
Title: Re: First Aerotech Fighter Ahab (Your Opinions) Update 20:00 16.Sep.12
Post by: Mad Bomber on September 16, 2012, 07:49:26 pm
Most interestink! I always thought Aerotech would work pretty well in the FS engine.

Also, I found a bunch of free Battletech models at one point, which could conceivably be converted. They're currently in .3ds format. Problem is, they might have geometry problems in game, and I'm honestly not sure how to check reliably...  :nervous:

Are you planning to do any of the Liao trio? (Thrush, Transgressor, and/or Transit) Actually a better question is, what era are you aiming for?
Title: Re: First Aerotech Fighter Ahab (Your Opinions) Update 20:00 16.Sep.12
Post by: Eiswolf on September 17, 2012, 11:55:35 am
@The Dagger  Thx, i will rework it :)

@Mad Bomber
I will all Models include in the game and many others.

The age begins with the fall of Star League (Training Campagne), Exodus, Pentagonworld Civilwar Rise of Clans, Periphery Mission like Pirates, one Campagne for the differnt Houses (Steiner vs Sky seperatists, Davion versus Liao and Kurita, Kurita (i search for Ideas),  Liao Death Commandos, Free World League (Inner Conflicts), Republik Rassalhague (Beginn of Clan Invasion), New Star League (Operation Bulldog and Battle of Tukayid), Mercenaries (Special Camapgne) and the last Campaign is the Jihad (Word of Blake)

I know it is very many Work and i think alone i will finished it in ten Years ^^ but it is a hobby and i like it. :)

For more Information klick on the Forum link in my signature
Title: Re: First Aerotech Fighter Ahab (Your Opinions) Update 20:00 16.Sep.12
Post by: Eiswolf on September 24, 2012, 02:47:46 pm
A littel Update from the Mod

You read on a picture Issus... it isn´t a Issus it is a Ahab i write in the ship.tbl Issus as Avatar for fighter and Textures Text.

The textures are 1024x1024 and i test it whats bring with UV mapping the best results.
I think the best result bring a 2048x2048 texture for the fighter i think in the modern world the Computers should be master it or? :)

(http://imageshack.us/a/img191/8488/tridentg.jpg)
Title: Re: First Aerotech Fighter Ahab (Your Opinions) Update 24.Sep.12
Post by: Droid803 on September 24, 2012, 05:03:27 pm
Watch the edges of that text, don't cut yourself on it (antialiasing plz)
Title: Re: First Aerotech Fighter Ahab (Your Opinions) Update 24.Sep.12
Post by: Eiswolf on October 02, 2012, 04:15:10 pm
Ahab insert in Game with finished Fighter Textures and Cockpit textures
Fighter Textures: 2048x2048 dds
Cockpittextures: 1024x1024 dds

 I still search for helping hands.

(http://imageshack.us/a/img191/8488/tridentg.jpg)
Title: Re: First Aerotech Fighter Ahab (Your Opinions) Update 01.oct.12 finished work
Post by: Eiswolf on October 07, 2012, 12:02:43 pm
New Model Test.

Trident with Test Textures.

Original: http://kernspeicher.twobt.de/tro.php?show=luftraum&id=160

(http://imageshack.us/a/img191/8488/tridentg.jpg)



Yours Opinion?
Title: Re: Aerotech Fighters Update 07.oct.12 (Model Trident)
Post by: Thaeris on October 07, 2012, 12:47:05 pm
I'd say it's a better looking aerospace vehicle than the Ahab. Because I was tempted to try Aerotech on the grounds that it was more economical than Warhammer, would you care to identify what some of the fighter miniatures on this page? I always thought they were quite appealing designs in comparison to many of the designs I've seen on sarna.net:

http://www.hobbiesandgames.com/Battletech_AeroTech_s/34.htm
Title: Re: Aerotech Fighters Update 07.oct.12 (Model Trident)
Post by: Eiswolf on October 07, 2012, 04:21:59 pm
Thx.

I know all fighters from this Page.
Should i write there names?

My problem is by the models. I can´t find any pictures for my models from all site so i can they better made...
I have only the arts from Sarna.net and from the Kernspeicher.de website and from my Hardware Handbooks....

I hope i make it so real as possible. :)
Title: Re: Aerotech Fighters Update 07.oct.12 (Model Trident)
Post by: Thaeris on October 07, 2012, 04:28:40 pm
I did bring up the miniatures because I was curious about what they were, acually. So, if you do care to name them, that would be quite appreciated.

...I do wish they'd list dimensions for the vehicles, rather than just the masses of the vehicles. You've got quite the grey area to traverse in this, and I wish you the best of luck in doing it.
Title: Re: Aerotech Fighters Update 07.oct.12 (Model Trident)
Post by: Eiswolf on October 08, 2012, 01:22:58 am
Ah okay. Sorry my english isn´t so good :)

I think i know what you will
The Battleships (Cruisers, Jumpships) stand with there Names

The Fighter pictures you see

Sparrowhawk   http://www.hobbiesandgames.com/Aerospace_Fighters_1_Light_Fighters_p/iwm20-152.htm
Batu   http://www.hobbiesandgames.com/Clan_Aerospace_Fighters_1_Light_p/iwm20-163.htm
Jagatai   http://www.hobbiesandgames.com/Clan_Aerospace_Fighters_2_Medium_p/iwm20-164.htm
Sabutai   http://www.hobbiesandgames.com/Clan_Aerospace_Fighters_3_Heavy_p/iwm20-165.htm
Title: Re: Aerotech Fighters Update 07.oct.12 (Model Trident)
Post by: Thaeris on October 08, 2012, 08:53:06 am
Thanks! I was always a bit curious about the un-named miniatures I've seen for Battletech.

:)
Title: Re: Aerotech Fighters Update 07.oct.12 (Model Trident)
Post by: Eiswolf on October 14, 2012, 11:14:23 am
Finished work or not finished? What you say?
With every model i learn more and more for Texturing and Modelling :)
Ahab was also Retextured. When you will see pictures please send a PM to me.

(http://imageshack.us/a/img210/5789/trident8.jpg)

Title: Re: Aerotech Fighters Update 21.oct.12 (Model Ironsides) Warning Heavy Images
Post by: Eiswolf on October 21, 2012, 11:15:14 am
Ironsides IRN-SD1

Original: http://kernspeicher.twobt.de/tro.php?show=luftraum&id=100
              http://www.sarna.net/wiki/File:Ironsides.JPG

I think it is my best work since i learn modelling but in texturing i am a noob... i think with the time i will make better texturs.

(http://imageshack.us/a/img585/2020/ironsides3.jpg)

Title: Re: Aerotech Fighters Update 21.oct.12 (Model Ironsides) Warning Heavy Images
Post by: starlord on October 21, 2012, 01:23:04 pm
that is hugely impressive eiswolf!
Title: Re: Aerotech Fighters Update 21.oct.12 (Model Ironsides) Warning Heavy Images
Post by: Eiswolf on October 28, 2012, 03:32:02 pm
Sorry... No Pictures.

My Imageshack account is deleted by me...
Title: Re: Aerotech Fighters Update 21.oct.12 (Model Ironsides) Warning Heavy Images
Post by: Eiswolf on October 29, 2012, 10:05:13 am
So i have a new Picturehost account and here are now new Pics from the reworked, retextured and finished models (i hope so)    :)

AHAB  (original concept pictures from Battletech: http://kernspeicher.twobt.de/tro.php?show=luftraum&id=77 )

(http://i1339.photobucket.com/albums/o715/Wolvesprod/Aerotech/AhabCockpit.jpg)
(http://i1339.photobucket.com/albums/o715/Wolvesprod/Aerotech/Ahab3.jpg)
(http://i1339.photobucket.com/albums/o715/Wolvesprod/Aerotech/Ahab1.jpg)
(http://i1339.photobucket.com/albums/o715/Wolvesprod/Aerotech/Ahab2.jpg)


