Author Topic: Archangel Modification release  (Read 5199 times)

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Offline TrashMan

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Archangel Modification release




This is a new version of the Archangel heavy batleship (up for grabs on Hades Combine).
http://hades-combine.com/web/index.php?ind=downloads&op=entry_view&iden=251

Initally it was supposed to be used in Ferrium, but since the project died, I decided not to let this version die with it, since I liked it so much.

The Archangel Mk2 has a different texture set, has 2 more engines, different (and more) weapons, a destructable communication subsystem (mesh), and glows.
I put the ships as a modular table, as well as the weapons, but since I'm not sure if I did the weapon tbm correctly, I put a normal table entry too.

YOU WILL NEED MY WEAPONS PACK FOR SOME WEAPONS EFFECTS (and missile meshes)!

Re-name shiphull.dds to shiphull2.dds after extracting!

http://hades-combine.com/web/index.php?ind=downloads&op=entry_view&iden=188

EDIT: File updated with fixes!
- removed two minor textures from the ship (you won't notice it, they were applied to only a few faces by mistake)
- added a bit more glows
- added a nameplate
- fixed all the table errors (some missile launchers and beam cannons not functioning)


« Last Edit: January 03, 2007, 07:13:02 am by TrashMan »
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Offline Cobra

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Re: Archangel Modification release
Wow, that's big. :eek2:

*Downloads*
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 

Offline Snail

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Re: Archangel Modification release
First pic. Can it beat a Sath?

 

Offline TrashMan

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Re: Archangel Modification release
Yes. But it depends on distance and positioning.

No matter from which side and distance the Sath attacks, it will be destroyed - but the Archangels fate varries.
In general, if the Sath is far away the Archangel will pawn it with little damage.

If the Sath is close however, depends on positioning - the Archangel is most effective with it's broadsides. It has more heavy ion cannon turrets on it's topside, but the meson missile launcher is on it's bottom, so it depends..

Turret count:
 - 8 heavy ion cannon turrets (x2)
 - 56 light turrets (flak, AAF, terran turrets)
 - 4 heavy beam cannons
 - 6 ant-fighter missile turrets
 - 4 long-range aanti-cap missile launchers
 - 1 meson missile launcher

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Offline Snail

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Re: Archangel Modification release
Whoa. Nice. I'll get it when I've got FSO... :doubt:

 

Offline TrashMan

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Re: Archangel Modification release
I updated the download file. In my zeal to release it I made some errors...
In the ships.tbl I put in a unexisting beam weapon for the two rear beam cannon turrets, and I used the wrong names for the 4 front missile luanchers, so they didn't fire in game.
I also made some stupid mistake with the gattling turrets, as they also didn't fire.

All that is fixed now, nameplates and more glows are added, and number of textures is optimized (2 less) :D
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Offline Snail

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Re: Archangel Modification release
So the Archangel can beat any other ship in the game (not including mods, of course)?

 
Re: Archangel Modification release
Right then. I just deleted my post, then realized I hadn't fixed the problem, even though I thought I had. So...here we go. Again.

I threw the Archy and the required weapons files into their required data/models, data/tables, and data/maps folders (separate mod folders, though), using the Autolycus VP as the guideline for what goes where. Then, I slapped the Archy into a clean FRED mission, put myself next to it in an Autolycus (fastest ship I have), and saved it. Popped over to Freespace, loaded up the mission, and got this:

Quote
Error: Can't open model file <none>
File:C:\temp\fs2_open_3_6_9.rc7dot8\code\Model\ModelRead.cpp
Line: 1870
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

Cue slight profanity and grumbling. >_>;

Here's my FSO command line, if that helps. =/

-mod mymods,Archangel,weapons,mediavps

The mymods folder contains the Autolycus, the Archangel folder ...contains the Archy, the weapons has the ...well, the weapons, and the mediavps has only the base media vps.

Help? X_x;

 

Offline TrashMan

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Re: Archangel Modification release
Woah...strange..

Did you get my weapons pack from hades-Combine too?
The Fury Mk IV and Supernova missile meshes are in it, as well as some weapon effects - that might cause trouble.

