Author Topic: Mad Bombers Fighter Bay'd Deimos+Argo  (Read 2236 times)

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Offline magatsu1

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Mad Bombers Fighter Bay'd Deimos+Argo
Hippo asked me to take over doin' this for him


 
just some pof editing and it's done (image taken from Model View BTW)
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Offline Mad Bomber

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Mad Bombers Fighter Bay'd Deimos+Argo
For those who are wondering:

-- The fighter and bomber wings have to come out single-file.
-- The bay can launch things as big as Hercs, Medusas, and Zeuses, but not Ursas (or the campaign's new bomber ;7) by a long shot.
-- This ship, the RMCv Victor, is a one-off modification used by Redstar Mercenaries Inc, and is RMI's flagship. Not a bad flagship as far as merc units go; the only bigger one in any merc unit is Eagle Security's refurbished old Reliant. (Which won't be seen, of course.)


Superb work, and super-thankies to both Magatsu and Hippo :)
« Last Edit: September 15, 2004, 04:55:08 pm by 51 »
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Offline Solatar

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Mad Bombers Fighter Bay'd Deimos+Argo
Can we download it? :D

 

Offline Mad Bomber

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Mad Bombers Fighter Bay'd Deimos+Argo
(pre-emptive stab!) :p

Even I don't have it yet...
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Offline magatsu1

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Mad Bombers Fighter Bay'd Deimos+Argo
Quote
Originally posted by Mad Bomber
For those who are wondering:
-- This ship, the RMCv Victor, is a one-off modification used by Redstar Mercenaries Inc, and is RMI's flagship. Not a bad flagship as far as merc units go; the only bigger one in any merc unit is Eagle Security's refurbished old Reliant. (Which won't be seen, of course.)
Superb work, and super-thankies to both Magatsu and Hippo :)


I don't recall giving you permission to name it.....:wtf: :wtf: :wtf:











lol.(joke):D

I'll probably shove it on the Hades Combine ewventually. MB should atleast get an exclusive..
Fighters could do 3 at a time but I doubt if paths can be allocated on a ship-type basis.

Actually, I think the multi-part turrets are off centre. Some UV tidying rtequired too me thinks.
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Offline Trivial Psychic

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Mad Bombers Fighter Bay'd Deimos+Argo
You didn't use Bobboau's hi-poly Deimos!  Why not?

As far as paths are concerned, I'd just suggest you make only one path leading into the bay.  That should cause all fighters to enter and exit single file.
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Offline StratComm

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Mad Bombers Fighter Bay'd Deimos+Argo
Won't that cause all fighters to exit the bay on top of each other?  As a rule of thumb you should assign as many paths to a fighterbay as you will ever have ships launching from it (so 6).  What I would do with that is make 6 overlapping (all leading out along the same line) paths but with start points staggered back into the hull; fighters will come through the sides with no problem, and the odds of the player staring down the tube when the fighters come out is pretty slim.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 
Mad Bombers Fighter Bay'd Deimos+Argo
By the way, magatsu, how's the upgraded Hades model coming?

 

Offline Mad Bomber

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Mad Bombers Fighter Bay'd Deimos+Argo
Quote
Originally posted by Trivial Psychic
You didn't use Bobboau's hi-poly Deimos!  Why not?


I asked him not to. At present I'm planning for HFH to work in both retail and Open.

Quote
I'll probably shove it on the Hades Combine ewventually. MB should atleast get an exclusive..
[/b]

Yay! :D

Quote
Fighters could do 3 at a time but I doubt if paths can be allocated on a ship-type basis.


:confused: Probably wouldn't be necessary anyways. I was just planning on RMI not having Ursas.
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Offline Galemp

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Mad Bombers Fighter Bay'd Deimos+Argo
Call it the Dargos! :D
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Offline magatsu1

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Mad Bombers Fighter Bay'd Deimos+Argo
Quote
Originally posted by Blitzerland
By the way, magatsu, how's the upgraded Hades model coming?


one at a friggin' time!! :mad:

Quote
Originally posted by Trivial Psychic
You didn't use Bobboau's hi-poly Deimos! Why not?


where can I get hold of that ?