TRIDENT (original concept pictures from Battletech: http://kernspeicher.twobt.de/tro.php?show=luftraum&id=160 )

(http://i1339.photobucket.com/albums/o715/Wolvesprod/Aerotech/TridentCockpit.jpg)
(http://i1339.photobucket.com/albums/o715/Wolvesprod/Aerotech/Trident.jpg)
(http://i1339.photobucket.com/albums/o715/Wolvesprod/Aerotech/Trident1.jpg)


Ironsides (original concept pictures from Battletech: http://kernspeicher.twobt.de/tro.php?show=luftraum&id=100 )

(http://i1339.photobucket.com/albums/o715/Wolvesprod/Aerotech/Ironsides.jpg)
(http://i1339.photobucket.com/albums/o715/Wolvesprod/Aerotech/Ironsides1.jpg)
(http://i1339.photobucket.com/albums/o715/Wolvesprod/Aerotech/Ironsides2.jpg)
Title: Re: Aerotech Fighters Update 29.oct.12 (re- worked and textured Models)
Post by: Al-Rik on October 29, 2012, 02:37:44 pm
Nice fighters !

About the Cockpits:
Do you use a separate model for the Cockpit or simply the show ship flag ?

Using a separate model is more work, but looks better.
It's also possible to use in the beginning the same model for each fighter ( or fighters with similar cockpits ) and change it later to a more fitting cockpit.
With the 3.6.14 it's possible to rearrange the HUD elements to fit in the blank spaces of the generic cockpit.

Oh, and there is also a gift from Diaspora, if you haven't noticed it yet:
http://www.hard-light.net/forums/index.php?topic=82572.0


And about the Aerotech Mod:
How is your idea about gameplay ?

Glide in Space, no glide in atmospheric conditions ?
Non replenishing of the afterburner like in Wing Commander Saga ?
And reducing of power for the engine and weapons with increasing heat levels ?
Title: Re: Aerotech Fighters Update 29.oct.12 (re- worked and textured Models)
Post by: Eiswolf on October 29, 2012, 04:41:10 pm
thx.

I use the "show ship" flag.
I´m test it around what can i make what can the Engine (FS2 SCP) make possible.
I think on the Weekend i will test similar Cockpits but it must look how it works...

The Gameplay Idea about Aerotech is so where you have writen. Glide in Space, no glide in atmospheric.
The Afterburner will refuel in Atmospheric in Battletech Universe the Aerospacefighter have Fusionreactors and unlimited Energy but the have a other resource. The Heat.
Only the Beam and burstshot flaged weapons reduct there Damage with high heat level. The other weopons will not fire before the heat level is in the green level.
Heat in my mod was the Normal Energy from FS2 and the Engine from the Ship is the Heatsinks.

It is simple
a example:
a ppk makes 10 Heatpoints
one Single Heatsinks take down 1 Heatpoint per second

You have one Fighter with one ppk and 10 Single Heatsinks. The Heatbar will not increase.
Have you 2 ppks on the Fighter and 10 Single Heatsinks you becames a Problem in ca. five seconds.

Also i have write in the Ship.tbl

Poweroutput: 10 for my 10 Singleheatsinks.


It is all a test and i´m with my project in personal alpha status. :)


I will make the Aerotech Conversion so near to Battletech as possible but i´m alone by this project and for many thinks i must learn how i can make.
For a very good Heatmanagment system and sound effects like Mechwarrior 2 ("Reactor online, Systems Online usw.") i must learn lua and this is cosmetics and comes very late in the game.
First i will make alle Models what i need and Skyboxes, than all Maps what i needed and than comes the other things :)

I played Diaspora and i find it very fine. Very good work. I like the Hud and your models looks very pretty but i have very short freetime and so i have only played the first two missions...
Title: Re: Aerotech Fighters Update 29.oct.12 (re- worked and textured Models)
Post by: Mad Bomber on November 01, 2012, 03:23:02 am
I've been working a lot of the particulars of a heat management system on paper. The formula I came up with is:
Code: [Select]
Weapon energy = 30 + heat sinks on design
Weapon recharge = heat sinks on design * 0.1

So, for instance, a TR-7 Thrush has 10 single heat sinks. It would have 40 weapon energy (30 + 10) and a measly 1.0 weapon recharge per second (10 * 0.1).

