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FreeSpace Releases => Asset Releases => Topic started by: fightermedic on August 24, 2016, 04:59:53 pm

Title: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: fightermedic on August 24, 2016, 04:59:53 pm
This contains 4 variants of the HTL Apollo:
A prototype variant based on the Apollo as seen in the Alpha of FS1, for campaigns in the early Great War
A Mark 2 variant for post capella campaigns
The Bomber variant as shown in the intro of FS1
A HTL of the default Apollo

download:
https://www.mediafire.com/?vpc2wv48otduf22
needs a recent nightly that supports PBR textures, said textures are also included as .png in higher resolution



screens of the prototype and mk 2 variants:
(http://i1293.photobucket.com/albums/b590/lolaldanee/screen0002_zpsm5hqflfz.png~original)
(http://i1293.photobucket.com/albums/b590/lolaldanee/screen0001_zps9kyuqi8q.png~original)
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: procdrone on August 24, 2016, 05:20:07 pm
so much love there buddy
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Solatar on August 24, 2016, 05:46:37 pm
These look super good. I've always had trouble imagining the Apollo without that "slicey" cockpit. This is clearly what :V: meant it to look like.

+1 props to you for going the extra mile with the variants.  All three extra versions look really cool. :yes:
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Buff Skeleton on August 24, 2016, 05:56:30 pm
God dddddddddddddddaaaaaaaaaaaaaaaaaaaaaaaaaaaaaamnnnnnnnnnnnnnnn
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: DefCynodont119 on August 24, 2016, 06:32:12 pm
COOL! the RCS is a nice touch.


[BUG REPORT] (I think, sorry in advance)


I did some play testing, and one thing came up-

I don't think this was intentional, but the gun banks on the standard Apollo are now divided Left-Right, as apposed to Top-bottom.

Having the disruptors stuck to one side kind-of makes disabling Omega 1 feel as hard as disabling Arjuna 1. . . and leading on with two different types of guns linked is nigh unpleasant
+ It's not retail gameplay-wise. . .

Not to be harsh, you/hades probably just missed It.

EDIT: The $Radar Image Size in the table provided Is set to 160. minor thing to fix, but still should be noted.

EDIT2: made post more noticeable.

EDIT3: same thing with missile banks, each bank used to have points on each side. dumbfires are much harder now.  :wtf:
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: CKid on August 24, 2016, 08:57:07 pm
The Apollo finally gets the love it always deserved. What a beauty!  :pimp:
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Jadehawk on August 24, 2016, 10:59:28 pm
We are not worthy...we are not worthy...we....are we worthy?

Awesome stellar work!
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: TwentyPercentCooler on August 25, 2016, 01:07:45 am
I'll be in my bunk.

Can't wait to use this. Thank you for the hard work that it took to take on one of the most iconic FS ships and make it sexy without losing any of its identity.  :yes:
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Mongoose on August 25, 2016, 01:18:38 am
Feels like forever since the last retail upgrade got released, but goddamn this makes up for the wait ten times over. :yes:
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: fightermedic on August 25, 2016, 11:46:45 am
COOL! the RCS is a nice touch.


[BUG REPORT] (I think, sorry in advance)


I did some play testing, and one thing came up-

I don't think this was intentional, but the gun banks on the standard Apollo are now divided Left-Right, as apposed to Top-bottom.

Having the disruptors stuck to one side kind-of makes disabling Omega 1 feel as hard as disabling Arjuna 1. . . and leading on with two different types of guns linked is nigh unpleasant
+ It's not retail gameplay-wise. . .

Not to be harsh, you/hades probably just missed It.

EDIT: The $Radar Image Size in the table provided Is set to 160. minor thing to fix, but still should be noted.

EDIT2: made post more noticeable.

EDIT3: same thing with missile banks, each bank used to have points on each side. dumbfires are much harder now.  :wtf:
seems like i'll have to fix that, although the apollo actually makes more sense the way it is now :P
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: HLD_Prophecy on August 25, 2016, 12:04:22 pm
Oh mah GOODNESS, these look beautiful! Why we don't pay you for what you do, I don't know.  ;)
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: The E on August 25, 2016, 12:27:03 pm
About the modelled thrusters: What is happening here is that when the engine renders modelled thrusters, the thruster geometry is distorted per frame to simulate thruster flickering. The engine does this by scaling said geometry along the z-Axis. The larger the thruster flame is, the more notable this effect becomes; if you look at the MediaVPs 2014's Medusa, the same effect is visible, but much less exaggerated since the actual thruster geometry is much smaller. In the Apollo model, the thrusters have their zero point at or near the model center, this would need to be reset so that their bounding box (which is what the engine uses to determine the size of the thrust subobject, and which is thus the determining factor in how much it will get distorted) covers only the actual geometry.

