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FreeSpace Releases => Asset Releases => Topic started by: FredFrost on May 14, 2019, 12:21:28 pm

Title: Asset Release: Battlestar Perseus
Post by: FredFrost on May 14, 2019, 12:21:28 pm
This is a model made with the "Head" and Engines of the "BSG Capship Dump".

So I have to give credits for these Parts to Boewolf. I hope he ikes the kitbashed monster I made with it.

Model has Debris, Pathes, etc. it works pretty well, but you have to write your own table entry. Sorry for not making BSG-style "Launchtubes", your fighters have to start from the hangarbays.


(https://i.ibb.co/Q9vqPLx/perseus.png) (https://ibb.co/tBpNqg1)
<a target='_blank' href='https://de.imgbb.com/'>upload photo[/url]



Also a little vid to showcase:








Download at Sectorspace: https://sectorgame.com/fsfiles/?dir=uploads/Modifications/Miscellaneous&s=battlestar%20perseus

Original BSG Capship Dump by Boewolf: https://www.freespacemods.net/download_511.html


(Edit: Please redownload the file with the "fixed textures"-appendix.  Thanks to Nightmare for the note on "duplicate textures".)
Title: Re: Asset Release: Battlestar Perseus
Post by: Colonol Dekker on May 14, 2019, 02:45:50 pm
 :yes: :yes:

Awesome work.  Keep it going!!!

Edit-  you could include the .tbm?  :)
Title: Re: Asset Release: Battlestar Perseus
Post by: FredFrost on May 14, 2019, 03:01:55 pm
if needed,  I can write a TBM. But the problem would be:

I use the ship on a heavily modded "BTRL". (since BTRL had no Capship-Weapons, I had to create own Weapons for example, some own effects, sounds etc.)


What i can do: Look into the original Freespace-Ships.tbl and write down a most basic TBM.
Title: Re: Asset Release: Battlestar Perseus
Post by: PIe on May 14, 2019, 03:02:14 pm
Nice!  Great to see someone making BSG models and including ships from the old series.
A small note:  from your video title, it looks like you're using FSO 3.7.0, which is pretty old.  Newer builds (the latest stable is 3.8.0 but most modders use the 3.8.1 nightlies) catch more errors and are strongly encouraged for general use.
Title: Re: Asset Release: Battlestar Perseus
Post by: Nightmare on May 14, 2019, 03:36:06 pm
 :yes:
Maybe make Diaspora-compatible version of the table as well?
Title: Re: Asset Release: Battlestar Perseus
Post by: FredFrost on May 14, 2019, 03:54:24 pm
I am just triying to write a TBM for Freespace, based on that what the infos of Trashmans last Release (GTD Auriga)

A "Diaspora"-compatible Table-Entry would be a bigger problem, cause I don't have the game installed and last time I checked the Ships.tbl of Diaspora, there where much stuff I did not unterstand at that time.

You know, the Diaspora-Team modded on a big and impressive level away with some unusual stuff.
Title: Re: Asset Release: Battlestar Perseus
Post by: FredFrost on May 14, 2019, 04:23:56 pm
Maybe this informations of my table-entry will help everyone, who wants to write a tbm for the Perseus:

"COL" are the smaller guns, "CAM" are the big ones. Replace them with "Terran Huge Turret" and "Standard Flak" for example.

But I recommend to look in your "Ships.tbl" what "speed, shields, armor, Warp effect" and so on are usual in your game or mod, so you keep the balance of power and speed in  it:



$Subsystem:       turret01,8.5,1.0
$Alt Subsystem Name: Gun Turret
   $Default pBanks:         ( "col" )
$Flags:   ("check hull" "reset when idle" "target requires fov" "fire on target" "only target if can fire"  )
$animation: triggered
$type: initial
   +relative_angle:       90,0,0
 
   $Subsystem:       turret02,8.5,1.0
$Alt Subsystem Name: Gun Turret
   $Default pBanks:         ( "col" )
$Flags:   ("check hull" "reset when idle" "target requires fov" "fire on target" "only target if can fire"  )
$animation: triggered
$type: initial
   +relative_angle:       90,0,0

