Author Topic: Official Robotech Mod Thread  (Read 166648 times)

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Offline Getter Robo G

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« Last Edit: August 13, 2004, 01:29:06 am by 2035 »
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline TrashMan

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Official Robotech Mod Thread
Sent..hope you find someone to texture it.

If not, I will do it...
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 
Official Robotech Mod Thread
hey i just found Max Sterlings tutorial on making fs2 ships with blender. So if u wanna give me a chance.....

BTW what models are complete and what are still to make?
(and what are the polycount-limits?)

And have you checked www.3dmecha.com ?
maybe that guy can give us some help, too.

 

Offline karajorma

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Official Robotech Mod Thread
Earthpilot : Have a look through my FAQ for some more help with modding. Most of the links have migrated over to the wiki too (link at the top of the page).

The poly-count limits are dependant on whether you're using FS2_open or not. The Ship Creation guide linked to in my FAQ explains all you'd need to know if you're working on retail.

If you're building with FS2_Open in mind the limits are much higher. Around 2000 triangles for fighters and bombers and 5000+ for capships (I think the hard limit is 25,000 but only Omniscapers Star Trek models have gone above 10,000 and you probably shouldn't even go that high)
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline Getter Robo G

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I had 3 alphas (red,green blue) all set then they got corrupted!

  Anyway the Better invid pic here as well as TWO alpha battloids, red and blue.. I sent trashman the models so maybe he can repose them and add a Gun-11 gunpod. Otherwise they just look retarded flying around at attention... :P

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/ef5a&.dnm=c601.jpg

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/ef5a&.dnm=581c.jpg

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/ef5a&.dnm=37ea.jpg

enjoy!
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline Getter Robo G

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Red Blue and Green alphas now in game.. still need final tweaking (paths, ect, subsystems maybe glows ect..) but they are armed and explode fine...

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/ef5a&.dnm=58b5.jpg

[EDIT] Glows for engines fixed  Woot!
« Last Edit: August 13, 2004, 10:00:36 pm by 2035 »
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline Getter Robo G

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Forsoem reason called "too many polygons too close together have creates a BSP recursion error over 1000 recursions see Kazzan"

I hate that message adn lots of models I tryto convert has that message. Only solution I can do is make the model bigger till it converts..

  I got a pic of alphas and invid (I fixed their glows) fighting now but  teh Invid are like 4 time the size they should be or the model won't convert. If I use the high limits pof program to convert them at the right size it crashes FRED..

  Any other solutions?

  IS there a newer version of PCS in the near future?

http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/ef5a&.dnm=81c7.jpg

I hate how the pics from FSopen now are so tiny.. maybe it's cause of the bigger resolution I am running?
« Last Edit: August 13, 2004, 11:21:57 pm by 2035 »
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline Getter Robo G

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when will teh battloids be ready?


 Also HOW does this exchange model thingy work?

  Do we need that robobuild code to do the hit button "X" to make model change to other model (so we can go to fighter to gerwalk to battloid and back again...)

  Does the current FSO sexp's support this or dose the code mentione dby unknown target (I still have that zip) need to be inserted?
 
 Do we need a coder to add it for us?

gonna sendyou the invid now, can you fix them please!! PCS wil not do it any smaller.. gets recursion errors but the invid need to be 25% of current size... not exact but good enough for gameplay.. (ignore the cannon numbers)
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 
Official Robotech Mod Thread
hello start dragon :) I've been working on a the same alpha models, and I've converted them already. subsystems, firepoints and engine glow :) I'm trying to convert the Garfish, Marathon, Lionfish,Tigerfish and ARMD but I have to admit I still have a lot to learn. I'm using PCS,  Lith Unwrap and Modview to tweak the models. anyway I'm glad to see development happening in this mod can't wait till its done. One more thing any of you guys know how to reduce polys on a model ? is there a tool I can use except for 3dsmax and other graphic programs to build low poly models ? that would realy help. keep on the good work thanks.
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Offline karajorma

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Official Robotech Mod Thread
:welcome:

IF you want to build 3D models you really need a 3D modeller I'm afraid :)

There are several free options if price is what worries you.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline Getter Robo G

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Hi Chinaman,

   Happy to see another modler who loves Robotech!

   Actually I think we are using the same models. Ancient Angel made tehm avaiilable to the SFC3, and Shatterstar communities as well as others. They are very nice, but need to be tweak to work in FS2 open. They are stil a little unstable or flat out refuse to convert or work in game. The Garfish I converted crashes when it explodes for example...

  If you would like to join us and coordinate our efforts I  would appreciate it as I have been trying to get a real team together for about a year now...

   As for the alphas, Trashman is working on paths for docking I think but they are finshed otherwise..

  He is posing the battloids and finishing them up.

  If you wanted to conventrate on the REF cap ships since you already have them I would suggest using Karajormas guides on ship creation (even though it's FSopen now mod) it can't hurt to be safe for poly limits if possible...

  We can worry about texture upgrades LATER the important thing is to get all the models we want in game and proper tables made asap! Weapons likewise can be created and exchanged LATER.

   For now as my abilities besides vision , drive, and coordination are limited I am starting to translate some of the missions I made for the original mod to fsopen.

  Example... Can anyone indentify what time period this pic is from and why the action shown is taking place?

  If you are as big a Robotech geek as I am you know the answer by heat! (note the inflight chatter is the same as in the episode! BONUS!!!)...

Enjoy!   http://f1.pg.photos.yahoo.com/ph/getter_robo_g_2004/detail?.dir=/a628&.dnm=435e.jpg
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 
Official Robotech Mod Thread
a few minutes before:


Gloval: Lisa, you go on recon duty
Hayes: But Sir, I...
Gloval: Lisaaaa.....

Lisa is scouting planetary fragments after a bombardment of Khyron's flagship destroyed the SDF1's long range radar.


This is Robotech first series (Macross in Japanese)
Episode Blind Game



(GRG, i am MSN online, if you like)

 

Offline TrashMan

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Official Robotech Mod Thread
In FRED2_Opne you should be able to specify textures for each ship.
You can allso specify logo's for each wing (which mean, loose the skull on the texture...it's not needed)

I will send you the re-posed AlphaMech .cob abd .pof
it is not pathed...

And the SCP is needed to use the GAU-8 gun, since it's a ballistic weapon (needs ammo). It has 1000 rounds which is decent enough...
There are allso 2 head lasers included..

EDIT: Files sent....
« Last Edit: August 15, 2004, 08:38:56 am by 624 »
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline TrashMan

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Official Robotech Mod Thread
Finally...I have to use several FREDS and several FS_Open to get the damn thing working.. My FS2 is REALLY screwy lately...

Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline magatsu1

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Official Robotech Mod Thread
wouldn't it's left arm be better holding the gun, or in some dynamic position ? Excellent work otherwise
Blitzerland: Knows what he's talkin' about

 
Official Robotech Mod Thread
great work, trashman.
I also managed to get her up and set her against a sathanas, a demon and a ravana.

SDF1 finished the destroyers of as if they were pasky little flies while engaging the sathanas.  :eek2:   :shaking:

however the main gun didn't fire. (dunno why) but sdf1 tore the sathanas apart.

there is something else: i once set the both up for frontal assault and the sathanas destroyed the main gun with the first salvo

ok can somebody please tell me what ships are alrady finished?

(fully flyable, no more tweaking needed)

 

Offline TrashMan

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Official Robotech Mod Thread
@magatsu1 - tried it - his arms are just too thick and the chest too big. It looks too dumb in that pose.

Anyway, I'm now trying my luck with the Veritech-J fighter in Mech mode.
---------------
The hitpoint values for SDF1's maing guns are too small.. I should have increaed them... I'll do that now...

Allso, the main gun doesn't want to fire by me either - and I tried EVERYTHING.. Works by other people tough.


Here's the updated TBL:
;------------------------------------------
$Name: SDF-1 Macross
$Short name: SDF-1
$Species: Terran
+Tech Description:
XSTR("The mighty SDF-1 Macross Super Dimensional Fortress.", 3055)
$end_multi_text
$POF file: SDF1New.pof
$Detail distance: (0, 12000, 25000)
$Show damage: NO
$Density: 1
$Damp: 0.2
$Rotdamp: 1.5
$Max Velocity: 0.0, 0.0, 30.0
$Rotation time: 220.0, 220.0, 220.0
$Rear Velocity: 0.0
$Forward accel: 30.0
$Forward decel: 10.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 1500.0
$Expl outer rad: 8000.0
$Expl damage: 100000.0
$Expl blast: 15000.0
$Expl Propagates: YES ; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 750.0 ;; speed shockwave expands at, 0 means no shockwave
$Shockwave Count:   5
$Default PBanks: ()
$Default SBanks: ()
$SBank Capacity: ()
$Shields: 5000000
$Power Output: 150.0
$Max Oclk Speed: 35.0
$Max Weapon Eng: 250.0
$Hitpoints: 2050000
$Flags: ( "supercap" "big damage" "in tech database" )
$AI Class: General
$Afterburner: NO
$Countermeasures: 0
$Scan time: 8000
$EngineSnd: 138 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -3300.0
$Closeup_zoom: 0.6
$Score: 90000