The other and likely easier solution is to add the "no thruster geometry noise" flag to the ship's table entry. This will completely disable the noisiness.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Nyctaeus on August 25, 2016, 12:45:38 pm
Anyone experianced corrupted rar? All files in subfolders seems to be broken. At least WinRAR say so :P.

Even with broken rar, I just admire it. I was sceptical to Hades' model when he started it, but the final result is outstanding. Kudos to both of ya, guys :yes:
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: fightermedic on August 25, 2016, 03:11:41 pm
About the modelled thrusters: What is happening here is that when the engine renders modelled thrusters, the thruster geometry is distorted per frame to simulate thruster flickering. The engine does this by scaling said geometry along the z-Axis. The larger the thruster flame is, the more notable this effect becomes; if you look at the MediaVPs 2014's Medusa, the same effect is visible, but much less exaggerated since the actual thruster geometry is much smaller. In the Apollo model, the thrusters have their zero point at or near the model center, this would need to be reset so that their bounding box (which is what the engine uses to determine the size of the thrust subobject, and which is thus the determining factor in how much it will get distorted) covers only the actual geometry.

The other and likely easier solution is to add the "no thruster geometry noise" flag to the ship's table entry. This will completely disable the noisiness.
alright, i will have a look how it looks with that flag, thank you :)

edit: looks too static now, hm, i have removed the modeled thrusters, the ship looks best with just oridinary thrusters as it is now
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: fightermedic on August 25, 2016, 03:13:36 pm
Anyone experianced corrupted rar? All files in subfolders seems to be broken. At least WinRAR say so :P.

Even with broken rar, I just admire it. I was sceptical to Hades' model when he started it, but the final result is outstanding. Kudos to both of ya, guys :yes:
just tested it, 7zip can decompress just fine, no idea about winrar,  i don't have it installed right now
maybe your download got corrupted? other people don't seem to have the problem too
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: fightermedic on August 25, 2016, 06:00:49 pm
updated the download
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Cobra on August 25, 2016, 06:57:28 pm
:eek:

YES
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Nyctaeus on August 25, 2016, 08:43:24 pm
For unknown reasons my WinRAR don't like the package, while 7zip loves it...

...as much as I love the updated Apollo :yes:. Gz, again. Alongside with Hatshepsut and Hades, this is one of the best HTLs I've ever seen.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: JCDNWarrior on August 26, 2016, 04:46:09 am
Great work! I always thought the Apollo deserved more love and recognition. I'm glad you even thought about a post-Capella variant, this makes things easier.

Keep up the good work fightermedic (and other contributers), I'm eager to see what you'll make and release next.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: 0rph3u5 on August 26, 2016, 10:49:02 am
Thank you very very much
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: AdmiralRalwood on August 26, 2016, 06:38:56 pm
Code: [Select]
#Start Colors
;Because of the way the colors.tbl parser is set up, this section MUST be present, even if it is empty
#End
This hasn't been true for a couple years now; in addition, modular color tables ("-clr.tbm") also exist. These changes were made long before the PBR renderer (they should be in as far back as 3.7.2), so there's no point in making the tables compatible with older versions of FSO when they can't read the PBR textures anyway. As such, I'd recommend (if/when you ever get around to another update of this archive) putting the team colors in an "apollos-clr.tbm" modular table and removing the pointless empty "#Start Colors" section.

In general (and this is addressed to everyone reading this, rather than anyone in particular), it's a good idea to check the wiki (http://hard-light.net/wiki/index.php/Colors.tbl) even for things you already know how they work, in case new features have been added or old limitations removed; I, personally, do my best to update the wiki every time I change something and that change gets incorporated into the master branch, and I'd hate to think that effort was going to waste because nobody was bothering to read it. ;)
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Cobra on August 26, 2016, 09:46:57 pm
Finally downloaded... and why exactly are you not using certain retail values? Why does the .tbm have "no pain flash"? Why do the allowed primary banks and secondary banks include weapons not present in FSPort, as well as omit weapons that have always been allowed on the fighter? This is the job for the mod using the fighter differently to change, not for an upgrade. Apparently I can't use MX-50s because it's outright not listed. Interceptors aren't even listed; instead I see "longbow" and "crossbow".