   $Subsystem:       turret03,8.5,1.0
$Alt Subsystem Name: Gun Turret
   $Default pBanks:         ( "col" )
$Flags:   ("check hull" "reset when idle" "target requires fov" "fire on target" "only target if can fire"  )
$animation: triggered
$type: initial
   +relative_angle:       90,0,0

   $Subsystem:       turret04,8.5,1.0
$Alt Subsystem Name: Gun Turret
   $Default pBanks:         ( "col" )
$Flags:   ("check hull" "reset when idle" "target requires fov" "fire on target" "only target if can fire"  )
$animation: triggered
$type: initial
   +relative_angle:       90,0,0

$Subsystem:       turret05,8.5,1.0
$Alt Subsystem Name: Gun Turret
   $Default pBanks:         ( "col" )
$Flags:   ("check hull" "reset when idle" "target requires fov" "fire on target" "only target if can fire"  )
$animation: triggered
$type: initial
   +relative_angle:       90,0,0


$Subsystem:       turret06,8.5,1.0
$Alt Subsystem Name: Gun Turret
   $Default pBanks:         ( "col" )
$Flags:   ("check hull" "reset when idle" "target requires fov" "fire on target" "only target if can fire"  )
$animation: triggered
$type: initial
   +relative_angle:       90,0,0

$Subsystem:       turret07,8.5,1.0
$Alt Subsystem Name: Gun Turret
   $Default pBanks:         ( "col" )
$Flags:   ("check hull" "reset when idle" "target requires fov" "fire on target" "only target if can fire"  )
$animation: triggered
$type: initial
   +relative_angle:       90,0,0

$Subsystem:       turret08,8.5,1.0
$Alt Subsystem Name: Gun Turret
   $Default pBanks:         ( "col" )
$Flags:   ("check hull" "reset when idle" "target requires fov" "fire on target" "only target if can fire"  )
$animation: triggered
$type: initial
   +relative_angle:       90,180,0

$Subsystem:       turret09,8.5,1.0
$Alt Subsystem Name: Gun Turret
   $Default pBanks:         ( "col" )
$Flags:   ("check hull" "reset when idle" "target requires fov" "fire on target" "only target if can fire"  )
$animation: triggered
$type: initial
   +relative_angle:       90,180,0

$Subsystem:       turret10,8.5,1.0
$Alt Subsystem Name: Gun Turret
   $Default pBanks:         ( "col" )
$Flags:   ("check hull" "reset when idle" "target requires fov" "fire on target" "only target if can fire"  )
$animation: triggered
$type: initial
   +relative_angle:       90,180,0

$Subsystem:       turret11,8.5,1.0
$Alt Subsystem Name: Gun Turret
   $Default pBanks:         ( "col" )
$Flags:   ("check hull" "reset when idle" "target requires fov" "fire on target" "only target if can fire"  )
$animation: triggered
$type: initial
   +relative_angle:       90,180,0

$Subsystem:       turret12,8.5,1.0
$Alt Subsystem Name: Gun Turret
   $Default pBanks:         ( "col" )
$Flags:   ("check hull" "reset when idle" "target requires fov" "fire on target" "only target if can fire"  )
$animation: triggered
$type: initial
   +relative_angle:       90,180,0

$Subsystem:       turret13,8.5,1.0
$Alt Subsystem Name: Cannon Turret
   $Default PBanks:        ( "cam" )
$Flags:   ("check hull" "reset when idle" "target requires fov" "fire on target" "only target if can fire"  )
$animation: triggered
$type: initial
   +relative_angle:       90,0,0

$Subsystem:       turret14,8.5,1.0
$Alt Subsystem Name: Cannon Turret
   $Default PBanks:        ( "cam" )
$Flags:   ("check hull" "reset when idle" "target requires fov" "fire on target" "only target if can fire"  )
$animation: triggered
$type: initial
   +relative_angle:       90,180,0

$Subsystem:       turret15,8.5,1.0
$Alt Subsystem Name: Gun Turret
   $Default pBanks:         ( "col" )
$Flags:   ("check hull" "reset when idle" "target requires fov" "fire on target" "only target if can fire"  )
$animation: triggered
$type: initial
   +relative_angle:       90,180,0


