Author Topic: ISD-SSD (image heavy)  (Read 11103 times)

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Offline KARMA

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as said, reptile, i'm working with a group of friends from the same starwars clan at a StarWars mod for Freespace2.
Since your models are really cool i would be happy to try to insert them in our mod, whenever they are adaptable to the freespace2 engine.
We all are newbies to modding...we are focusing our work actually to the fighters so i will not surely be the best solution to make a capital ship flyable in fs2... i've never tried that, but it's something that i will have to deal with in the future, something that i have to learn sooner or later...and why not with your models?  
And also...if you will get deeper involved in our project...we will be really happy to work with you  
if you want more infos....
my email is [email protected]  
bye


[This message has been edited by KARMA (edited 01-06-2002).]

 

Offline delta_7890

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I would kill for the Night Hammer.  That's one sweet looking vessel.  Hell, I'd make it my flagship.

[This message has been edited by delta_7890 (edited 01-06-2002).]
~Delta

 

Offline Darkage

  • CRAZY RENDER RABBIT
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L33t flowting triangles err..ships dude

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Quote
Originally posted by Reptile:
Yes, actually. I was told by a friend that FS2 can handle models with 2000 polys, if broken into sub-objects.



nope its about 9000 polys any more and the game will crash and try not to have mroe than 5000 on one ship or you get cliping borbs and the game will slow down alot too.

where can i find the web site for this mod I have a hole book on all the star wars ships there are and can help out with what the sizes should be. I would like to help in TBL editing.

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The Ancients a old and proud reace, one that is not all alone, and I am not one of them, but I am Nouben.

[This message has been edited by StarGunner (edited 01-06-2002).]
The Ancients a old and proud reace, one that is not all alone, and I am not one of them, but I am Nouben.

 

Offline Nico

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Quote
Originally posted by StarGunner:
 nope its about 9000 polys any more and the game will crash and try not to have mroe than 5000 on one ship or you get cliping borbs and the game will slow down alot too.

where can i find the web site for this mod I have a hole book on all the star wars ships there are and can help out with what the sizes should be. I would like to help in TBL editing.


what are you talking about? what he said is just fine, a 2000 poly ships, he just has to break it into some 800 polys submodels, period.
lser turrets in SW aren't complex (well, not in XWA anyway   ), little 4 side pyramids should do the job, so the polycount shouldn't be  increased too much.
SCREW CANON!

 

Offline Darkage

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Quote
Originally posted by venom2506:
what are you talking about? what he said is just fine, a 2000 poly ships, he just has to break it into some 800 polys submodels, period.
lser turrets in SW aren't complex (well, not in XWA anyway   ), little 4 side pyramids should do the job, so the polycount shouldn't be  increased too much.

I am not a modeller but don't you get fly trough and sometimes clipping probs when you cut the model in half to lower polycounts?
wouldn't that mean a open mesh?



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ICQ 102628858
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Inferno

the the mod place!
Join our forums at The ModPlace![/b]
Gost of the past
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Returned from the dead.

 

Offline LAW ENFORCER

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You mean makeing it out of more than 1 subobject? (ahhh) No. well yes, kinda mabey. mabey someone esl can give a cleare answer...
Conflict GRDLA:
Operation Return To Riker
www.ARMOUREDSTAR.com - the latest site is not finished yet!
[What we have here is the source to the Freespace ENGINE, not the Freespace GAME. By allowing the ENGINE to support all kinds of cool stuff, we're allowing the creation of all new GAMES] - TurboNed

 
 
Quote
Originally posted by venom2506:
what are you talking about? what he said is just fine, a 2000 poly ships, he just has to break it into some 800 polys submodels, period.
lser turrets in SW aren't complex (well, not in XWA anyway   ), little 4 side pyramids should do the job, so the polycount shouldn't be  increased too much.

I ment it for a modle reffrence

------------------
The Ancients a old and proud reace, one that is not all alone, and I am not one of them, but I am Nouben.
The Ancients a old and proud reace, one that is not all alone, and I am not one of them, but I am Nouben.

 

Offline vadar_1

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the laser turrets in sw are the same as that mounted on a hecate, the top part, those laser turrets. Except the fire faster, with more force out of the barrel, and do alot more dmg
"Shockingly, checking Draw Lines Between Marked Icons draws lines between the marked icons. " -Volition quality help files

Projects;
The Full Circle Project (site down - server side problem)
Paradox (site down - server side problem)

 

Offline Nico

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Quote
Originally posted by vadar_1:
the laser turrets in sw are the same as that mounted on a hecate, the top part, those laser turrets. Except the fire faster, with more force out of the barrel, and do alot more dmg

I wasn't talking about how they fired, but how they looked like.

edit: forgot a "L"



[This message has been edited by venom2506 (edited 01-06-2002).]
SCREW CANON!

 

Offline KARMA

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well as venom said the piramid version was used in the early sw games (xw and tf), and is used also in xvt (but in xvt there is more of one type of turret..there are more complex turrets too) and as far as i can remember in xwa they are little different.
i may be wrong since i've played at alliance a lot of time ago but there were some moving turrets with gun mounted but there were also simply cubic turrets without a moving gun(on the surface of star destroyers).

Anyway...it would be a good idea to create a certain number of turrets to be shared with all the ships...and obviously if they have a decent shape it would be far better       ,but it depends obviously on the polycount of that ships.

It is impossible to say something precise without seeing models.....the 2000 polycount may be reached with a triangulized model...and if the model was well created triangolization may be removed to reduce polycount having then only a little number of faces not flat or not seen by fs2 as flat or with clipping probs to be fixed.....if the models are not so good (likeif created  using booleans) the number of faces to be fixed will be simply too high ...elseway if the models are not triangulized the models may need more of that 2000 polys to work in fs2....

about the site of our project... there isn't actually a site online...we have only the logo (created by me       )
http://www25.brinkster.com/fateofgalaxy/img/FOG.jpg  
and http://www25.brinkster.com/fateofgalaxy/img/cornice.jpg  
...none of us had jet enough time to work at it...but i hope there will be something up soon, something simple just for screenshots downloads and news...and i hope also we will release within a month or two a first beta with tf,ti,td,ta,gunboat,xw,bw,aw......only a melee pack so...but we are just at the beginning....

oh, and we will surely accept any help from textures art to modelling to table editing      
bye!




[This message has been edited by KARMA (edited 01-06-2002).]

 

Offline vadar_1

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Quote
Originally posted by venom2506:
 I wasn't talking about how they fired, but how they looked like.

but thats what they look like!
the hecate's turrets, same thing
"Shockingly, checking Draw Lines Between Marked Icons draws lines between the marked icons. " -Volition quality help files

Projects;
The Full Circle Project (site down - server side problem)
Paradox (site down - server side problem)

 

Starwing

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Actually, in xwa there are several types of turrets. Some ships, like the Strike Cruiser, have turrets with barrel and base, although the barrel can't move. Some ships, i.e Marauder Corvette, have just small pyramids and the Star Destroyers don't have any turrets at all, just weapon points placed all over their hull.

 

Offline Nico

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hehe, sorry, I was talking about the ISD. the dreadnaught, for exemple, had barreled turrets. But I do remember the ISD has at least some pyramid like turrets.
SCREW CANON!

 

Starwing

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The ISD has some subobjects called "Weapon System" on its hull. But Those don't do anything. If you destroy them the weapons keep on firing. The Dreadnaught didn't have barelled turrets, too, IIRC. The Strike Cruiser had, Carrack Cruiser, and the Correlian Corvettes.

 

Offline Nico

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Quote
Originally posted by Starwing:
The ISD has some subobjects called "Weapon System" on its hull. But Those don't do anything. If you destroy them the weapons keep on firing. The Dreadnaught didn't have barelled turrets, too, IIRC. The Strike Cruiser had, Carrack Cruiser, and the Correlian Corvettes.

crap. I've seen the one from the XWAU, and supposed the old model had barrelled turrets too  . Oh well, i keep saying crap, i better shut up.
SCREW CANON!

 
 
Quote
Originally posted by venom2506:
crap. I've seen the one from the XWAU, and supposed the old model had barrelled turrets too   . Oh well, i keep saying crap, i better shut up.

You are all forgetting The StarWars Rouge sqod 2 and the blue TrboLasers! I have a book with all the stuff you need so ask me and I will tell.

------------------
The Ancients a old and proud reace, one that is not all alone, and I am not one of them, but I am Nouben.
The Ancients a old and proud reace, one that is not all alone, and I am not one of them, but I am Nouben.

 

Offline Reptile

  • 23
I dont mind giving out my models for a mod... but they need some major overhauling before theyre ready for fs2.. im still learning the do's and dont's... a heavy turbolaser on a ISD take 60 secs to recharge for a secound shot.. but theres 60 so it looks like they fire fast cause they alternate.

I've made fighters and the falcon too... but they also need work  

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"Agreed. There's only one way to deal with terrorists... locate their base of operations... and destroy them."
"I love that answer, Captain Hunt." Tyr Anazasi to Dylan Hunt-Andromeda
"It's nearly impossible to defend against an assassin who's willing to die for his cause."
"Agreed. There's only one way to deal with terrorists... locate their base of operations... and destroy them."
"I love that answer, Captain Hunt." Tyr Anazasi to Dylan Hunt-Andromeda

 

Offline Nico

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Quote
Originally posted by Reptile:
I dont mind giving out my models for a mod... but they need some major overhauling before theyre ready for fs2.. im still learning the do's and dont's... a heavy turbolaser on a ISD take 60 secs to recharge for a secound shot.. but theres 60 so it looks like they fire fast cause they alternate.

I've made fighters and the falcon too... but they also need work  


60 turbolasers? that won't be possible in FS2. I think there's a 80 limit for turrets, or around 80 anyway.
60 turbolasers, that would be only 20 normal ones...

SCREW CANON!

 

Offline Reptile

  • 23
Perhaps I should rephrase... its 60 heavy turbolaser turrets + normal turbolaser turrets and 60 ion cannon turrets.

SSD has over 250 of each turret.

------------------
"It's nearly impossible to defend against an assassin who's willing to die for his cause."
"Agreed. There's only one way to deal with terrorists... locate their base of operations... and destroy them."
"I love that answer, Captain Hunt." Tyr Anazasi to Dylan Hunt-Andromeda
"It's nearly impossible to defend against an assassin who's willing to die for his cause."
"Agreed. There's only one way to deal with terrorists... locate their base of operations... and destroy them."
"I love that answer, Captain Hunt." Tyr Anazasi to Dylan Hunt-Andromeda