Hell, the some of the rest of the stats don't seem to match what they should be.

[EDIT] Fixed GTF Apollo-only .tbm with proper values.

[EDIT2] The Apollo's warpout seems to be ridiculously fast. Of course, that's fixed by removing the flight model .tbm which again seems to be based on personal preference.

[attachment deleted by admin]
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: fightermedic on August 27, 2016, 04:23:02 am
Code: [Select]
#Start Colors
;Because of the way the colors.tbl parser is set up, this section MUST be present, even if it is empty
#End
This hasn't been true for a couple years now; in addition, modular color tables ("-clr.tbm") also exist. These changes were made long before the PBR renderer (they should be in as far back as 3.7.2), so there's no point in making the tables compatible with older versions of FSO when they can't read the PBR textures anyway. As such, I'd recommend (if/when you ever get around to another update of this archive) putting the team colors in an "apollos-clr.tbm" modular table and removing the pointless empty "#Start Colors" section.

In general (and this is addressed to everyone reading this, rather than anyone in particular), it's a good idea to check the wiki (http://hard-light.net/wiki/index.php/Colors.tbl) even for things you already know how they work, in case new features have been added or old limitations removed; I, personally, do my best to update the wiki every time I change something and that change gets incorporated into the master branch, and I'd hate to think that effort was going to waste because nobody was bothering to read it. ;)

Hm, noted, it's just a copy of the years old color table sitting around in my test mod :P
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Bryan See on August 27, 2016, 09:31:40 am
It looks like a redone version of Esarai's earlier HTL remake of the GTF Apollo fightercraft. Well done, fightermedic.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Rodo on August 27, 2016, 05:07:52 pm
DAMN YOU!

Now I'll have to replay fs1 and silent threat all over again.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: CT27 on August 27, 2016, 05:33:04 pm
To use this, what folders do I put it into?

Just want to be sure.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Crashdown117 on August 28, 2016, 02:08:51 am
This is just sweeeeeeeeet! Awesome work, man  :yes:
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: CT27 on August 28, 2016, 02:15:18 pm
I take it I should put this in the fsport-mediavps2014 and MediaVPs2014 folders?
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Cobra on August 28, 2016, 02:16:59 pm
Just fsport-mediavps... unless you want the Apollo randomly showing up everywhere.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: CT27 on August 28, 2016, 03:11:52 pm
Do you mean just the folder called fsport-mediavps or the folder called fsportmediavps2014 (I usually play 2014 compatible campaigns)?

Or both?
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Oddgrim on August 28, 2016, 03:45:26 pm
I said this on mibbit and I'll say this again here, bloody well done! c:
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: DefCynodont119 on August 30, 2016, 05:59:20 pm
Do you mean just the folder called fsport-mediavps or the folder called fsportmediavps2014 (I usually play 2014 compatible campaigns)?

Or both?




Well, What I did was just take the "Fighter 04.Pof" from the download and put It in a models folder, Then I took the texture/map files from the download and put them in their corresponding folder.

In the fsportmediavps2014 folder, go to the exposed "data" folder, (the one that's not In the VP file) and make a folder called: "models" then a folder called: "maps".
If you want the RCS effects, you should also add the "effects" folder and everything In it, then you will need to add this:

Code: [Select]
$Name: GTF Apollo
+nocreate
$Detail distance: (0, 70, 300, 1000)
$Thruster Normal Flame: thruster01
$Thruster Afterburner Flame: thruster01a
$Trail:
 +Offset: 7.46 -1.93 -7.58
 +Start Width: 0.25
 +End Width: 0.05
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 1.0
 +Spew Time: 120
 +Bitmap: Contrail01
$Trail:
 +Offset: -7.46 -1.93 -7.58
 +Start Width: 0.25
 +End Width: 0.05
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 1.0
 +Spew Time: 120
 +Bitmap: Contrail01
$Trail:
 +Offset: 4.57 3.61 -8.3
 +Start Width: 0.25
 +End Width: 0.05
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 1.0
 +Spew Time: 120
 +Bitmap: Contrail01
$Trail:
 +Offset: -4.57 3.61 -8.3
 +Start Width: 0.25
 +End Width: 0.05
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 1.0
 +Spew Time: 120
 +Bitmap: Contrail01
 
