Author Topic: HP Medusa  (Read 8398 times)

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Inferno's Lucifer? I have that ship here, and im quite sure it isnt hi-poly. It has better (darker) maps, a ****load more turrets, and those two spike thingies coming out the top (as well as some claw-like turrets on the sides), and thats about all thats really different.
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Offline Starks

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Not too pretty... Needs glowmaps and an evil *****ing shinemapping job. IT'S A LOBSTER ON CRACK!
« Last Edit: July 12, 2004, 07:35:20 pm by 1169 »
Formerly of the Dark Wings and Legion of Apocalypse

 
Its a lot better than the FS2 version, to be sure, though :)

And it does have glowmaps, thats just a really crappy pic ;)

Edit: And while I'm posting, thats a really kickass Hp Medusa, Krackers :)
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Offline Starks

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Quote
Originally posted by Jetmech Jr.
Its a lot better than the FS2 version, to be sure, though :)

And it does have glowmaps, thats just a really crappy pic ;)


The Lucifer is not in any FS2 mission unless you make one with it.

Still, that Streisand of a ship need shinemaps... It's evil aura is too bland.
Formerly of the Dark Wings and Legion of Apocalypse

 
eh, I dont really notice any difference with shinemaps on shivan ships, to be honest.
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Offline Starks

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Until you've seen the Ravana shinemapped, take a seat.
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ok, ok, excluding the Ravana, I dont notice any difference :p
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Offline Vasudan Admiral

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The medusa there is a great start. :yes:
The HTLed fleet is growing by the day it seems. :D

In regards to the lucy before anyone starts one, i've got a partially complete one in the works (had it since before the fenris actually), but it's waiting for TI's demo to be complete before I begin the real work on it.

http://www.sectorfiles.com/ti-file-dump/VasudanAdmiral/HTL-luciferWIP1.jpg

http://www.sectorfiles.com/ti-file-dump/VasudanAdmiral/HTL-luciferWIP2.jpg

I'm going to go over the model soon and bring out all the recesses, improve the curves and general shape etc. :)
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:yes2:

What more can I say?
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Offline jdjtcagle

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Offline Bobboau

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remove the tiny things, the little super high poly cutouts for example,, add more detail to the cockpit/neck area, get Venom's cockpit model and use it, actualy use two of them, that thing's prety big, I have gotten Nico's model to work properly (the glass) the other day as he can atest.
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Offline Trivial Psychic

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Quote
Originally posted by Vasudan Admiral
In regards to the lucy before anyone starts one, i've got a partially complete one in the works (had it since before the fenris actually), but it's waiting for TI's demo to be complete before I begin the real work on it.

Are you gonna give that baby a shield mesh, or are you just gonna wait for a decal-drived shield system for large ships?
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Offline Bobboau

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wich if I get the time might not be too far away
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Offline Sigma957

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The lucifer is looking awesome :yes:
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Offline Bobboau

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the new polys on the new lucifer seem to be makeing it look fat and thus less evil, try useing concave curves rather than the convex ones your useing now (that's the big diference IMO between shivan and vasudan design, vasudan ships use convex curves, shivans use concave, concave curves tend to lead to a lot of pointy bits). also I'd sudgest abandoning the overal texture map here, use it as a guide to seperate the hull into diferent sections that could be covered by tileable maps, there is a multi-texture effect that I've been thinking about trying that I think would be very good for this situation were you would be able to blend the old single overall texture over top of a bunch of tiled textures, useing two sets of geometry and alpha blended textures.
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Offline KARMA

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Quote
Originally posted by Bobboau
wich if I get the time might not be too far away
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Offline Vasudan Admiral

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Quote
Originally posted by Bobboau
the new polys on the new lucifer seem to be makeing it look fat and thus less evil, try useing concave curves rather than the convex ones your useing now (that's the big diference IMO between shivan and vasudan design, vasudan ships use convex curves, shivans use concave, concave curves tend to lead to a lot of pointy bits). also I'd sudgest abandoning the overal texture map here, use it as a guide to seperate the hull into diferent sections that could be covered by tileable maps, there is a multi-texture effect that I've been thinking about trying that I think would be very good for this situation were you would be able to blend the old single overall texture over top of a bunch of tiled textures, useing two sets of geometry and alpha blended textures.

Interesting idea with the alpha blending, though wouldn't it end up using a lot more system resources than it should? (assuming you mean have the tiled textures underneath showing through bits of the main map to give it depth/ 3d detail). What exactly was the effect you had in mind?

Anyway, it's a pretty old upgrade now (nothings changed since i posted those same pics in the 'test this plz' initial high poly fenris thread :p ) - when I get round to it i'll probably use it as a base, doing those recesses etc, (i'll keep the convex vs concave curves thing in mind. :) )
I have some other ideas for geometry/texture changes that should end up making the lucy look quite evil indeed, but I'd also like to stick as close to canon as possible, without sacrificing look. Basicly adding the detail I think [v] would have (and did in the cutscene lucys case) added if they had higher poly limits. :)

In regards to shield effect, whatever ends up working I guess, though the shield decals does sound pretty good. :)

errr, in an attempt to re-rail the thread ( :nervous: )

Krackers, will you be putting Nico's pilot dude into the cockpit? If that was done for most ships it would look very impressive methinks. :nod:
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Offline Bobboau

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the idea with the alpha blending trick is that from a distance you see the overall texture effect, but up close you see the detail that only a tiled texture map can produce.

when adding pilots make sure to keep them in corect scale
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DEUTERONOMY 22:11
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Offline Starks

  • 29
Quote
Originally posted by Vasudan Admiral
The medusa there is a great start. :yes:
The HTLed fleet is growing by the day it seems. :D

In regards to the lucy before anyone starts one, i've got a partially complete one in the works (had it since before the fenris actually), but it's waiting for TI's demo to be complete before I begin the real work on it.

http://www.sectorfiles.com/ti-file-dump/VasudanAdmiral/HTL-luciferWIP1.jpg

http://www.sectorfiles.com/ti-file-dump/VasudanAdmiral/HTL-luciferWIP2.jpg

I'm going to go over the model soon and bring out all the recesses, improve the curves and general shape etc. :)


I'm more worried about the texture mapping than the HTL high poly.
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Offline aldo_14

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Quote
Originally posted by Bobboau
the idea with the alpha blending trick is that from a distance you see the overall texture effect, but up close you see the detail that only a tiled texture map can produce.

when adding pilots make sure to keep them in corect scale


I would think that specular lighting & env mapping would remove a lot of the need for close up detail, though.