;----Main Turrets

$Subsystem: TurretMain01, 30.0, 50.0
   $Default PBanks: ( "Main Beam" )
$Subsystem: TurretMain02, 30.0, 50.0
   $Default PBanks: ( "Main Beam" )
$Subsystem: Rturret01, 15, 50.0
   $Default PBanks: ( "SDF Rail Gun" )
$Subsystem: Rturret02, 15, 50.0
   $Default PBanks: ( "SDF Rail Gun" )
$Subsystem: Rturret03, 15, 50.0
   $Default PBanks: ( "SDF Rail Gun" )
$Subsystem: Rturret04, 15, 50.0
   $Default PBanks: ( "SDF Rail Gun" )

$Subsystem: turretfixed1, 10, 1.0
   $Default PBanks: ( "Medium Ion Cannonx2" "Medium Ion Cannonx2" )
$Subsystem: turretfixed2, 10, 1.0
   $Default PBanks: ( "Medium Ion Cannonx2" "Medium Ion Cannonx2" )
$Subsystem: turret01, 10, 50.0
   $Default PBanks: ( "Medium Ion Cannonx2" "Medium Ion Cannonx2" )
$Subsystem: turret02, 10, 50.0
   $Default PBanks: ( "Medium Ion Cannonx2" "Medium Ion Cannonx2" )
$Subsystem: turret03, 10, 50.0
   $Default PBanks: ( "Medium Ion Cannonx2" "Medium Ion Cannonx2" )
$Subsystem: turret04, 10, 50.0
   $Default PBanks: ( "Medium Ion Cannonx2" "Medium Ion Cannonx2" )
$Subsystem: turret05, 10, 50.0
   $Default PBanks: ( "Medium Ion Cannonx2" "Medium Ion Cannonx2" )
$Subsystem: turret06, 10, 50.0
   $Default PBanks: ( "Medium Ion Cannonx2" "Medium Ion Cannonx2" )
$Subsystem: turret07, 10, 50.0
   $Default PBanks: ( "Medium Ion Cannonx2" "Medium Ion Cannonx2" )
$Subsystem: turret08, 10, 50.0
   $Default PBanks: ( "Medium Ion Cannonx2" "Medium Ion Cannonx2" )
$Subsystem: turret09, 10, 50.0
   $Default PBanks: ( "Medium Ion Cannonx3" "Medium Ion Cannonx3" "Medium Ion Cannonx3" )

$Subsystem: Mturret01, 5, 50.0
   $Default SBanks: ( "LRTM" )
$Subsystem: Mturret02, 5, 50.0
   $Default SBanks: ( "LRTM" )
$Subsystem: Mturret03, 5, 50.0
   $Default SBanks: ( "LRTM" )
$Subsystem: Mturret04, 5, 50.0
   $Default SBanks: ( "LRTM" )



$Subsystem: Turret10, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret11, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret12, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret13, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret14, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret15, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret16, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret17, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret18, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret19, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret20, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret21, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret22, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret23, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret24, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret25, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret26, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret27, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret28, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret29, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret30, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret31, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret32, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret33, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret34, 0.625, 1.0
   $Default PBanks: ( "Terran Medium Turretx3" )
$Subsystem: Turret35, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret36, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret37, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret38, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret39, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret40, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret41, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret42, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret43, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret44, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret45, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret46, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret47, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret48, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret49, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret50, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret51, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret52, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret53, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret54, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret55, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret56, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret57, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret58, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret59, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret60, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret61, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret62, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret63, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret64, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )
$Subsystem: Turret65, 0.625, 1.0
   $Default PBanks: ( "SDF Defense Laser" )