;; top front left
$Thruster:
+Used for: ( "pitch down" "bank left")
+Position: (-0.5 2.3 5.7)
+Normal: (0.0 1.0 0.)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; top front right
$Thruster:
+Used for: ( "pitch down" "bank right")
+Position: (0.5 2.3 5.7)
+Normal: (0.0 1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; top back left
$Thruster:
+Used for: ( "pitch up" "bank left")
+Position: (-2.5 4.1 -6.6)
+Normal: (0.0 1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; top back right
$Thruster:
+Used for: ( "pitch up" "bank right")
+Position: (2.5 4.1 -6.6)
+Normal: (0.0 1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; bottom front left
$Thruster:
+Used for: ( "pitch up" "bank right")
+Position: (-0.7 0.9 6.6)
+Normal: (0.0 -1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; bottom front right
$Thruster:
+Used for: ( "pitch up" "bank left")
+Position: (0.7 0.9 6.6)
+Normal: (0.0 -1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; bottom back left
$Thruster:
+Used for: ( "pitch down" "bank right")
+Position: (-2.5 0.7 -6.6)
+Normal: (0.0 -1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; bottom back right
$Thruster:
+Used for: ( "pitch down" "bank left")
+Position: (2.5 0.7 -6.6)
+Normal: (0.0 -1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; left front
$Thruster:
+Used for: ( "roll left" )
+Position: (-0.9 2.0 5.9)
+Normal: (-1.0 0.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.7
+Length: 4.0

;; left back
$Thruster:
+Used for: ( "roll right" )
+Position: (-4.2 1.7 -2.1)
+Normal: (-1.0 0.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.7
+Length: 4.0
$Thruster:
+Used for: ( "roll right" )
+Position: (-4.4 1.7 -3.1)
+Normal: (-1.0 0.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.7
+Length: 4.0

;; right front
$Thruster:
+Used for: ( "roll right")
+Position: (0.9 2.0 5.9)
+Normal: (1.0 0.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.7
+Length: 4.0

;; right back
$Thruster:
+Used for: ( "roll left" )
+Position: (4.2 1.7 -2.1)
+Normal: (1.0 0.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.7
+Length: 4.0
$Thruster:
+Used for: ( "roll left" )
+Position: (4.4 1.7 -3.1)
+Normal: (1.0 0.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.7
+Length: 4.0

;; front left
$Thruster:
+Used for: ( "reverse")
+Position: (-6.5 -0.1 -0.6)
+Normal: (0.0 0.0 1.0)
+Texture: Thruster_Jets
+Radius: 0.9
+Length: 6.0
$Thruster:
+Used for: ( "reverse")
+Position: (-6.3 -0.1 -0.6)
+Normal: (0.0 0.0 1.0)
+Texture: Thruster_Jets
+Radius: 0.9
+Length: 6.0

;; front right
$Thruster:
+Used for: ( "reverse")
+Position: (6.5 -0.1 -0.6)
+Normal: (0.0 0.0 1.0)
+Texture: Thruster_Jets
+Radius: 0.9
+Length: 6.0
$Thruster:
+Used for: ( "reverse")
+Position: (6.3 -0.1 -0.6)
+Normal: (0.0 0.0 1.0)
+Texture: Thruster_Jets
+Radius: 0.9
+Length: 6.0

$Subsystem: communications, 10,0.0
$Subsystem: engine, 35,0.0
$Subsystem: navigation, 10,0.0
$Subsystem: sensors, 10,0.0
$Subsystem: weapons, 20,0.0


to a ship.tbm


Hope this helps! The reason I'm posting that is because the provided .tbm does not reflect the default Apollo sats. I think that was done for modders but I'm not sure.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: LoneFan on August 31, 2016, 02:08:18 am
Wow. I think my old computer is about to die.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: CT27 on August 31, 2016, 02:09:04 pm
I ran into a small problem.

I did all this (I put fighter04.pof into the fsport-mediavps2014 correct subfolder along with other files from the download) and when I played FS1 (on FSPort 3.5 2014vps) there was a giant green triangle over my radar that would move sometimes (it was an oversized allied fighter icon).
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: DefCynodont119 on August 31, 2016, 03:15:31 pm
I ran into a small problem.

I did all this (I put fighter04.pof into the fsport-mediavps2014 correct subfolder along with other files from the download) and when I played FS1 (on FSPort 3.5 2014vps) there was a giant green triangle over my radar that would move sometimes (it was an oversized allied fighter icon).


Did you use the .tbm I posted? (or no .tbm at all?) That should fix It.

The .tbm that comes with the download has that problem, and you don't really need It anyway as "most" HTL's are still consistent with the tables already In the MVPs.

If you are using the thruster effects, just overwrite the stuff in the .tbm the download has with this.

