Author Topic: Another Terran Corvette  (Read 20463 times)

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Offline Axem

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Yup, that did it. I also found some other turrets that got moved somewhere along the line and have to be fixed. :sigh:

But that doesn't stop me from playing with it in game! :D




 

Offline StratComm

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I'm waiting for the shot where this and a Deimos are shown side-by-side.  I'm actually more than a little curious as to how their scales compare.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Axem

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The Bellona is smaller compared to the Deimos. But like I said in the first post, it was mean to be a light corvette. None of this Deimos Mk2 Haberdashery.


 

Offline WeatherOp

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Did TS take the UVmapping or did you have to use Lith?

Looks good BTW.:D
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Offline Getter Robo G

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Just curious, how about Belleraphon?

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Offline CaptJosh

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IIRC, it's Bellerophon. No A's in that word last I saw it used in a book.
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Offline Axem

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Yeah, and that name is already taken. Still, I'm still thinking about renaming it. Sometimes I get an idea, think its great, then I look back and think its crap. Plus its unreleased, so I can do whatever I want. :p

WeatherOp: Ran it throught Lith, then wet into TS. Worked like a charm. :)

 

Offline WeatherOp

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Quote
Originally posted by Axem


WeatherOp: Ran it throught Lith, then wet into TS. Worked like a charm. :)


Good, now that I have an effective way to map ships, I need to start working again.

And once again thanks for telling me how to use that texturing.:D
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Offline StratComm

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Quote
Originally posted by Axem
Yeah, and that name is already taken.


Several times, in fact.  And it's used as a corvette already to boot.
« Last Edit: October 24, 2005, 05:35:08 pm by 570 »
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Nuke

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i could never understand lith, i didnt like the triangulation requirement, that only makes model size bigger. fortunately ts6 has very good uv tools, and even when i was using ts4 i was content witht he uv tools (regaurless of how crude they were). i also like to not hop 3d formats ad it always looses something in the translation.
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Offline StratComm

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Triangulation doesn't matter except for filesize to a degree; FS2 uses tris now anyway.  In fact, keeping things triangulated not only ensures the model will behave the way you want it to, it also keeps you aware of how many game polys you're using as opposed to some arbitrary amount when polys can be n-sided.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Trivial Psychic

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Now that I see the size of this model, I see why a BGreen would be too powerful for this.
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I'm not sure, but I think the corvette looks better, when it is a little bit bigger than the Deimos...
just my 2 cents ^^°
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Offline Trivial Psychic

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I agree that I like the idea of it being about the same hight as Deimos, so proportionally, it would be longer.
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Offline StratComm

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I think the goal should be to make it as wide as a Deimos.  It's obviously not going to be as tall, as the engines underneath the Deimos exaggerate its height.  And deciding it by the length doesn't look quite right either.  There's not a good width comparison up, but that's the criteria I feel like it needs to match to be the "right" size.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Axem

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I took pics of front, side, and top when I had the chance, here's the other two.




I still may adjust the size, but not longer than a Deimos. Using the windows as a sense of scale, the Bellona would have windows a few decks high then. :p Plus the increased density of the maps compared to the Deimos may make it seem like the Bellona should be bigger.

 

Offline WeatherOp

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I woukd sujest keeping it that size, small and fast, perfect for a Strike Corvette.
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Offline Axem

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New ingame pics with the AWACS doors working. Thanks to Nuke for having ships that using working subobject animation for me to steal from. :p





The door opening is a hack, they open when something leaves its tiny launch bay on the bottom. Nothing else I can do until you can get a trigger you can use from within FRED or something.

The docking tube should be just as easy in theory. After diving through around 20 pages of posts, I found Bob's original subobject animation thread where he listed the triggers.

The tube's axis is like 1km from the actual object, and my "calcluations" say it only needs 1 degree to get into the right position. But alas making paths is really hard in PCS because I can't see them. And Aurora doesn't see any textures making it impossible to see the ship. The fighter bay path was some random path a few hundred meters below the ship.

I may need someone's help making paths and other finer details.

 

Offline StratComm

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I'll take a look at it.  If you just want one bay path (since you've got a launch tube) it shouldn't be difficult to get this in pretty quickly.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline WeatherOp

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Thats one very nice looking corvette.:D
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