Author Topic: My old project reborn  (Read 4399 times)

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Offline boewolf

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My old project reborn
Some of you might remember this.


My attempt at remaking the Fenris is the size of a jug or bigger.  In the end it was a total flop.

But I have started anew with it.  This is a prelimanery result.





Current issues:
There are 8 non flat faces that i am having trobble fixing (due to I can't find a function that will split that face appropreatly and just that face)

Any sugestions how to fix these with truespace 3.2?

Any sugestions on how to improve the modle?
« Last Edit: October 04, 2004, 08:26:06 am by 1127 »

 

Offline Taristin

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1) Don't make it a juggernaught. please.

2) Try using the draw tool, for fixing the non-flat faces. It's the tool you use to draw an edge from two vertices... Works really well, and it it's already triangulated as such it shouldn't be too noticable. :nod:
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Offline Janos

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I... I... Well. I'd think it might look better with the lower tower-type thingy somehow more massive, like

lol

hull of doom,

but it's just my opinion. And yes, please don't make a jug. Make a heavy cruiser, or corvette, or something along those lines. Or something completely new, like a small and fast patrol craft for sustained surveillance or something.

edit: the goddamn line of marks just crashes, nevermind.
« Last Edit: October 04, 2004, 11:20:16 am by 1621 »
lol wtf

 

Offline magatsu1

  • 210
point edit->vertices->poly draw. Select one of the verts (corners) and just draw an edge across to one of the other verts. Easy.

Or you can just trianguilate the mofo. Or let HT&L do it for you.

Looks more suited to a Cruiser than a Jug.
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Offline Black Wolf

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Quote
Originally posted by Janos
but it's just my opinion. And yes, please don't make a jug. Make a heavy cruiser, or corvette, or something along those lines. Or something completely new, like a small and fast patrol craft for sustained surveillance or something.


:nod: This would make a kick arse gunboat or patrol craft with fewer turrets.
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Offline Grimloq

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Quote
Originally posted by magatsu1
point edit->vertices->poly draw. Select one of the verts (corners) and just draw an edge across to one of the other verts. Easy.


no, no, no! thats for TS4 and up! hes got TS3! in TS3, do this:

1: select the face that you want to triangulate (you dont need to, but i like to so i can see it outlined. helps me see where the verts are, too)

2: select a vertex that you want to split by

3: while holding shift, click on the vertex that you want to split across to.

that will draw a line across the face from the selected vertex to the shift-clicked one. in TS4 and up, theres a tool for that, but in TS3, you use shift-click. ctrl-click adds to selection.

i hope that made sence...

and i would make that a new class: heavy cruiser. maybe 400-500 meters long, specifically designed as a destroyer-killer. or cruiser-killer, i dunno :p
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Offline Unknown Target

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Make it fatter in the middle, or make it taller on the top than on the bottom ;)

 

Offline magatsu1

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Quote
Originally posted by Grimloq
no, no, no! thats for TS4 and up! hes got TS3! in TS3, do this:


you sure about that ?:wtf:
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Offline Grimloq

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well, might be TS5 and up. but im sure its not in TS3... i had TS3 before i upgraded to 5.2 (labor day special!)
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Offline boewolf

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Can a multi part turret handle more than three barrels and firing points?

 

Offline Grimloq

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possibly, but ive never seen one before.
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Offline Taristin

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A multi part turret can have 3 firing points, yes. but only the first willa ctually fire, until the turret code is fixed... :doubt:
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Offline Grimloq

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dang, :V: was really sloppy with FS2, werent they?:rolleyes:
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Offline boewolf

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Ok model revised.  Its now a little larger than the Deimos.  But it has a lot more firepower for the anit capship job.  Its pin point defence is a little on the light side but i think it will hold its own.  Current turret count 44.  I am hoping to get it down to about 30.  Although they are spred out a lot and there are only three that i can get rid of at first glance.

 

Offline Grimloq

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44?????? thats WAY too many!!!
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Offline StratComm

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Actually firing should rotate through all of the firepoints, but you'll only ever get one firing at a time.  Unless the turret firing code has gotten messed up somehow.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 
Yup. The Orion (with its huge, three-barreled main turrets) is a good example of this. Too bad only one fires at once.

I hope it gets modified so all three can fire... :sigh:

 

Offline boewolf

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Ok i have worked 10 turrets out of the equasion.  But i am at a loss as to how to reduce it further without sacing too much more defence.

This is the orig 44 turreted version.


And the new 34 turreted version.


With exeption for the multi part and the turrets on the sloaping part on the front all the turrets have one behind them.  On the very front there are two as well.

Any sugestions as to which turrets could stand to be lost?

EDIT:

When i try to convert it it gives a PolyGon > 20 error, so i triangulate the modle and PCS locks up and stops responding.  Probably due to the fact that the modle is 5935 verts and 5185 faces with turrets.  The hull by itself will convert but i can't get it to go with turrets.  Any ideas how to overcome this?
« Last Edit: October 04, 2004, 11:40:18 pm by 1127 »

 

Offline magatsu1

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doesn't sound like your grouping 'em right. Try converting the turret on it's own aswell as a test.


I can't really see where all those faces have gone to be honest.
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Offline boewolf

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thats because in those pics it isn't triangulated.

EDIT:

Just to make sure i have the right naming conventions.
Does this look right...
« Last Edit: October 05, 2004, 06:54:06 pm by 1127 »