Code: [Select]
$Name: GTF Apollo
+nocreate
$Detail distance: (0, 70, 300, 1000)
$Thruster Normal Flame: thruster01
$Thruster Afterburner Flame: thruster01a
$Trail:
 +Offset: 7.46 -1.93 -7.58
 +Start Width: 0.25
 +End Width: 0.05
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 1.0
 +Spew Time: 120
 +Bitmap: Contrail01
$Trail:
 +Offset: -7.46 -1.93 -7.58
 +Start Width: 0.25
 +End Width: 0.05
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 1.0
 +Spew Time: 120
 +Bitmap: Contrail01
$Trail:
 +Offset: 4.57 3.61 -8.3
 +Start Width: 0.25
 +End Width: 0.05
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 1.0
 +Spew Time: 120
 +Bitmap: Contrail01
$Trail:
 +Offset: -4.57 3.61 -8.3
 +Start Width: 0.25
 +End Width: 0.05
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 1.0
 +Spew Time: 120
 +Bitmap: Contrail01
 
;; top front left
$Thruster:
+Used for: ( "pitch down" "bank left")
+Position: (-0.5 2.3 5.7)
+Normal: (0.0 1.0 0.)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; top front right
$Thruster:
+Used for: ( "pitch down" "bank right")
+Position: (0.5 2.3 5.7)
+Normal: (0.0 1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; top back left
$Thruster:
+Used for: ( "pitch up" "bank left")
+Position: (-2.5 4.1 -6.6)
+Normal: (0.0 1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; top back right
$Thruster:
+Used for: ( "pitch up" "bank right")
+Position: (2.5 4.1 -6.6)
+Normal: (0.0 1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; bottom front left
$Thruster:
+Used for: ( "pitch up" "bank right")
+Position: (-0.7 0.9 6.6)
+Normal: (0.0 -1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; bottom front right
$Thruster:
+Used for: ( "pitch up" "bank left")
+Position: (0.7 0.9 6.6)
+Normal: (0.0 -1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; bottom back left
$Thruster:
+Used for: ( "pitch down" "bank right")
+Position: (-2.5 0.7 -6.6)
+Normal: (0.0 -1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; bottom back right
$Thruster:
+Used for: ( "pitch down" "bank left")
+Position: (2.5 0.7 -6.6)
+Normal: (0.0 -1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; left front
$Thruster:
+Used for: ( "roll left" )
+Position: (-0.9 2.0 5.9)
+Normal: (-1.0 0.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.7
+Length: 4.0

;; left back
$Thruster:
+Used for: ( "roll right" )
+Position: (-4.2 1.7 -2.1)
+Normal: (-1.0 0.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.7
+Length: 4.0
$Thruster:
+Used for: ( "roll right" )
+Position: (-4.4 1.7 -3.1)
+Normal: (-1.0 0.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.7
+Length: 4.0

;; right front
$Thruster:
+Used for: ( "roll right")
+Position: (0.9 2.0 5.9)
+Normal: (1.0 0.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.7
+Length: 4.0

;; right back
$Thruster:
+Used for: ( "roll left" )
+Position: (4.2 1.7 -2.1)
+Normal: (1.0 0.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.7
+Length: 4.0
$Thruster:
+Used for: ( "roll left" )
+Position: (4.4 1.7 -3.1)
+Normal: (1.0 0.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.7
+Length: 4.0

;; front left
$Thruster:
+Used for: ( "reverse")
+Position: (-6.5 -0.1 -0.6)
+Normal: (0.0 0.0 1.0)
+Texture: Thruster_Jets
+Radius: 0.9
+Length: 6.0
$Thruster:
+Used for: ( "reverse")
+Position: (-6.3 -0.1 -0.6)
+Normal: (0.0 0.0 1.0)
+Texture: Thruster_Jets
+Radius: 0.9
+Length: 6.0

;; front right
$Thruster:
+Used for: ( "reverse")
+Position: (6.5 -0.1 -0.6)
+Normal: (0.0 0.0 1.0)
+Texture: Thruster_Jets
+Radius: 0.9
+Length: 6.0
$Thruster:
+Used for: ( "reverse")
+Position: (6.3 -0.1 -0.6)
+Normal: (0.0 0.0 1.0)
+Texture: Thruster_Jets
+Radius: 0.9
+Length: 6.0

$Subsystem: communications, 10,0.0
$Subsystem: engine, 35,0.0
$Subsystem: navigation, 10,0.0
$Subsystem: sensors, 10,0.0
$Subsystem: weapons, 20,0.0