By contrast, a CMT Troika with 17[34] double heat sinks would have 64 weapon energy (30 + [34]) and a fairly impressive 3.4 recharge/second.



I've also come up with a pretty simple workaround for the problem of "BT divides hull damage into sections, while the FS engine doesn't".

Code: [Select]
(Structural Integrity + Armor Points) * 10 / 3 = FS Hit Points
round down to the nearest 5

This puts the aforementioned TR-7 Thrush at a measly 120 hull [(12 + 24) * 10 / 3] , which is about right for something that's horribly flimsy. Something heavier like a Succession-War Lucifer would be a respectable 610 hull [(6 + 176) * 10 / 3], tho it's less than half the speed of the Thrush.


I'm imagining damage levels for the weapons as being (BT damage * 10) per shot, but since you've already done the work on that and I haven't...

Actually, could we compare notes, Eiswolf? I'd kinda like to play around with your weapon tables :D
Title: Re: Aerotech Fighters Update 29.oct.12 (re- worked and textured Models)
Post by: Eiswolf on November 02, 2012, 01:14:50 pm
thx.
@MadBomber

When you will you can help me by the Aerotech Project :) send me a Message and we can talk.

This is the Summary from the External Cockpit Experimental and ich must say i´m not happy about it.
Look at it...
I think it is more efficient and more easier to make it with the Show Ship Flag... or say what is wrong it experimental with it three days...

(http://i1339.photobucket.com/albums/o715/Wolvesprod/Aerotech/screen0353.jpg)
Title: Re: Aerotech Fighters Update 02.nov.12 (experiment with External Cockpit...)
Post by: Eiswolf on November 09, 2012, 03:42:23 pm
I´m.... i have forgotten by my experiments with external Cockpit a write in the tbl.... +Cockpit Offset.... :banghead:
So i have the problem under control and here is my WiP Ahab (Bomber) Cockpit. Your Opinions?

(http://i1339.photobucket.com/albums/o715/Wolvesprod/Aerotech/Cockpit.jpg)
Title: Re: Aerotech Fighters Update 09.nov.12 (WiP External Cockpit Ahab)
Post by: Eiswolf on January 22, 2013, 04:49:46 pm
Hammerhead:

Original:

http://kernspeicher.twobt.de/tro.php?show=luftraum&id=96
http://www.sarna.net/wiki/File:Hammerhead.JPG

My Model:

(http://i1339.photobucket.com/albums/o715/Wolvesprod/Aerotech/Update%20Aerotech/Hammerhead_zps2b3e1fea.jpg)

(http://i1339.photobucket.com/albums/o715/Wolvesprod/Aerotech/Update%20Aerotech/Hammerhead2_zpse4f10966.jpg)

External Cockpit for Ahab:

(http://i1339.photobucket.com/albums/o715/Wolvesprod/Aerotech/Update%20Aerotech/CPAhab3_zps7b5b03b3.jpg)

(http://i1339.photobucket.com/albums/o715/Wolvesprod/Aerotech/Update%20Aerotech/CPAhab1_zps5dca4c26.jpg)

(http://i1339.photobucket.com/albums/o715/Wolvesprod/Aerotech/Update%20Aerotech/CPAhab2_zpsb9dce5c9.jpg)
Title: Re: Aerotech Fighters Update 22.jan.13 (Hammerhead & Ahab CP)
Post by: SypheDMar on January 22, 2013, 08:44:43 pm
Um, the photos are deleted.
Title: Re: Aerotech Fighters Update 22.jan.13 (Hammerhead & Ahab CP)
Post by: Eiswolf on January 24, 2013, 10:22:58 am
Sorry  :banghead: , i have repaire the Photo links.