Quote
Originally posted by Trivial Psychic
As far as paths are concerned, I'd just suggest you make only one path leading into the bay. That should cause all fighters to enter and exit single file.


Orion has 4 paths and fighters exit 2x2 so ireckon 2 paths for single file lines of ships.
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Offline Trivial Psychic

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Mad Bombers Fighter Bay'd Deimos+Argo
Quote
Originally posted by magatsu1
where can I get hold of that ?

Check the thread where this model (Deimos+Argo) was originally requested.  I posted links to it there.
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Offline magatsu1

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mag1's .POF editin' again. Run away! Run away!
I've encountered an odd bug. In modelview when I add turret data to the first 14 turrets it renames the other half. A-like so

after conversion, with no turret data input:


after I input properties data for turret14, the directory entry for turret24 is renamed 14 also.




Turrets 24->16 worked fine. If I add data to turret15 modelview simply crashes. All turrets have been correctly named and so have thier respective lights. WTF??


EDIT:PCS seems to be addin' the data OK but this is still kinda weird.
« Last Edit: September 16, 2004, 03:01:38 pm by 1343 »
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Offline StratComm

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Mad Bombers Fighter Bay'd Deimos+Argo
Modview has had some issues with turrets in the past; I got errors like this every time I tried working on my old Archangel mod.  Does it actually have 24 turrets?
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 
Mad Bombers Fighter Bay'd Deimos+Argo
Uh...sorry. Just...uh...asking.

Sorry if I sounded demanding.

*Waits patiently

 

Offline Trivial Psychic

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Mad Bombers Fighter Bay'd Deimos+Argo
Have you tried PCS?  I find that while it may not be as user-friendly as MODview (no offence Kazan), it is more stable and includes features not available in MODview.
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Offline Mad Bomber

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Mad Bombers Fighter Bay'd Deimos+Argo
I had a thought as to why it might be occurring (I've never had such problems with Modelview).

It might be a typo when you were messing with the subobjects in the model, perhaps?

(Not in Modelview, I mean in TS or MAX or whatever you use.)
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Offline magatsu1

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Mad Bombers Fighter Bay'd Deimos+Argo
Quote
Originally posted by Blitzerland
Uh...sorry. Just...uh...asking.

Sorry if I sounded demanding.

*Waits patiently


Heh, only joking. Probably should have put another smiley in there..;)

Quote
Originally posted by Trivial Psychic  
Have you tried PCS? I find that while it may not be as user-friendly as MODview (no offence Kazan), it is more stable and includes features not available in MODview


Yeah, see edit.

Quote
Originally posted by Mad Bomber
I had a thought as to why it might be occurring (I've never had such problems with Modelview).

It might be a typo when you were messing with the subobjects in the model, perhaps?

(Not in Modelview, I mean in TS or MAX or whatever you use.)


Nah checked all that. The model firing point lights haven't converted either (no big deal just a pain in the ass)
Model View has always been 100% reliable for me in the past though.
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Offline Raptor

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Re: mag1's .POF editin' again. Run away! Run away!
Quote
Originally posted by magatsu1
I've encountered an odd bug. In modelview when I add turret data to the first 14 turrets it renames the other half. A-like so

after conversion, with no turret data input:
http://premium.uploadit.org/magatsu1/one.JPG

after I input properties data for turret14, the directory entry for turret24 is renamed 14 also.

http://premium.uploadit.org/magatsu1/two.JPG


Turrets 24->16 worked fine. If I add data to turret15 modelview simply crashes. All turrets have been correctly named and so have thier respective lights. WTF??


EDIT:PCS seems to be addin' the data OK but this is still kinda weird.


I had this bug before, but I've never been able to figure out why it happens.

But check this: It's happened to me while editing the ARCADIA!:eek:
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