EMERGENCY EDIT! Autocorrect why? why would you think I wanted to say. . . that. . .  :eek:
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Cobra on August 31, 2016, 05:19:41 pm
It's not like I made a table that has all the updated effects and FSO features but with the retail stats or anything. :wtf:
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: CT27 on August 31, 2016, 07:43:38 pm
Cobra, in the apollo download package in this thread, there were four TBM files.  Which of those do I replace with your TBM file on this page?
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Cobra on August 31, 2016, 07:54:02 pm
Considering it's for FSPort only, you would replace the apollos-shp.tbm.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: CT27 on August 31, 2016, 07:56:26 pm
I tried two things:

-I put Cobra's tbm file in the table subfolder of fsport-mediavps and fsport-mediavps_2014 (therefore there were five tbm files in each table subfolder)
-Since his tbm said apollo, I deleted the 'apollos' one and put his apollo tbm in (therefore each table subfolder had four tbm files)


Unfortunately with both methods I still got the giant green allied fighter icon that covered most of my radar.


EDIT:  Sorry Cobra, I just saw your reply.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Cobra on August 31, 2016, 08:00:36 pm
For a "true" Apollo experience, you would want to remove the other tbms as well, since they seem to be based on personal preference, despite making everything a little wonky, like more hitpoints, faster warpouts, removal of pain flashes, overall stats and energy modifications...

How big exactly is the Apollo indicator for you?
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: CT27 on August 31, 2016, 08:06:39 pm
For a "true" Apollo experience, you would want to remove the other tbms as well, since they seem to be based on personal preference, despite making everything a little wonky.

How big exactly is the Apollo indicator for you?

I tried your method of having your tbm be the only tbm in both table subfolders and unfortunately I still got the huge icon.

It covers over 3/4 of the radar circle for me I'd say.  I tested it in the tech room on the first FS1 mission (defending the Orff) and while the green triangle was covering most of the radar circle, it was somewhat clear so I could see the cruiser and nav point icons beneath it (both were normal sized).

I was playing the mediavps 2014 version of FSPort 3.5  and tried it with two different builds (3.7.4 final and a nightly released earlier today).
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Cobra on August 31, 2016, 08:12:34 pm
There's something else affecting your radar icon, then, because my icon isn't nearly as big.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: CT27 on August 31, 2016, 08:18:24 pm
It must be that.  I tried putting everything back to the way it was before today (by deleting everything from the Apollo download folder from my fsport-mediavps and fsport-mediavps_2014 folders) and things were back to normal (no oversized icons).

Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: AdmiralRalwood on August 31, 2016, 08:32:00 pm
Code: [Select]
$Radar Image Size: 160
Cobra, this line is in your apollo-shp.tbm.

If you just want to use the new model with FSPort, then you don't need a TBM anyway because it has the same name as the model FSPort is already looking for. The only reason to use a TBM would be for the thruster effects, which just requires the entry DefCynodont119 posted on the previous page.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: DefCynodont119 on August 31, 2016, 08:36:29 pm
It's not like I made a table that has all the updated effects and FSO features but with the retail stats or anything. :wtf:

Derp, sorry mate  :ick: completely missed that attachment.

Code: [Select]
$Radar Image Size: 160
Cobra, this line is in your apollo-shp.tbm.

If you just want to use the new model with FSPort, then you don't need a TBM anyway because it has the same name as the model FSPort is already looking for. The only reason to use a TBM would be for the thruster effects, which just requires the entry DefCynodont119 posted on the previous page.

I think that's what I was trying to say,  :snipe: yeah, sorry for the confusion. 

aside, don't the 3d modeled engine thrusters need a .TBM to work right? or am I wrong again?
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: AdmiralRalwood on August 31, 2016, 08:58:48 pm
aside, don't the 3d modeled engine thrusters need a .TBM to work right? or am I wrong again?
No; they default to the species-wide thruster textures. The built-in Species_defs.tbl defaults to these for Terrans:
Code: [Select]
$ThrustAnims:
+Normal: thruster01
+Afterburn: thruster01a
$ThrustGlows:
+Normal: thrusterglow01
+Afterburn: thrusterglow01a
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Cobra on August 31, 2016, 09:57:08 pm
Code: [Select]
$Radar Image Size: 160
Cobra, this line is in your apollo-shp.tbm.