Aside from that, the Archangel mesh should work fine - I tested it several times.

the only other thing I can think of that might cause trouble is if I messed up something in the modular weapons table - never made one before.
You can try to equip the Archangel with "normal" weapons in ships.the table, or directly copy/paste the weapons in the weapons.tbl.
If newither of that works, then I really have no idea... 
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Offline Getter Robo G

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Re: Archangel Modification release
Love it!

Would you be offended if sometime in the future I threw some WWII style/influenced turrets on it?
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

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

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Offline TrashMan

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Re: Archangel Modification release
Lol..you mean 3 barreled, US battleship style turrets?

I was contemplating on putting those on myself, but decided that double barreled is enough. I can whip up a verion with such turrets if you really want it though...
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Offline Getter Robo G

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Re: Archangel Modification release
Why are you laughing at me!!!!!  :lol:

You got a completely awesome ship and honestly if you were on an enemy ship wouldn't you be like ("OMG their aiming the boxes of DOOM(tm) at us!") But yeah 2 barreled are fine.

And yeah I'm only talking about the main guns, much like what I tried to do for Yamato but screwed up...
(I iz Noob)...

http://i22.photobucket.com/albums/b321/Star-Dragon/newgunsforyamato.jpg
See I totally screwed up the axis on these!!!
"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... :)

 
Re: Archangel Modification release
Okay, taking out -mod Archangel from the command line, but leaving in the weapons, allowed me to screw around with the Ion Cannons and Supernova and such.

BTW: Never fire a Duel Supernova at an Orion that's about 500 meters away, like you would, say, a Helios. You. Will. Pwn. Yourself. Same goes with Heavy Ions. Man, those guns are freakin' POWERFUL.

But yeah, apparently, it's the Archy itself. I dunno why. Now that I think about it, in FRED, lots of the parts of the model are see-through. I dismissed it as nothing, but apparently, it's something.

Uh...could someone tell me, step-by-step, how they installed their own Archy and made it work, so I could follow that and see what I did wrong? X_x; *feels stupid*

 

Offline TrashMan

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Re: Archangel Modification release
Why are you laughing at me!!!!!  :lol:

You got a completely awesome ship and honestly if you were on an enemy ship wouldn't you be like ("OMG their aiming the boxes of DOOM(tm) at us!") But yeah 2 barreled are fine.

And yeah I'm only talking about the main guns, much like what I tried to do for Yamato but screwed up...
(I iz Noob)...

The turret barrels have 308 polys and are 8-sided cylinders. They looked OK to me, and I tried to keep the polycount (and texture count) of the complete ship to around 10000 polys.

The ones in the bottom left corner are the earlier verion of the barrels.

I can easily make different turrets if you really want it (tripple barreled or double barreled?)


Quote
By DrewToby

Okay, taking out -mod Archangel from the command line, but leaving in the weapons, allowed me to screw around with the Ion Cannons and Supernova and such.

BTW: Never fire a Duel Supernova at an Orion that's about 500 meters away, like you would, say, a Helios. You. Will. Pwn. Yourself. Same goes with Heavy Ions. Man, those guns are freakin' POWERFUL.

But yeah, apparently, it's the Archy itself. I dunno why. Now that I think about it, in FRED, lots of the parts of the model are see-through. I dismissed it as nothing, but apparently, it's something.

Uh...could someone tell me, step-by-step, how they installed their own Archy and made it work, so I could follow that and see what I did wrong? X_x; *feels stupid*

The Supernova is a doomsday weapon...what did you expect from a meson missile that twice the size of your fighter? That's one of the resons why it has such a long range.

The Heavy Ions are meant to pack a punch (10000 poer blob if I recall correcly..initially it was 25000, but I toned it down :D ). Sure, they miss sometimes, especially smaller and faster targets, but they make up for that with their range.

Both if these are capship weapons . I can't even immagine using them from a fighter/bomber...How did you even see where to fire the Ion Cannon? The blob is bigger than an Ursa, it must cover up your whole FOV..LOL

As for hte missing textures..I'm surprised... I've put all the custom textures in the rar, all others are stock FS2 textures...
Can you post a screenshot of the problem?

I placed all my files directly - all .dds and .pcx files in the Data/maps folder, the .pof in the model directory nad the tables in hte table directory. It shoudl work...

