Author Topic: new modpack in progress  (Read 23137 times)

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Offline Flipside

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Heesh! Awesome stuff there Stratt!

I'm going to have to boot up Lightwave again soon or I'm going to have dropped too far behind everyone else :nervous:

 

Offline StratComm

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Takes so long to do one of these things properly.  GTD Raynor (death to the 56k'ers :D)










The most recent pack, includes everything shown so far, also available on the front page.  The blue band currently comes in two other flavors, red and green, if you care to use texture replacement.  They won't change the turrets, but the marking stripes can be changed as easily as the nameplate.
Terran Fleet Pack 1a (RAR)
« Last Edit: March 28, 2005, 01:12:11 am by 570 »
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Ransom

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*injects the Raynor directly into bloodstream* uouaaouhh

 

Offline mitac

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Wow! :yes:
marcet sine adversario virtus.

 

Offline Descenter

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Looking good Strat, keep it up!
"War is like playing a game of chess.  You move units on a field, and stratiegically try to weaken the opposing force, a sort of... elequent ballet.  Sure you might lose a few units,.... but, at times, it all part of the plan..."

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Offline mr.WHO

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Can I use those ships in my campaign(If it will be ever created :)  )
or do I have to ask for permisson first??
that same question about ships available at modding section(some of them are pretty old).

 

Offline StratComm

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My policy is once I've released something anyone is free to use it/convert it/do whatever to it, so long as I get some mention somewhere in the readme or credits for the campaign or mod that makes use of them.  I guess I haven't made that explicitly clear in the readme, so I guess there's something to change :)
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Wanderer

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One of the models (bellerephon) had all stats of single turret missing and most of the multipart turrets did not have rotation, though it is a simple fix these high poly tend crash modview very often (once it even rewrote raynor.pof to a size of 1kb) and even PCS seems like its on a brink of a crash.

Just if you wanted to know...

EDIT: I can not get that marine transports radar to rotate, results with older PCS and modview are crashes and occasionally currupted pof file, and PCS 1.3.42 saves the file ok but has no effect.
« Last Edit: April 14, 2005, 08:28:04 am by 2625 »
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Offline StratComm

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The radar rotation just isn't set; PCS does the job but you have to click in another field for the change to take effect.  These models do in fact crash modelview, but PCS runs them fine if you turn off the render window.  I'll take a look at the Bellerophon and see if I can spot the problem you describe; I haven't had much trouble with it thus far.

Multipart turrets DO NOT, I REPEAT, DO NOT NEED ROTATION.  People have told me about this countless times, but the things still work fine.  I can't set it on export, and it works without it, so I just don't set it.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Wanderer

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There were two of those turrets, named turret13 and turret24 (missed the other one earlier). These miss only the $special=subsystem and $fov=xxx lines so that ain't a big problem.

That radar crash with modelview seems to be a part of the modelviews own 'feature' of crashing when rotating subobjects are placed last just before any debris or details and tried to edit (empirical knowledge).
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Offline StratComm

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Oh, I'll go back and add that.  Didn't even realize they were missing.  The download will be updated in like 5 minutes.

EDIT: Done.  Redownload from original link.
« Last Edit: April 14, 2005, 02:11:00 pm by 570 »
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Flipside

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Blue light sources in Red nebulas always look a bit odd to me ;)

That said, bloody awesome modelling! :D

 

Offline StratComm

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There's a blue nebula on one side with a blue sun, and a red nebula on the other with a red sun.  Just to have something for the background, you know, and to get shots under different lighting without having to make multiple missions.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 
These ships are awesome!
Granted its my first high-poly experience in FS2.  I didnt know this was possible with the engine!

Two little problems:

1) I have the version of Freespace open that came with the 3rd release of the Bablyon Project (FS open 3.6.5), but some of the textures/polies dont show up in game, but they do in the editor. This was also the case for the GTFr Clarius (Inferno release 1) when i moved it to FS open.

2) I have to delete all the stuff in the table file for the turret animation.

Any help is much appreciated.

(If you have the nightmare ships, maybe from reciprocity, plz let me know)

 

Offline Trivial Psychic

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Are you using the -jpgtga command line addition?  As for the Clarius, be sure that you're using the Inferno R1 SCP Patch.
The Trivial Psychic Strikes Again!

 

Offline StratComm

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Quote
Originally posted by Quintaped
These ships are awesome!
Granted its my first high-poly experience in FS2.  I didnt know this was possible with the engine!

Two little problems:

1) I have the version of Freespace open that came with the 3rd release of the Bablyon Project (FS open 3.6.5), but some of the textures/polies dont show up in game, but they do in the editor. This was also the case for the GTFr Clarius (Inferno release 1) when i moved it to FS open.
I'd need to know which textures are invisible for you in order to properly address this problem, but I suspect -jpgtga (or the lack thereof) is the culprit.  Theoretically all that should be not showing up is the nameplates, but you should probably have it checked anyway.  Try adding it in your command lines and see if that helps any.  If not, post them here.

2) I have to delete all the stuff in the table file for the turret animation.
For FRED or FS2?  I'm fairly sure that they should work in game for 3.6.5, though there may be a spelling error in the parser in that version that could be breaking it.  More likely though, it's FRED that's giving you problems, and it's only an issue with FRED.  Get the new build posted by Goober5000 or Phreak in the recent SCP builds forum to allow the turret animation stuff to work.  It's not terribly important though, it just sets the turrets to depress by default instead of sticking up like candlesticks.

Any help is much appreciated.

(If you have the nightmare ships, maybe from reciprocity, plz let me know)


I'm glad you're enjoying them.  I'm still trying to find enough time and patience to get my Vasudan ships done, so that I can get everything released before I'm back to 56k land for the summer.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 
I dont know how to check which textures arent displaying, but the one thing that is consistant is that the name plate ARE showing...
The other model i mentioned that doesnt show textures (GTFr Claruis, Inferno) uses exclusivly .pcx textures.... Anyways, I'll get the updates and see if that works.

If only I had something as fast as a 56K modem over the summer :-(

  

Offline StratComm

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Oh I didn't say it actually worked that fast ;)

You know what the ships should look like, and you said you could open them in editors (Modelview?)  If you can get them open there, you can select individual textures to view on the ship.  Though I was looking for a more general description on what is missing (turret textures, windows, grey hull, stripes, etc) as to narrow down the potential problems.  There's a slim chance that a non-8-bit pcx file got in there, but why it hasn't shown up for anyone else is a mystery to me.  We are talking about in-game here, right?
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 
I did a little experiment, and retexured a ship to have use a texure i knew worked in the game (Tcov7a.pcx to be exact) and the textures still didnt show up. So for some odd reason I cant see certain polies. I can see all the textures....

Yes this is in game, but sometimes it doesnt render in the editor either.

(the textures that were missing were just hull plating and stuff, the windows/strips/turrets/engines were all there and were visually stunning :D )
« Last Edit: April 20, 2005, 01:10:59 pm by 2733 »

 

Offline StratComm

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That's extremely odd, Tcov7a is a stock FS texture and should show up even if you improperly installed the mods.  You said you're using a build that came with TBP; do you actually have a proper FS2 install?  If not, then you may want to go about getting one, or at least downloading the media VPs (mv_textures in particular) as some of the textures will have to come from there.  As will be the case for practically any other mod.
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Last edited by StratComm on 08-23-2027 at 08:34 PM