Author Topic: Blame Darkage.  (Read 15062 times)

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Offline mikhael

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Quote
Originally posted by Bobboau
RT better get the HT&L working quick


HT&L isn't going to let you get this thing into Freespace. That thing's around 20000 polys. That's like 4 Doom3 real time models. :D
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Offline Nico

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Quote
Originally posted by aldo_14
First reaction : **** ME!!


:blah:

Quote
Originally posted by mikhael
That's like 4 Doom3 real time models.


bah, you're ging low poly now :lol: ( my ships often have something like 4 times the regular FS2 ship polycount )
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Offline Black Wolf

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That's how FS Ships should look - heavy and industrial - some of them look too polished ATM.

Beautiful stuff.
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Offline aldo_14

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Quote
Originally posted by venom2506


:blah:


I think you may be taking that a bit too literally Venom.....

 

Offline mikhael

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Quote
Originally posted by venom2506

bah, you're ging low poly now :lol: ( my ships often have something like 4 times the regular FS2 ship polycount )


Doom3 is looking at about 5000 to 6000 polys for a realtime model. That's easily three times what, say, EOC allows. At twenty thousand polys, My version of the Mjolnir probably has more polys than most missions in Freespace. :D

I'm thinking of adding more details. There's some blank areas that look just bare and I forgot to detail the docking ring hatch. It might be cool to rig it out for animation completely, with sliders for all possible motions.
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Offline Fineus

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I'd like the idea of cooling plants, a meson power plant, communications array (optional extra?) the whole thing really kicks ass...

 

Offline mikhael

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Quote
Originally posted by Thunder
I'd like the idea of cooling plants, a meson power plant, communications array (optional extra?) the whole thing really kicks ass...


You know, I couldn't figure out where to put a comms array, so it ended up with five little antennae on the back. I was trying to keep very close to the original Mjolnir form factor. so I didn't want to extend the back end too much. As it stands now, there are five individual particle accelerator cores in a pentagon inside the weapon core. When the outer grinder rotates, you can see the accellerator cores through the gaps between the grinder arms. I may go back and detail those a little more too. Right now, they're just long cylindrical tanks.

I gave no thought to coolling and have no idea how or where to put cooling surfaces without changing the details too much.  If you have suggestions, I'd love to hear them. [edit] You know, I could put radiator fins along the back side of the outer grinder. right now there's just a beveled armor plate there. Some radiator fins with tubes running through might look good. :D[/edit]

Oh, and while I'm asking for suggestions, anyone have any idea where we could put two AAF beams where they wouldn't cut the RBC to bits every time they fired?
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Offline Fineus

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Sounds good to me - I'm not to sure about your AF beam problem... they could be put on the fins surrounding the RBC but then they'd have limited non forward firing arcs...

Heating could be put on the fins surrounding the RBC since those surfaces look clear of anything else...

I assume the docking ring is on the rear of the model? That's what it looks like anyways ;)

 

Offline mikhael

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Quote
Originally posted by Thunder
Sounds good to me - I'm not to sure about your AF beam problem... they could be put on the fins surrounding the RBC but then they'd have limited non forward firing arcs...

That's the problem. I believe that AAF beams would have to have a clear FOV for most of the space around the RBC, elsewise, they'd be kind of useless.

Quote

Heating could be put on the fins surrounding the RBC since those surfaces look clear of anything else...

Which fins? If you mean the outer "grinder" that's where I think I'm going to put them.

Quote

I assume the docking ring is on the rear of the model? That's what it looks like anyways ;)

Yes, that's the docking collar. Its currently pretty rough, so I'll redo the mechanism. Also I think I'll add some maintenance ports (pump heads, fueling collars, etc) and maybe hollow out the interior of the maintenance spaces (so if anyone ever decides to animate something with it, they can have a scene inside the Mjolnir). :D
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Offline Bobboau

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what if you could do one of those heat convection distortion effects from the inside of the outer blades
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Offline mikhael

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Quote
Originally posted by Bobboau
what if you could do one of those heat convection distortion effects from the inside of the outer blades


Can you elaborate? Right now I'm modelling up what looks like the cooling mesh of an air conditioner, or automotive radiator (though not so fine grained).
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Offline mikhael

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Some quick test renders of the new Outer Grinder for the Mjolnir:



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Offline Taristin

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:jawdrop:

*wishes he could find win2k and everything that went with it*
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Offline Fineus

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You know the more I see that thing, the more I want you to re-do the entire fleet and put them in game! :eek2:

 

Offline Taristin

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You know the more I hear that, the more I want you to do it. ;7

*edit*

OH! make the ANUBIS too!!!!!
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Offline Nico

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Quote
Originally posted by Thunder
You know the more I see that thing, the more I want you to re-do the entire fleet and put them in game! :eek2:


gimme money and a better PC and I'll do it ;) :D

btw, this looks like much more than 20 000 ( of course now it's more anyway, but still )... does LW gives the untriangulated polycount?
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Offline mikhael

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Quote
Originally posted by venom2506


gimme money and a better PC and I'll do it ;) :D

btw, this looks like much more than 20 000 ( of course now it's more anyway, but still )... does LW gives the untriangulated polycount?

Yes it does, and I, for one, am deeply afraid of the triangulated polycount.

For the record its... um.. 66100.
« Last Edit: November 19, 2002, 05:28:02 pm by 440 »
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Offline mikhael

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I've just updated the pics with newer, more detail rich versions. That's 28802 polys, 72888 triangles. No degenerates, no overlaps or intersections, and no colinear/coplanar/collocated points or polys.

She's got seven manhatches, ten directional thrusters, five radiator batteries, five exhaust vents, two missile launchers and one big damn beam. If you were to take the "lens" off the beam core and look inside, you would see a acceleration chamber. I'm tired. I'm going to bed now.
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Offline WMCoolmon

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-C

 

Offline Nico

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Quote
Originally posted by mikhael
I've just updated the pics with newer, more detail rich versions. That's 28802 polys, 72888 triangles. No degenerates, no overlaps or intersections, and no colinear/coplanar/collocated points or polys.


for the sake of your PC and your mental health,  for a  high poly model, I recommend you don't care about overlaping/intersecting objects ;)
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