-----

EDIT: I messed up the gattling turret completely. It's worthless as it is, so here is hte correection. Just copy/paste this in the weapons file:

;-----------
$Name:                                  Gattling Turret
$Model File:                    none
@Laser Bitmap:                           laserglow04
@Laser Glow:                           2_laserglow03
@Laser Color:                           150, 250, 150
@Laser Color2:                           180, 240, 180
@Laser Length:       9.0
@Laser Head Radius:  0.60
@Laser Tail Radius:  0.60
$Mass:                                  0.4
$Velocity:                              1200.0                         
$Fire Wait:                             0.01                     
$Damage:                                10
$Armor Factor:                  1.0
$Shield Factor:                 0.9
$Subsystem Factor:              0.8
$Lifetime:                              0.8
$Energy Consumed:               0.30                           
$Cargo Size:                    0.0                             
$Homing:                                        NO
$LaunchSnd:                             110                           
$ImpactSnd:                             85                                     
$Flags:                                 ("Big Ship")
$Icon:                                  icongun03
$Anim:                                  LoadGun02
$Impact Explosion:      none
$FOF: 1.1
;----------



The rate of fire is tricky as it depends on hte AI. On general the rate of fire of 0.02 is more than enough, but normalyl it fires to slow so I upped it.
« Last Edit: January 01, 2007, 08:24:25 am by TrashMan »
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You're a wrongularity from which no right can escape!

 

Offline Getter Robo G

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Re: Archangel Modification release
Apologies, you did take my advice from long ago first time around (version 1). That FIRST pic made it hard to see the barrel detail earlier, but still it looks like the bases could be a little spruced up.

Barrels are fine though (in fact, I darn right like them) ;)

"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... :)

 
Re: Archangel Modification release
could you post a complete copy of a sorta........ 'basic' (retail compatible) vesion of those turrets? i could use those perfectly on the windsor. i would make them smaller of course :D :D
Sig nuked! New one coming soon!

 
Re: Archangel Modification release
Could somebody Fred together a good mission with this beast? Thanks!

 
Re: Archangel Modification release
Right, finally got around to doing this, my apologies for taking so long.

Here's the images. It looks like there's a map I missed somewhere. I'll try redownloading it and checking to make sure every map went exactly where it should, but I did that before without luck. =/

Top view. As you can see, a great deal of the textures are nonexistent.
Starboard bow position. Again, as you can see, most of the textures don't seem to ...eh, be there.

I just checked the locations of the .pof and all the .pcx and .dds files, and they were all in models and maps, respectfully.

Help? I wanna make this one work ;_;

 

Offline Trivial Psychic

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Re: Archangel Modification release
Try a debug version of FRED.  The warning messages it gives you may indicate that some of the maps are miss-named, missing, or perhaps they're non-power-of-2-compressed-dds map files.
The Trivial Psychic Strikes Again!

 
Re: Archangel Modification release
Right then...I just tried, and I got this immediately upon startup.

Code: [Select]
Warning: Bogus string in weapon flags: Big Damage

File:J:\src\cvs\fs2_open_3_6_9.final\code\Weapon\Weapons.cpp
Line: 1602
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    fred2_open_3_6_9_debug.exe 0058b4eb()
    fred2_open_3_6_9_debug.exe 0058d2af()
    fred2_open_3_6_9_debug.exe 0058df40()
    fred2_open_3_6_9_debug.exe 00455bb5()
    fred2_open_3_6_9_debug.exe 0044c951()
    fred2_open_3_6_9_debug.exe 009ba3f2()
    fred2_open_3_6_9_debug.exe 009b9d54()
    fred2_open_3_6_9_debug.exe 009b78a9()
    fred2_open_3_6_9_debug.exe 009b7d95()
    USER32.dll 77d48734()
    USER32.dll 77d48816()
    USER32.dll 77d4b4c0()
    USER32.dll 77d4fd29()
    ntdll.dll 7c90eae3()
    USER32.dll 77d501f7()
------------------------------------------------------------------

Doesn't SEEM like that would interfere with the Archy itself, but ...y'know. =/ I'll edit this post when/if I get more error reports.

Woo, that was fast. It actually won't let me into FRED because of that error. I tell it to go into Debugger mode and it says that it has 'encountered a problem and needs to close.' So ...maybe the above posted thing actually IS the problem? =/