Author Topic: KARMA's fenris  (Read 25468 times)

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Offline karajorma

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One thing. To anyone using this who has FS1. Get the fenris textures out of the .vp and put them in maps along side this thing. Using the default 256x256 maps on this thing is just wrong :D
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Offline Taristin

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Yes, the 'really friggin huge' ones make everything look so much better. Too bad my PC can barely handle it.


SCP should be happy to know it runs on a PC with 128 Mb Ram. ;)
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Offline Flipside

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Heh, and I just realised that was with anti-aliasing turned off :D

 

Offline Rictor

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Woo and also Yeah.

Awesome, awesome. This is one of those screenshots which should be shown to the "4 year old DirectX 7 game" people. Then you flip them off cause they're so wrong.

 

Offline Carl

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Quote
Originally posted by Bobboau
after it gets it's LOD


well that shouldn't be too hard. just use the original pof's LOD 0 as LOD 1, it's LOD 1 as LOD 2, and so on. just move everything down one.
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Offline Bobboau

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yes that is the easy part, but it needs new debris, the old debris won't look as good, we need some ubberised debris to go with it, and destroyed submodels, I just made a copy of them to work as place holders for now, but there should be some truely mangled metal looking destroyed submodel to go in there
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Offline Vasudan Admiral

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i've done exactly that for all TI ships so far. :D - better debris. when the ship blows, nothing vanishes. it cracks up and throws pieces of it'self everywhere. looks amazing :)
what gets annoying tho is that even when the pieces are huge, they shoot off at 200+ m/s and are gone fairly quickly. would it be possible to add some sort of debris size:speed ratio thing to the SCP? so that the larger it is the slower it goes?
i tried something like this by editing the max speed of the debris in the SC and blowing up a bunch of ships at once, but only the pieces from some ships obeyed.... :wtf:
the place did look like a ship graveyard tho from the parts that stayed :D

and i think i'll see about the rest of it to karmas scn now :)
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Yeah, that would be quite nice... after the code freeze is lifted when 3.6 is released.

I've always found it annoying when I burn towards a juggernaut, fire the finishing blow at it, only to be crushed by a giant piece of low-res textured debris moving far faster than I could (although that does make sense since it's exploding afterall) :(

 

Offline Vasudan Admiral

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oh yes, for those who can't see it in modview (too many normals or whatever errors) follow these instructions:

1) make sure you have the latest modview (beta 05 build 28 - http://www.geocities.com/vasudanad/modv32b5.zip for those who don't have it already)

2) and then paste the exe in this: http://www.geocities.com/vasudanad/modviw32.zip
version over the one in the DMTOOLS\MODVIW32 folder
it's exactly the same as the regular 05, except it has most of the limits i could find bumped really high :)

also, the textures in the zip Bob posted are slightly edited from the original high res ones, since there were some parts that just didn't work with the model and needed editing (ie, the windows on either side of the front and the engines. ) so you shouldn't see the low res ones even if you don't have the FS1 high res ones...if that makes any sense ;)

and one last thing - if anyone wants higher poly turrets, make em and i'll add them (not more than 50 or so polys plz. they're too small for much detail at all, and also, keep the shapes approximately right :) )

edit: ok, done all the heirarchy & turrets set up (the easy bit), now just need to do debris sometime soon...

edit 2:
« Last Edit: March 18, 2004, 05:41:08 am by 815 »
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Offline KARMA

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If you want to have some fun, download the model (or convert to cob from the pof), select the subobjects individually and press the decompose into objects button.....


Quote
Originally posted by Bobboau

 
also for those of you claiming submodel shadeing problems look at the radar and big turret, nothing has been changed, nothing has been fixed, I told you it worked!
auto-facet build same one that's been up the whole time

 


ahem, bob...
both the turret's and radar's shading is screwed, as you can see in those shots taken from the pof you built:




I haven't built the debris since I was thinking about using the originals, but you are right that it would be better make em from scratch.
unfourtunately I don't have time to do so, sorry

As said, for the textures credits goes to Vasudan Admiral, he did a great job, I tryed to build the model so that it could use the original textures, but nonetheless it shouldn't have been that easy.
I don't know if he modifyed the original textures, btw they are present in the .zip
« Last Edit: March 18, 2004, 08:14:20 am by 433 »

 

Offline Bobboau

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that is model view, not the game, look at it in game
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Offline Bobboau

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did you look at it in game yet?
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline KARMA

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no because I had to leave to start my military service (I'm in an internet point now), and I wasn't able to do it before starting

BTW Aldo had screwed subobjects in modelview, which remained screwed in game althought using PCS with autofacet.
You should really ask him for the model.
My testing abilities are limited 'cuz spec doesn't work for me at home, so this prob is hard to notice on my system, but I think I've seen some of those strange shadings sometimes ago.
Also the screenshot Sticks showed us about per pixel shadings looked like if the model was affected by the same problem, and the shot was from the game
« Last Edit: March 20, 2004, 09:53:23 am by 433 »

 

Offline KARMA

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btw bob the autofacet build is giving problems to me in game too when I want to smooth full rounded objects, like the tie's spherical hull. Althought partially smoothed I can see in game the borders of the polys, which suck, and will suck more with spec.
I tryed many angles (up to 120°) and smoothgroups too, with no effect, the only way to have correctly shaded spheres was to use cob2fs2.

 

Offline Havock

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GL with your military training karma, I know it's quite tough from experience :)

 

Offline Flipside

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Well, from what I've seen there seems to be no lighting problems in game with this model :)

 

Offline jdjtcagle

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Could FRED have an option on all ships were you can put a nameplate by default and yu can choose what to name it."GTC ****" ect.  
That would be extremely usefull:)
 
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Offline Flipside

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You can do this from Fred already in a way, just create several 'nameplates' and use the texture change ability in fred to assign the right nameplate to the 'square' on your model.
Of course, this only works with models designed for it, but it's workable, and pretty easy to do :)

 

Offline Lightspeed

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The back of the engine seems to be lacking a texture, which makes you see through it in the tech room and in-game (if disabled).
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Offline Vasudan Admiral

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did you put all the textures into the maps folder? cos that's what it will be - you're missing the "VA-ripped01.jpg" texture from Bob's zip.
if you've done that and it still won't work, i'll send the pcx that i use :)
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