Author Topic: GVCa Tanen edit/remap  (Read 10779 times)

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Offline Galemp

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Everyone's been clamoring for a revision of the Tanen, particularly as it would have stuck out like a sore thumb among the beautiful Vasudan ships of SA. So, here's a few WIP shots of my take on it.






With a few extrusions, I've added some rows of lights along the upper and lower surfaces, and I've also connected the two fighterbays into a fly-through hangar. :D I'm putting an invisible shield on it, :V: style, but you can always add the 'dont collide invisible' flag to make it fly-through. Next up I'll be revising the turrets, and probably seperating the top and bottom halves a little bit to make room for another row or two of deck lights.

I'd still like to break up that upper surface texture somehow, but I think I can do that with some funky turrets.
« Last Edit: September 04, 2003, 11:44:17 am by 510 »
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Offline Knight Templar

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Re-skin looks like it's going great. But while you are playing with the model, might I suggest doing something with the top part of the hull? It's supposed to be 4,000 meters long and with the plainness of the hull, it looks boring and small still. I know it ain't very Vasudan, but maybe some kind of bridge, or visible lights or something... curves, edges, dips, mounds, etc.
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Offline Galemp

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The original had those whacking great flak turrets on top, which I liked a lot, so I'll be adding those on. A bridge superstructure is a great idea, too, so I'll think up some ideas for that. :)
« Last Edit: September 04, 2003, 12:54:04 am by 510 »
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

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Offline Sesquipedalian

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Good stuff, GE. :D

I'd say either increase the tile factor on the light brown topside texture, or decrease it on the pinkish side texture, or both.  Right now the difference in texture density looks funny.  Also, more extensive use of the UVUnwrap would be nice (e.g. on the inside of the forward arms).

Again, great work.  It is already looking better.
« Last Edit: September 04, 2003, 11:55:38 am by 448 »
Sesqu... Sesqui... what?
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Offline pyro-manic

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Looking good!  To break up the hull, what about having separate plates af armour, making it look a bit like a shell? Like the Sobek, so you'd have the armour plates the light brown texture, with bits of the superstructure underneath showing through with a dark texture (like the Typhon's hull colour) or a lights texture. Then you could have the bridge rising up through the armour plate, with it's own separate plating on.

Can't describe it very well, but it'd look really good.

PS. Fly-through hangar is sweeeet. :):yes:
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Offline Galemp

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Some pics of the updates I've made, including the blue turret mounts on the sides, the decks, and the new bridge structure.





"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...

  
I like the new bridge, but i definately LOVE the blue turrent areas! now that's a reskin! L8tr...
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Just wanted to say that I love this ship.

The only thing missing for me are some turrets on top. If, however you feel that this will spoil the new, cool and uneven textures, well, don't put any...
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Offline Sesquipedalian

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:yes: Looking good, my friend.
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Offline Galemp

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I got positive feedback from my last edits, and there's nothing more I felt needed changing, so I turreted it, LODded it, and POFed it. Here she is.

http://www.fileplanet.com/dl.aspx?/3dactionplanet/hlp/hosted/fsport/newtanen.zip
Hosted on my FilePlanet space until I can get it hosted on the Inferno Archives.

I've included tables for FS2 campaign balance, and Inferno balance, so you can do whatever you like with it. :D Thanks to Aldo for the original model.

There are just two problems: first, it's not smoothed, so the lighting effects are terrible. :( If anyone knows how to smooth a model for conversion please let me know. The other problem is, despite my best efforts, the flak turrets don't point in the right direction. This is stumping me too, and any help there would also be appreciated.
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Offline Knight Templar

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ooooooh... glow maps... ;7

:yes:
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Offline Sesquipedalian

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[color=ffd600][size=10]Excellent![/color][/size]
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Offline Galemp

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Sesq, Woomeister's got a smoothed version somehow. (I never even gave him the COB... how did he do that?) You can snag that from him to use in SA, though for some reason two of the turrets crash FS2 Open.
"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 Su-tehp

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GE, you and I have GOTTA talk, buddy! You spent all this time revising the Tanen (a ship I´m heavily in favor of using for DatDB) and you didn´t even tell me?

Dude, I´m disappointed in you... :( ;)

Seriously, though, if there are any minor flaws left, let me know on any progress in ironing them out. A reskinned tanen like this is way too good to pass up. :nod:
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Offline Galemp

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Having fun here, Su? :D
"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 Raptor

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First, let me say that this is a great improvment over the original.  Good work GE!

Quote
Originally posted by GalacticEmperor
The other problem is, despite my best efforts, the flak turrets don't point in the right direction. This is stumping me too, and any help there would also be appreciated.


Well, the problem (and solution) is simple: the 'base' subobject of the barrelled turrets must have their rotation set to 'Z-axis' (modelview switchs the Z and Y axis, don't know why :confused: ) and the 'barrels' sholud rotate around the 'X-axis'

This should fix your little problem.

I have found a new bug, but it might just be my machine/install.  If I fly close to the ship, game crashes.  sometimes about a kilometer away, sometimes a few hundred metres.... :hopping:

So as long as I mantain my distance, it should be fine....
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