$Subsystem: navigation,       3, 0.0
$Subsystem: communication,    3, 0.0
$Subsystem: weapons,    10, 0.0
$Subsystem: sensors,    5, 0.0
$Subsystem: engine01, 10, 0.0
   $Engine Wash:   Default2500
$Subsystem: engine02, 10, 0.0
   $Engine Wash:   Default2500
$Subsystem: fighterbay1, 0, 0.0
$Subsystem: fighterbay2, 0, 0.0
$Subsystem: CommArray, 2, 0.0


;---------------------------------------------------
IN ORDER TO HAVE THE COMM ARRAY TARGETABLE AND DESTROYABLE - Open the SDF1 in PCS and put this in the Propoerties box of the CommArray subobject

$special=subsystem
$fov=360
$name=Sensor Array
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline TrashMan

  • T-tower Avenger. srsly.
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Official Robotech Mod Thread
WARNIG - alittle error here - the POF file neame is SDF1.pof, NOT SDF1New.pof....
I made a backup model just in case and forgot to change the name...ugh....


b.t.w. - GRG - the Invid is definately screwed...

PCS gives me this:

Stack overflow protection engaged.
Pese correct the errors in the model(too many polygons in the same avarage location)
Compile Aborted after generatedBSP reached depth of 1000 recursions.
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 
Official Robotech Mod Thread
Thanks 4 the welcome guys I'll do me best here :)

Hi Star Dragon I've started work on those REF cap ships I mentioned to you.  I'm resizing the models rite now though its kinda tedious task since I have to do resize them in lithu Unwrap save it as cob then convert it in PCS then view it in Modview to give me the proper dimensions of the model. i'll do me best to turret this ships, I found an excelent topic regarding turreting ships I'll probably do them once I finished resizing the ships.
Please tell me where I can send the models when I'm finished
with them. :)

Ehh Trashman,
Excelent work on the SDF1 model :) simply d best man. One question what's ur average frame rate when trying this model on a test mission ? Mine drops to 10 FPS when ur viewing SDF1 up close. My machine is an AMD 2600 Barton Core, MSI FX5200, 768 meg DDR ram dual chanel enabled and x2 80 gig hard drives, any sugestions ?

Peace Guys :)
PC Specs
=======
AMD FX 6300 6
Core  running @ 4.3 Ghz
Windows 10 64 bit
24 Gb DDR3 memory
750 Watts Thermaltake PSU
AMD R7 370  Graphics
Corsair Air 240
-=-=-=-=-=-=-=-=-=-=-=-=-=-
I am Death Incarnate :mad2:
-=-=-=-=-=-=-=-=-=-=-=-=-=-
Sorry but.......You have a focus of a shotgun :P
-=-=-=-=-=-=-=-=-=-=-=-=-=-

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
That's great news Chinaman,  I sent Earthpiilot the Ikazuchi ship but he's having trouble with blender and reading the dfx I converted it into.. I told him to just get the free 3.2 truespace and work directly with .cob format (a lot less steps).

   Yeah it can be really tedious, I think I've gotten it down to less than 5 times I have to resize something.  First I save a copy as 10% and cob it and try to convert as is.. then I see what dimentions I am working with. then I get my value as close as possible then orient it in TS and resave and pof it. If all goes well it converts and then I can send that final cob off to the modlers for final turrenting or texture fixes ect... While keeping the successful pof for in game testing (like to see how it looks in game or if it crashes on explosion or whenit gets hit, ect... One time I finished a generic Gundam Whitebase and when the enemy shot it once it dissapeared! It was a strange Aurora bug after I added engine glows, it reduced the mass to 0. I was like it has 50,000 hit points! HOW THE HELL can a basilisk take out a cap ship with the smallest shivan fighter weapon??? :lol: !

  Keep it up! Any files you complete please send to [email protected]  for final testing and sorting.

I'm getting serious now with 2 active moddlers and a possible third (once blender issues are resolved) this actually constitues a TEAM!

   GO TEAM! :yes:

   I'm setting up a clean folder seperate from Star Trek now as for the longest time they have shared the same tables and were added to as progress was made incrimentally in each one...

  Once I get this re-organization done I will post current combined tables as we make major alterations to it as well as final released items as I have to real webspace hosting  and this thread is Robotech central (besides we are streamlined, like we need 7 threads for spam, screenshots, blah, ect)... We do just fine with just one thread ;7
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
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[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)