If you just want to use the new model with FSPort, then you don't need a TBM anyway because it has the same name as the model FSPort is already looking for. The only reason to use a TBM would be for the thruster effects, which just requires the entry DefCynodont119 posted on the previous page.

Yes, I know the line is in there, yet the result on my computer is nowhere near the size CT27 mentions. I don't have anything else influencing radar icon sizes.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: AdmiralRalwood on August 31, 2016, 10:01:52 pm
Yes, I know the line is in there, yet the result on my computer is nowhere near the size CT27 mentions. I don't have anything else influencing radar icon sizes.
That's because you're using 3D radar.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Cobra on August 31, 2016, 10:04:35 pm
Yes, I know the line is in there, yet the result on my computer is nowhere near the size CT27 mentions. I don't have anything else influencing radar icon sizes.
That's because you're using 3D radar.

Well, that's ass-backwards. Maybe that flag should be $2D Radar Image Size.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: CT27 on August 31, 2016, 11:26:50 pm
I think I got it to work.

I followed Admiral Ralwood's suggestion about not putting any of the Apollo download tbm/table files in fsportmediavps or fsport-mediavps_2014 and it worked.  I got the new Apollo in the mission and the radar icons were all normal.  The only thing that's missing like people said were those little puffs of smoke on the side of the Apollo when turning but I think I can live.

Thanks again everyone for your help.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: mr.WHO on September 05, 2016, 10:39:06 am
This is a bit random idea, but is there a chance to have another Apollo mk.2 version that is more sleek and curvy (kinda like Hercules mk.2 comparing to Hercules mk.1)?

Something like Perseus with more muscules.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Phantom Hoover on September 05, 2016, 11:25:53 am
That would mean someone making an entirely new model, which is entirely outside the scope of this thread.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: BirdofPrey on September 08, 2016, 04:55:49 pm
Yes, I know the line is in there, yet the result on my computer is nowhere near the size CT27 mentions. I don't have anything else influencing radar icon sizes.
That's because you're using 3D radar.

Well, that's ass-backwards. Maybe that flag should be $2D Radar Image Size.
As someone who has mucked with the radar, the 3D radar does not at all cope well with the use or radar icons; tabling doesn't affect icon size on the 3D radar, only the actual icon size, and sadly 3D radar also seems to be a bit of low hanging fruit (it likely needs an update, but no one who can actually code it seems to care).
For 2D radar, the icon size should be set somewhere around 20.

Also, at this point it's probably best to leave the radar icons to the radar icons portion of the MVPs
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Jackho on September 09, 2016, 03:31:05 am
Finally downloaded... and why exactly are you not using certain retail values? Why does the .tbm have "no pain flash"? Why do the allowed primary banks and secondary banks include weapons not present in FSPort, as well as omit weapons that have always been allowed on the fighter? This is the job for the mod using the fighter differently to change, not for an upgrade. Apparently I can't use MX-50s because it's outright not listed. Interceptors aren't even listed; instead I see "longbow" and "crossbow".

Hell, the some of the rest of the stats don't seem to match what they should be.

[EDIT] Fixed GTF Apollo-only .tbm with proper values.

[EDIT2] The Apollo's warpout seems to be ridiculously fast. Of course, that's fixed by removing the flight model .tbm which again seems to be based on personal preference.

I had non blocking errors with this apollo-shp.tbm file and because I'm trying to start modding I just wanted to understand. I figured out that if there's
Code: [Select]
$Armor Type: LightArmor
So shouldn't there be also
Code: [Select]
$Shield Armor Type: LightArmor
I saw LightShield instead and that's what triggers the error.

Am I right?

PS: sorry for the offtopic question.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Cobra on September 09, 2016, 09:14:40 am
That only happens if you're running debug (which you should really only run if you experience bugs and crashes and need to know the cause or if you're beta testing a mod), and I'm unfamiliar with armor types and how they work so I left them in. It's better to not use my tbm, in all honesty. Preferably, no tbm at all except for the variants.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Mad Bomber on September 11, 2016, 07:12:47 am
These are so freaking boss.  :D

I hope you don't mind if I make a six-gun Apollo out of these.

Edit: Six-gun Apollo seems to be working fine in-game, but for some reason team colors won't show up in my FS2. Making a new thread to that effect and removing a pile of stuff I had posted here.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Rvn on September 17, 2016, 01:28:38 am
 It's beautiful
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: FlamingCobra on October 02, 2016, 09:32:45 am
That is one sexy ship.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Charismatic on October 07, 2016, 10:55:41 am
Looks so pretty!
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: antsa on October 07, 2016, 12:39:04 pm
Holy moly!
this looks GREAT
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Mr_Blastman on October 16, 2016, 11:13:30 pm
This is one sexy ship!
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: shepard1707 on July 28, 2017, 04:29:51 am
Very very very sorry to necro this after so long. But I was wondering if anyone might be able to help me out with getting this into the game? I'd love to use it during the campaign, but I can't seem to get it to work.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: jr2 on July 28, 2017, 09:06:45 am
Isn't this used in FSPort now?  I think you just have to activate the fsport-mediavps mod or somesuch, as FSPort is the port without using the enhanced models from the MediaVPs upgrade (would be useful for low-end systems, I guess?).

You do have the MediaVPs and FSPort installed on FreeSpace 2 using the FreeSpace Open Installer, which you can find at the menu bar at the top of this site labeled "Installing FreeSpace Open", right?  Then you'd want to activate the fsport mediavps mod and launch the game with wxLauncher (I think it's available from within the Installer, but if not, you can get it from the same drop-down).
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: tomimaki on July 28, 2017, 09:23:35 am
It is not used in fsport-mediavps yet.

Put 4 folders from archive into data folder of your mod.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: DefCynodont119 on July 28, 2017, 01:56:29 pm
@jr2
Nether this, nor the HTL Hippocrates have been added to the MediaVPs as of yet. I'm not sure but I think the MVPs are updated in large chunks of ships.


@shepard1707
If you just want the new Apollo and nothing else;
Go into the Zip and grab the "Models" and "Maps" folders, take them and place them in "fsport-mediavps_2014" under the "Data" folder.


Hope this helps!   :)
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: AdmiralRalwood on July 28, 2017, 03:35:08 pm
The only released mod I know of off-hand that uses this Apollo is BtA, which specifically went through the trouble of un-PBR-ifying the maps because their initial release targeted 3.7.4.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Trivial Psychic on July 28, 2017, 10:08:05 pm
I'm using it but I had to adjust the firepoints to make them symmetrical again.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: MitoPL on July 31, 2017, 02:07:43 am
@shepard1707
If you just want the new Apollo and nothing else;
Go into the Zip and grab the "Models" and "Maps" folders, take them and place them in "fsport-mediavps_2014" under the "Data" folder.
I think the model itself (the .pof file) should be renamed to fighter04.pof. That works for me.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: AdmiralRalwood on July 31, 2017, 02:32:26 am
...It didn't come in the download that way? I must've renamed it and forgotten.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: crizza on September 04, 2017, 04:02:12 pm
Just found this...
The pictures alone get me tempted to get into fred, since I always wanted a MKII Apollo as personal fighter for my XO :D
Looking good btw.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: mjn.mixael on December 02, 2017, 12:18:13 am
Yeah... I'm bumping an old thread. Deal with it.


Any chance we have the source files to the textures to this? Specifically the Lt. Ash version? I'm working on a thing... Would love to have the highest quality textures available and bonus points for a legit height map instead of a normal.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Vidmaster on December 04, 2017, 02:15:57 pm
please give that man his data, we might get an HD cutscene out of it ;-)
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: fightermedic on December 15, 2017, 03:52:51 am
sorry, haven't had a look at hlp for quite some time, i will see what i can find
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: fightermedic on December 15, 2017, 06:50:38 am
Hm, nope, I don't seem to be having the Quixel suite textures around any more, except from the blend file, everything is in the download, i am sorry :/
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Goober5000 on April 20, 2018, 01:08:32 am
:bump:

I'd like to add this to the FSPort MVPs.  Could someone (maybe Trivial Psychic) provide a version that has the POF data in the same arrangement as the retail model?
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Trivial Psychic on April 20, 2018, 07:16:27 am
I tried to include it in an attachment, but even compressed it was too big... and that was without the texture file.
Title: Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Post by: Novachen on November 02, 2018, 04:07:57 pm
 :bump:

Sorry to bump this old thread. But i found small errors in the Prototype and the MK II version of the Apollo.

Both of them have a "Turret" subobject that is defined as an actual subsystem, which is requested by the ships.tbl.

But even if you add it there, you get only a message about a missing firing point, which is correct, because in the prototype this "turret" is only a cosmetic feature and in the MKII one it is used as the firing point for the primary guns.

So maybe someone is interested to release a 1.2 update of this, that does not have the "$special=subsystem; $fov=240" properties in these versions :).

Or to better say, that is the thing i have done to the models i have (well, i could upload them, too), but maybe it is not the intended solution for this?