Author Topic: Reviving an old beast  (Read 5564 times)

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Offline StratComm

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Reviving an old beast
I recently got to playing with the Archangel source model, and I've come up with a new release build.  The much-malaigned candlestick turrets, which fire LRBBlue beams, have been updated with a new beam turret.  Here's some pics of the changes:





Be warned, this model won't open with most editors, only PCS.  It does work fine in FS_open_3_5.exe, and should in later versions.  Go to the link in my sig, here, to get it.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Galemp

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:ick

Those just look weird. Make them wider and flatter, and get rid of the prongs, then they'll look much better.
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Offline StratComm

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Prongs:  They are supposed to be based off of the same technology as the main beam, only several orders of magnitude smaller.  Thus the claws.  I also have a double-barreled alternate, but I don't have the conversion done on that one.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Galemp

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Quote
Originally posted by StratComm
Prongs:  They are supposed to be based off of the same technology as the main beam, only several orders of magnitude smaller.  


I know, that's obvious. But it looks really strange since they're not aligned on a main axis. They're just kind of glued onto there, and look like they could snap off. Inset them more.
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Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...

 

Offline Spicious

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Quote
Found in the Readme
Also, the firepoints on turrets 02 and 03 are extremely haphazardly guessed at (as neither modview or Aurora would open the model)
It works in modelview for me.

Anyway try these for the normals and firing points for turrets 2 and 3
Normals: 0,1,0 and 0,-1,0
Firing points: 0,140,0 and 0,-140,0

 

Offline StratComm

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You are right GE, they should be inserted into some kind of turret model.  I'll see what I can come up with.  And Spicious, could you tell me what version of ModelView you are using?
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Knight Templar

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Yeah, they don't look like they belong. You need some kind of bigger heaveier mont.. and the prongs, well, just anywhere on the ship, they look silly. I think it has to do with the fact that they couldn't have much of any firing arc and they look, as said, glued on the hull.
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Offline Spicious

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It's just a version of modelview 1.0 beta 05 where the limits have been increased by Vasudan Admiral. It can be found here.

 

Offline StratComm

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Quote
Originally posted by Knight Templar
Yeah, they don't look like they belong. You need some kind of bigger heaveier mont.. and the prongs, well, just anywhere on the ship, they look silly. I think it has to do with the fact that they couldn't have much of any firing arc and they look, as said, glued on the hull.


They are rotating turrets, that's why the base and the upward normal.  They are supposed to swing around and defend the Archangel's vulnerable spots (everything besides the forwar firing arc) so they actually have a very large firing arc.  I'm playing with the effect some, nesting them in larger housings for one thing and shortening the arms.

EDIT: Here's what I've managed to come up with.  It's in action this time, so you can actually see the turret in combat position.


« Last Edit: April 26, 2003, 12:59:24 am by 570 »
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Bobboau

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glowmapping? ;7
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Offline Galemp

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Ahh, much better. I see what you're doing now. :nod:
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...

 

Offline Knight Templar

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Ah, I have too seen the light. Before I thought you meant they were just like trees sticking up out of the ground. Much better now, although I must say, those guns are huge
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Offline diamondgeezer

Interesting ship

 
2 things though...

     First is that an error in mapping? there is an extra part of the blue dish map that is distracting and I think shouldn't be there (on the turrent base part as you face the gun).

     Second make the base part able to take another texture different than the gun itself, it blends too much together and it doesn't appear to be two parts. It looks like one molded piece) try a lighter color of deck plate to show there is seperation between the gun and the hull. For standard elevated turrents they achieve this by coloring the ends of the barrels where they meet the turrent base. but you gun is vastly different in design. But it is a neat design I think! Good Job!!!

   If you are available care to fool around and make turrent for my SDF-4 and fleet of other ships????

[edited] Please excuse the earlier typos, I was half-asleep! BUt it was worth it SAAB got a major boost (but I can't tell you guys anything, yet...) :p
« Last Edit: April 26, 2003, 01:08:25 pm by 622 »
Don't think of it as being outnumbered. Think of it as having a wide target selection !

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Offline gevatter Lars

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I want to see it firing...the beam must be hugh as is the cannon...something like a pulsebeam would be great.
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Offline StratComm

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here it is firing...





I've still got a tiny bit of work to do before it's released, so I'll see about perhaps changing that blue part underneath and fixing some minor details.  On a side note (and I feel stupid for asking already), how does one slow down turret rotation speed?
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Sigma

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Nice Beam !! :yes:

 

Offline SKYNET-011

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Yes, nice:yes:

Does the beam come with the ship?
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Offline StratComm

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Quote
Originally posted by SKYNET-011
Yes, nice:yes:

Does the beam come with the ship?


Yes :nod:

It's just a blue version of the LRBGreen, originally made by Xerxes I believe.  The table and the credits for the beam are in the readme.  The main cannon is what is really special, but this beam is more than capable of fendin off destroyers.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Galemp

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Quote
Originally posted by StratComm
On a side note (and I feel stupid for asking already), how does one slow down turret rotation speed?


From my tutorial on tables.

Code: [Select]

$Subsystem: turret06, 2, 1.0
$Default PBanks: ( "Subach HL-7" )
;These are the subsystem definitions. You must have the name
of the subsystem, as specified by the model; the percentage of
hitpoint damage that must be done to destroy this subsystem;
and the rotation time (for rotational turrets.)
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...