Author Topic: Just had an idea... who has their modelling software ready?  (Read 4944 times)

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Offline Warlock

  • Death Angel
  • 29
    • Holocron Productions
Just had an idea... who has their modelling software ready?
Ya mean like this?

 


Polycount= 2000
In MV32 textures look freaked out from most angles.

If someone REALLY wants this concept though it WILL work. Just need lower poly fighters.

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Warlock
 
DeathAngel Squadron
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Offline morris13

  • New Marshal in town...
  • 27
Just had an idea... who has their modelling software ready?
couldn't you avoid the poly count problem by making the other fighters subobjects of the first one? You wouldnt need a 'pole' to connect them and other ships could actually fly through the space between them. It would seem to me that the most realistic use of this would be a single fighter with three 'support drone' weapons platforms, much like you see in a lot of those top-down or sidescrolling shooters. You could put turrets and supplementary secondary banks on them so that they could shoot semi-autonomously while you were flying around.
If it aint broke, break it!

 

Offline Warlock

  • Death Angel
  • 29
    • Holocron Productions
Just had an idea... who has their modelling software ready?
1: They are subobjects of the same fighter.

2: hiegharcy (I never could spell it) has nothing to do with polycount. Poly or faces are what makes up the model itself.

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Warlock
 
DeathAngel Squadron
CO

Do or Do Not,..There Is No Spoon
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 We meet our fate together

 

Offline Sushi

  • Art Critic
  • 211
Just had an idea... who has their modelling software ready?
Intriguing idea...but what would be the hull? Isn't that a required subsystem?

The problem is by destroying the hull, you could kill all four fighters at once, but where do you put the hull?

As for the fixed-wing thing, that could be overcome- just have the subsystem/ships move around in a few simple patterns. The solar panels on the Faustus, for example, rotate, and if you put the axis of rotation below the bottom HerII, it would rotate around it. If the whole object was moving forward, it would look like a spiral motion.

Also, how do you decide how the system aims? The gunpoints would all be at radically different positions and possibly moving, so which ship or what point does the AI use as it's boresight crosshair?

This could be fun.  

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Sushi- the OTHER white meat!
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Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
Just had an idea... who has their modelling software ready?
OK, some things to point out: You don't need the models to touch each others, no need to link them in any way. Make the hercs rotate would be weird, and gunpoints can't rotate. If you want gunpoints that follow the rotating subobjects, you will have to make them as turrets , and give them no ROT. That definitively can't work with regular fighters, it would look too weird. But the shooter weapon platforms (like in Xenon) should be great and work perfectly (you'll have top make them as turrets anyway).

Warlock, hem... could you make what you did for those hercs2 with the asteroid models? That would be great (the pb is that with this big poly increment, you should make the LODs, that's a lot of work I'm afraid...). I would definitively use it.
SCREW CANON!

 

Offline Warlock

  • Death Angel
  • 29
    • Holocron Productions
Just had an idea... who has their modelling software ready?
You guys have a nack formaking something WAY the hell more trouble than it should be  

1: If all objects are vaped then the wing is dead.

2: If this were for a player,..and the player section is killed,...who cares if the other three "should" live? You're dead mission over  

3: Those hercs were not connected by any object. It's called glue  

4: Rocks...np,..low poly count.

5: Why would the guns points be so different? Set the damn things up where the hercs (or whatevers) guns are ;p

6: Pull the trigger and BANG all guns point selected fire for ALL fighters in the wing.


Remember Set got this from watching Stargate,..think about how those wings flew guys,..as if they were linked. Imagine the Blue Angels,..if they spin as a whole they spin as a whole.

The point of making this? I've got NO idea. It's not a good tactic to maintain a tight formation when there are other enemy fighters/bombers engaging you,..opening scenw of FS2,..they missed two medusas and nailed the third. A tight formation draws alot of fire but increases the change that ONE of them might be hit. Break and attack baby.

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Warlock
 
DeathAngel Squadron
CO

Do or Do Not,..There Is No Spoon
Ghosts of the Past Forum
Ghosts of the Past WebSite
To Fly Exotic Ships, Meet Exotic People, and Kill Them.


We may rise and fall, but in the end
 We meet our fate together
Warlock



DeathAngel Squadron, Forever remembered.


Do or Do Not,..There Is No Spoon

To Fly Exotic Ships, Meet Exotic People, and Kill Them.

We may rise and fall, but in the end
 We meet our fate together

  

Starwing

  • Guest
Just had an idea... who has their modelling software ready?
 
Quote
It's not a good tactic to maintain a tight formation when there are other enemy fighters/bombers engaging you,..opening scenw of FS2,..they missed two medusas and nailed the third. A tight formation draws alot of fire but increases the change that ONE of them might be hit. Break and attack baby.

It's standard tactic for bomber wings to stay in close formation for their attack runs, because this way all rear guns/ gun turrets can open fire on attacking fighters. Of course you are right, the chance of one being hit is higher, but also the chance of the attacker being hit before it can come back for the next attack run.

I used this tactic once in 1942-Pacific Air War, and the first Zero to show up shot down my entire bomber wing. Since then I always did a break out maneuver when the interceptors showed up, and left formation for a lonely low altitude bombing and strafing run that did ten times more damage then all other bombers at their dive-bombing run.

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You guys are strange...