Author Topic: The Patcom Revised: WIP  (Read 6679 times)

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Offline Grey Wolf

OK, PBC and missile launchers now in place. Pic of the current status (both without smoothing and with autofaceting):

Question before I go on to the command section: On the standard command section, is the Quad Light PBC off-center like on Cal's?
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw

 

Offline mikhael

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The standard command section doesn't have a Light Weapons hardpoint. That was a new feature in Cal's prototype. BTW: the corners of the Quadpacks are supposed to be rounded off.
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Offline Grey Wolf

OK, modeling of the ship is finally done. Time to start skinning in TS3.2...

I have a feeling that my command section is a bit flat, but this model is far closer than my old version.
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw

 

Offline Setekh

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Sweet. This is definitely one I want to see shown in off in FSO. :)
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Offline Grey Wolf

Done with the textures. I tried finding the rapid fire PBC and the quadpack textures, but I wasn't sure where they were in the resource zip. So you get my fairly simple textures for those. So here's the model with full texturing:

Total vertices: 1404
Total faces: 2148
I'll try converting it tomorrow.
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw

 

Offline phreak

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i found the missile launcher and pbc textures

avatars/missile_magazine
avatars/standard_pbc
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Offline Grey Wolf

I took a look at the textures for those, and to tell the truth, applying them is above my ability. Haven't gotten much farther with UV mapping than just the basic planes, cylinders, spheres, and boxes. I think I'll just use my textures, they actually look fairly decent.
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw

 

Offline Setekh

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Quote
Originally posted by Grey Wolf 2009
Done with the textures. I tried finding the rapid fire PBC and the quadpack textures, but I wasn't sure where they were in the resource zip. So you get my fairly simple textures for those. So here's the model with full texturing:

Total vertices: 1404
Total faces: 2148
I'll try converting it tomorrow.


It looks excellent. :) Pardon the IW2-ignorant one, but are the textures meant to be that fuzzy?
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
THE HARD LIGHT ARRAY. Always makes you say wow.

 

Offline Singh

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Quote
Originally posted by Setekh


It looks excellent. :) Pardon the IW2-ignorant one, but are the textures meant to be that fuzzy?


yup :)
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Offline Grey Wolf

I'll start attempting to convert the model as soon as I finish downloading the current FSO software. My old version was only 3.51...
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw

 

Offline Grey Wolf

Here we go, one Tachyon-class patcom in FS2:

I also made the surprising discovery that COB2POF can convert HT&L models.
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw

 

Offline Bobboau

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I wouldn't use COB2POF, it doesn't suport auto-faceting and it's BSP generation is painful

you should try modeling in that texture detail
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Offline aldo_14

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Quote
Originally posted by Bobboau
I wouldn't use COB2POF, it doesn't suport auto-faceting and it's BSP generation is painful

you should try modeling in that texture detail


I'd be wary of modelling in the subobject detail, though - that causes smoothing ****ups (i.e. the subsobjects aren;t correctly smoothed OR faceted) in any models I make, as has been mentioned before.

 

Offline Grey Wolf

Quote
Originally posted by Bobboau
I wouldn't use COB2POF, it doesn't suport auto-faceting and it's BSP generation is painful

you should try modeling in that texture detail
COB2POF doesn't support autofaceting, but it does support actual smoothing, and it doesn't crash when I'm trying to convert the model, as POFCS did.

Anyway, the model is completely in-game now, complete with shields, docking points, missile banks, and gun points. Here's a screen of it firing off a round of Hornets at a Lilith:
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw

 

Offline Bobboau

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smoothing doesn't look as good
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learn to use PCS
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DEUTERONOMY 22:11
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Offline Grey Wolf

Hmm... Can't quite seem to get the thrusters to display. Not quite sure what's wrong.
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw

 

Offline Bobboau

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thruster glows?
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learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Grey Wolf

Yeah. They show up in PCS and Modelview, but aren't showing up in the game.
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw

 

Offline mikhael

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Looks nice. :)

Out of curiosity, did you (could you?) give it authentic Iwar2 shields?
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Offline Grey Wolf

Not in any way I could think of, at least without editing the source. Haven't started work on the table yet, either.
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw