Author Topic: Orginal BSG mod calling for aid...  (Read 25245 times)

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Offline Roanoke

  • 210
Re: Orginal BSG mod calling for aid...
That's a bloody site linked to earlier in the thread. I never realised how much back-story there was.

Reading this has me wondering whatever happened to Killfrenzy. I recall doing some dock paths for the Cylon Basestar (though I don't think it was ever actually used) when I first appeared as "magatsu1" and something else, but I forget what .

 

Offline IPAndrews

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Re: Orginal BSG mod calling for aid...
Heck, your Galactica model is the most accurate I've seen yet!  Okay, there are still a couple of faults on the bow/head, but everybody gets that section partly wrong.  SteveW, the man whose models I'm using as the starting point for the rest of the fleet, got it quite wrong. 

Most high poly models do. I think because every one is based upon another that got it wrong. I had a bloody good go with mine and based my geometry on DVD captures more than anything else. All i'm saying is beware that mine isn't right and your ref is wrong ;).
Be warned: This site's admins stole 100s of hours of my work. They will do it to you.

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Re: Orginal BSG mod calling for aid...
I hate posting these tangents in your thread, but I think I might have hit on something.

A lot of the models I convert come from various sources way outside the FS2 community, people just make models differently and not for our specs, I just get permission to try a conversion, 99% of the time the original modler isn't involved after that, just me.

Anyway Cobra suggested Gluing lights to all the submodels (and some of these have dozens, forget that!)...BUT I just noticed something.

I am currently working on a new Romulan TMP era vessel and am in the process of knocking off a few dozen textures (60 to 49 to 23) and in the final stages to get to 15 textures (I use the 16th as a temp slot to later turn into invisible for Trek style hull texture turrets).

In this process I make .cobs and turn them into .pofs to get all the common slots that use the same texture to become ONE slot. Then take the pof, examine what I can combine to trim off or alter and go back to .cob for editing...

LONG story short I only do this with basically KA models as it's required. BUT I do remember they also are made up of many "loose" subobjects, but after making a .pof back into a .cob they all are merged into the hull and it becomes a "Freespace2 Model"... I just loaded it up in TS and it is one object now (called Object 1)

Do you think I need to simply strip off all the turrets I added, reconvert it like it was before. and THEN make the pof back into a cob so all the "loose" subobjects are merged and then re-arm it?

Will that solve the mysterious: "Too many chunks" error? (I still don't know what that means)  ;)

Either I'm just stupid, or an unrecognized genius...  :lol:
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Offline Raptor

  • 210
Re: Orginal BSG mod calling for aid...
Quote from: IPAndrews
Most high poly models do. I think because every one is based upon another that got it wrong. I had a bloody good go with mine and based my geometry on DVD captures more than anything else. All i'm saying is beware that mine isn't right and your ref is wrong ;).

Oh I'm using DVD captures too (I just wish I could find my BSG DVDs!)  I plan to combine elements from several different models to get as close to correct as I can.  The 'eye' sockets seems to be the area that is done wrong the most.



The top one is a model made for Homeworld (using it for referance, think it was made by Maudib)  Middle one is SteveW's, and the bottom is the one I'm working on.  It started out as your's, but I've been making changes (and I plan on a lot more ;))  Please excuse the sorry excuse for texturing... :nervous:

SteveW's is impressive, despite the design flaw.  Then again it has over 600K polys... (I've heard that his latest model, don't know of what, is over 3 million! Yes, 3,000,000+ polys!?!)
:jaw:
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Offline Roanoke

  • 210
Re: Orginal BSG mod calling for aid...
3 million isn't a great deal for rendering.  :)

 

Offline IPAndrews

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  • This site stole my work
Re: Orginal BSG mod calling for aid...
Just based on the side profile SteveW's model looks way off to me. Maudib's looks better.
Be warned: This site's admins stole 100s of hours of my work. They will do it to you.

 

Offline Getter Robo G

  • 211
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Re: Orginal BSG mod calling for aid...
Hey guy, I just got access back to my old HD so I'm quietly messign with stuff again.

I repof'ed your older Galactica  model and PCS worked, but when I tried to open it in MV it complained "Too many Normals defined < 30000" what the heck does that mean???

I am using the Darkhill MV updated version these days...

"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline IPAndrews

  • Disgruntled Customer
  • 212
  • This site stole my work
Re: Orginal BSG mod calling for aid...
I just looked at those Galactica side profile pictures again and I'd like to revise my earlier comment. Based on the side profiles my model is the most accurate. On mine the underside of the head only has a very shallow curve. That's correct. The other two battlestars have heads where the curviture of the top is almost equal to that of the bottom. Completely wrong.
Be warned: This site's admins stole 100s of hours of my work. They will do it to you.

  

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Re: Orginal BSG mod calling for aid...
Yeah I know, I constantly reinvent the wheel... BUT, if it works for me it should work for everyone.  ;)

Huzzah! Alpha works on death,  time to arm it!
If they don't like my slight retexture they can change it later. (Kane/Muadib's mesh)







"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline shiv

  • Don't forget Poland!
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Re: Orginal BSG mod calling for aid...
On webiste of the old MOD I saw a download link. But it doesn't wokr. Could anyone upload it to a working server?
http://www.sectorgame.com/vega
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Offline bizzybody

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Re: Orginal BSG mod calling for aid...
1/2500 scale BSG ship models, to scale with the Revell/Monogram Galactica model. http://home.comcast.net/~arveymodelproducts/battlestar_galactica.htm
"They were really only teeny little A-bombs, honest!" Dr. Charles Dart

 

Offline starlord

  • 210
Re: Orginal BSG mod calling for aid...
Yay, I've been waiting for this one for a long time.

I sincerely hope it will come to end, and that I'll be able to play it one day.

Good luck continuing, raptor. All my wiches go to you.

best regards.

mike.

 

Offline colecampbell666

  • I See Dead Pictures
  • 212
  • Evolution and ascension.
Re: Orginal BSG mod calling for aid...
Kinda a :necro:

If the mod has gone this long without updates, chances are it's dead.
Gettin' back to dodgin' lasers.