Author Topic: Rehi! (and a request)  (Read 5272 times)

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Offline aldo_14

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Quote
Originally posted by magatsu1
you sure a Deimos is big enough to accomidate a fighter bay ? where you gonna put it ?

Wouldn't be hard to do BTW, just a pain in the ass redoing all the pof data


Depends how the fighters are carried.  If you're talking about containing the logistical stuff - weapon stores, repair equipment, spar parts, etc - then it probably is too small.

But if you're just ferrying fighters - i.e. holding them for a few hours in transit dropship-stylee - then you'd probably Ok.  I wouldn't be surprised if there already was a ship for this purpose in the FS2 universe - namely the one that drops off and picks up the player before and after 'Into the Lions Den'.

 

Offline karajorma

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It would take about 3-4 mins to add a fighterbay to the deimos.

What will cause you hassle is making it LOOK like there is a fighterbay on the deimos rather than having ships fly out of a wall :D
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Offline Hippo

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Lemme give the combination of the argo and Deimos a shot... Texturing, well, i might be able to come close with styxx's thing, but someone else might... gimme a little while...
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Offline magatsu1

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Quote
Originally posted by karajorma
What will cause you hassle is making it LOOK like there is a fighterbay on the deimos rather than having ships fly out of a wall :D


Nah, no probs.

Quote
Originally posted by aldo_14
Depends how the fighters are carried. If you're talking about containing the logistical stuff - weapon stores, repair equipment, spar parts, etc - then it probably is too small.

But if you're just ferrying fighters - i.e. holding them for a few hours in transit dropship-stylee - then you'd probably Ok. I wouldn't be surprised if there already was a ship for this purpose in the FS2 universe - namely the one that drops off and picks up the player before and after 'Into the Lions Den'.


I just meant where on the model would the bay opening go ?
I was thinkin' on the waist, where the dock pointsa are.
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Offline aldo_14

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Quote
Originally posted by magatsu1


Nah, no probs.



I just meant where on the model would the bay opening go ?
I was thinkin' on the waist, where the dock pointsa are.


Could just put it on the side.

 

Offline Mad Bomber

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Quote
Originally posted by karajorma
It would take about 3-4 mins to add a fighterbay to the deimos.

What will cause you hassle is making it LOOK like there is a fighterbay on the deimos rather than having ships fly out of a wall :D


That was the idea. I figured if worst came to worst, I could open the sucker up in Truespace, move a few turret subobjects, and give it a boxy-sorta-diagonal Orion-style bay on the starboard side, about 2/3 of the way back. But if Hippo wants to try the aforementioned Argo-combination instead, that would be supar-l33t. :)

As it stands I think I'ma try to do the GTC Telamon myself (Fenris/Peleus spinoff with bulky, fighterbay-containing center section).

Aldo, thankies for the Njord. :nod:

(that name "Njord" always makes me think of Pinky and the Brain...)
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Offline karajorma

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Quote
Originally posted by magatsu1
Nah, no probs.


I'm not saying it's hard. Just that you can add a fighterbay subsystem in PCS easily. To actually have a fighterbay visible on the model however you'll have to convert it into a cob and then convert it back. Much more hassle.
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Offline Hippo

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I've got the two almost conjoined, but i havent merged the two's meshes', till i know exactly where it should be... I'm just finishing up texturing now...
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Offline Mad Bomber

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Could you put two or three turrets on the right side of the Argo part, while you're at it? Simple, 18-poly hex-turrets will do. :nod:
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Offline magatsu1

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Quote
Originally posted by karajorma


I'm not saying it's hard. Just that you can add a fighterbay subsystem in PCS easily. To actually have a fighterbay visible on the model however you'll have to convert it into a cob and then convert it back. Much more hassle.


that's what I meant! You'd haved to write down all the PCS values for everything pre POF to COB, then reinsert 'em after converting back.  Not hard, but as you say, it would be a ball-ache.
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Offline karajorma

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You could try importing them but I don't know how well that would work if any subsystem changed position during the whole Pof>Cob>Pof cycle.
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Offline Hippo

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Thats the renders of it, i havent joined them yet, because it would help to know exactly where you want them... Made a rudimentary POF, works OK in game, models not conjoined, so it gives me some collision problems, but those will go away... Turrets physically there, but not subojected... only LOD1 right now...
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Offline Hippo

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Just reading your last post now; I removed three turrets from the side of the deimos to dock the argo neater, but i put it on the port side, for 2 reasons: 1, i had forgotten which side was port and starboard (i remember now :p ) and 2; because if it was on the other side, unless i flipped it over, or did some fancy rotating, it would either hide a good portion of the argo in the deimos, or the argo would be at a weird angle... Once its in the correct position, i'll join them, and make them look more conjoined (beams and stuff)...

The fighter tube goes about 75% of the way to the back of the argo before it ends, and it is large enough to accomodate a Herc2, though i havent tried n Ursa yet...
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Offline Mad Bomber

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L33t.

It looks... reversed, tho. The Argo, I mean, all its X is reversed.

What I was thinking was, put the Argo-bay on the right side of the Deimos, covering up the middle two of the Deimos' six right-side turrets. Between the two flak turrets it mounted anyways, and the 2 or 3 turrets added to it, the firepower-per-surface-area should remain roughly the same.

The Argo would otherwise be on the same plane as the Deimos (i.e. the wing would end up sloping down somewhat).

In other words (pardon the lack of scanner) it would look something like this:

Code: [Select]

        -------
      __}     {
   | _|O|     |
   L_/  \     /
         \___/
« Last Edit: September 03, 2004, 04:47:03 pm by 51 »
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Offline Hippo

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can't quite make out whats in that picture drawing thing...


I just checked, I forgot to invert the axis'... When i do that, it will look right... They got inverted (along with faces) during the pof2cob conversion...


I also checked, no way an ursa will fit in, not by a long shot :p ... Most fighters seem to be abe to though...
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Offline Hippo

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yeah, the code makes the picture seeable... I'm reversing it now...
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Offline Mad Bomber

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Quote
Originally posted by Hippo
can't quite make out whats in that picture drawing thing...

Reload the page. I had to edit it like a dozen times before it looked right.

Quote
I just checked, I forgot to invert the axis'... When i do that, it will look right... They got inverted (along with faces) during the pof2cob conversion...


How odd. :wtf: I'll keep that in mind when I mess with my models. :)


Quote
I also checked, no way an ursa will fit in, not by a long shot :p ... Most fighters seem to be able to though...


Hehe. I was thinking more like old, relatively cheap/compact stuff (Anubis, Ulysses, Seth, Apollo, Valkyrie, Athena, maybe a Medusa or two). I might have the Medusas carried on other ships, tho, so don't worry 'bout it :)
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Offline Hippo

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those should all fit... (athena and Valkerie might come close though...) ...
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Offline aldo_14

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That's quite neat, actually.  How come you're not using the HTL one?  You could possibly have got a copy of the base mesh of Bob.(?)

 

Offline Hippo

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I've had enough trouble with the SCP models... I looked for the high poly ships, and got every one but the deimos and the 3d jump node... If i can get m hands on it, i'll use it, but i can't find EITHER of them...

I've just learned how to Boolean them together from GE, so i'll be joining them soon, and then working on the turreting...
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