$Subsystem:       turret16,8.5,1.0
$Alt Subsystem Name: Gun Turret
   $Default pBanks:         ( "col" )
$Flags:   ("check hull" "reset when idle" "target requires fov" "fire on target" "only target if can fire"  )
$animation: triggered
$type: initial
   +relative_angle:       90,180,0


$Subsystem:       turret17,8.5,1.0
$Alt Subsystem Name: Gun Turret
     $Default pBanks:         ( "col" )
$Flags:   ("check hull" "reset when idle" "target requires fov" "fire on target" "only target if can fire"  )
$animation: triggered
$type: initial
   +relative_angle:       90,180,0


$Subsystem:       turret18,8.5,1.0
$Alt Subsystem Name: Gun Turret
     $Default pBanks:         ( "col" )
$Flags:   ("check hull" "reset when idle" "target requires fov" "fire on target" "only target if can fire"  )
$animation: triggered
$type: initial
   +relative_angle:       90,180,0


$Subsystem:       turret19,8.5,1.0
$Alt Subsystem Name: Gun Turret
     $Default pBanks:         ( "col" )
$Flags:   ("check hull" "reset when idle" "target requires fov" "fire on target" "only target if can fire"  )
$animation: triggered
$type: initial
   +relative_angle:       90,0,0


$Subsystem:       turret20,8.5,1.0
$Alt Subsystem Name: Gun Turret
     $Default pBanks:         ( "col" )
$Flags:   ("check hull" "reset when idle" "target requires fov" "fire on target" "only target if can fire"  )
$animation: triggered
$type: initial
   +relative_angle:       90,0,0


$Subsystem:       turret21,8.5,1.0
$Alt Subsystem Name: Gun Turret
    $Default pBanks:         ( "col" )
$Flags: ("check hull" "reset when idle" "target requires fov" "fire on target" "only target if can fire"  )
$animation: triggered
$type: initial
   +relative_angle:       90,0,0


$Subsystem:       turret22,8.5,1.0
$Alt Subsystem Name: Gun Turret
     $Default pBanks:         ( "col" )
$Flags:   ("check hull" "reset when idle" "target requires fov" "fire on target" "only target if can fire"  )
$animation: triggered
$type: initial
   +relative_angle:       90,0,0


$Subsystem:       turret23,8.5,1.0
$Alt Subsystem Name: Gun Turret
     $Default pBanks:         ( "col" )
$Flags:   ("check hull" "reset when idle" "target requires fov" "fire on target" "only target if can fire"  )
$animation: triggered
$type: initial
   +relative_angle:       90,0,0


$Subsystem:       turret24,8.5,1.0
$Alt Subsystem Name: Gun Turret
     $Default pBanks:         ( "col" )
$Flags:   ("check hull" "reset when idle" "target requires fov" "fire on target" "only target if can fire"  )
$animation: triggered
$type: initial
   +relative_angle:       90,0,0




$Subsystem:                     navigation,     10, 0.0
$Subsystem:                     communication,  10, 0.0
$Subsystem:                     weapons,        15, 0.0
$Subsystem:                     sensors,        10, 0.0
$Subsystem:                     engine01,                        10, 0
$Subsystem:                     engine02,                        10, 0
$Subsystem:                     engine03,                        10, 0
$Subsystem:                     engine04,                        10, 0
$Subsystem:                     engine05,                        10, 0
$Subsystem:                     fighterbay01,     0, 0.0

$Subsystem:                     fighterbay02,     0, 0.0

   
$Engine Wash:   Default1000
Title: Re: Asset Release: Battlestar Perseus
Post by: Nightmare on May 14, 2019, 06:21:29 pm
Just a minor advise - you can re-import ships with PCS2 through the "Load" button at the upper right, that will cause the model to use less textures (and hence, have a better performance - currently there are 17, but 7 of them are dublicates). You only have to start with a blank (empty) PCS2 and then import all stuff from the model, but you have to make sure that the textures are named absolutly identical as PCS notes small and capital letters (landing would have to named Landing to work properly).
Title: Re: Asset Release: Battlestar Perseus
Post by: FredFrost on May 15, 2019, 12:26:19 am
Thanks Nightmare. The information about "PCS2" and the capital letters will help a lot. I was wondering, where the duplicates came from. Now I know my mistake.