Author Topic: Armageddon uberbomber color/texture scheme?  (Read 4039 times)

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Offline TrashMan

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Armageddon uberbomber color/texture scheme?


I prolly used too much repeats, but I was thinking using this for a base texture layer.
Actually, given the size of that thing I should probably approach it as I would do a capship :D
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Offline Unknown Target

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Re: Armageddon uberbomber color/texture scheme?
A) That's too big to be a bomber :p That thing is the size of a small cruiser :p
and
B) Yea, too many repeats :)

  

Offline TrashMan

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Re: Armageddon uberbomber color/texture scheme?
ya..it's bigger than an ursa..allmost twice the length.

Naturally, you can't launch that from a destroyer.. A heavy carrier is the only ship that can fit it in the fighterbay (door) ;7

Methinks I shall halve the number of repeats
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Offline Janos

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Re: Armageddon uberbomber color/texture scheme?
oh dear that thing has a really big gun
lol wtf

 

Offline Cobra

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Re: Armageddon uberbomber color/texture scheme?
It's the Flying BrickTM!
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 aldo_14

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Re: Armageddon uberbomber color/texture scheme?
Mental.  I'm quite impressed :)

IMO it's too detailed/'busy' for a base layer, though.... at least the way I'm thinking of doing base layers, anyways, where the base is just colouration and things like plating are manually drawn.

 

Offline RazorsKiss

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Re: Armageddon uberbomber color/texture scheme?
Fringespace - Tachyon: Revived   ModDB Listing   Razorskiss.net 

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Offline Snail

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Re: Armageddon uberbomber color/texture scheme?
Whoa that thing is huge. What bomb does it carry? That stuff the Archangel lobs?

I like the pilot configuration. Most superbombers have a 30 foot giant for a pilot.

 

Offline Trivial Psychic

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Re: Armageddon uberbomber color/texture scheme?
Maybe its main secondary weapons are Kamikaze fighters launched from the missile bays.  :lol:
« Last Edit: March 08, 2007, 09:28:50 pm by Trivial Psychic »
The Trivial Psychic Strikes Again!

 

Offline TrashMan

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Re: Armageddon uberbomber color/texture scheme?
It's a ultimate bomber of a sort...

The Claymore I made som time ago used 8 Redeemer Cannons as it anti-cap weapons (nearly non-existant secondary capacity).

The Armageddon is bigger and has 5 missile bays (on the model, it will have 3 banks in-game) and the addition of 2 Redeemer Cannons, 4 (I may add more) "standard" forward guns (Prometheus S) and 5 defensive turrets.

The missiles the Archy carries are too big even for this bomber tough - it will carry Judgment Day torpedos (2-3 are enough to take out a destroyer - and my destroyers have more HP)
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Offline jr2

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Re: Armageddon uberbomber color/texture scheme?
@TrashMan: Can you make the FS equivalent of the modern-day AC-130 Spectre;7
AC-130 dropping countermeasures :cool:
« Last Edit: March 08, 2007, 10:25:09 am by jr2 »

 

Offline Dysko

Re: Armageddon uberbomber color/texture scheme?
AC-130 dropping countermeasures :cool:
It looks like a normal C-130, I can't see the barrels of the various weapons on the side.
*runs*
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Offline jr2

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Re: Armageddon uberbomber color/texture scheme?
AC-130 Spectre;7
I'm not going to do all your work for you.  :p
EDIT: Oh wait, soz... you're right, the decoys are from a normal C-130... Of course, the AC-130 would look the same, except with guns.  Does anyone know if there's a vid with an AC-130 dropping "angel flares"?

 

Offline TrashMan

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Re: Armageddon uberbomber color/texture scheme?
There is one out there..you might try googling for it...

But this is friggin impressive:
http://www.bofunk.com/video/1796/gatling_gun.html

This so tempts me to make a new version of my Thundrbolt bomber..especially now that you cna make the gun rotate in SCP :D
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Offline jr2

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Re: Armageddon uberbomber color/texture scheme?
Don't resist too hard... ;)

 

Offline TrashMan

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Re: Armageddon uberbomber color/texture scheme?
Works in game (with all the trimmings :D)





Just one problem - a specific texture (the one I use for missile launchers)  just doesn't want to appear - it shows up in PCS and Modelview32 but not in the game. And I tried everything - triplechecking the colur depth, converting into other formats (tga, dds) - nothing works.. the damn texture just doesn't want to appear!

P.S. - another strange thing, red_glow doesn't appear in teh game (that's what happened to both of my Athenas) but red_glow_small does appear - and both of them are in the media vps and both are tga's.. strangeness...
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Offline jr2

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Re: Armageddon uberbomber color/texture scheme?
That's your Thunderbolt, right?

 

Offline TrashMan

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Re: Armageddon uberbomber color/texture scheme?
No, the Thunderbolt looks quite like the A-10. This is hte Armageddon.. Now anyone have a clue as to what could be the cause of the missing texture?
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Offline Trivial Psychic

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Re: Armageddon uberbomber color/texture scheme?
Just one problem - a specific texture (the one I use for missile launchers)  just doesn't want to appear - it shows up in PCS and Modelview32 but not in the game. And I tried everything - triplechecking the colur depth, converting into other formats (tga, dds) - nothing works.. the damn texture just doesn't want to appear!

What happens if you open up a debug FRED, and place the model on the grid?
The Trivial Psychic Strikes Again!

 

Offline TrashMan

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Re: Armageddon uberbomber color/texture scheme?
Just one problem - a specific texture (the one I use for missile launchers)  just doesn't want to appear - it shows up in PCS and Modelview32 but not in the game. And I tried everything - triplechecking the colur depth, converting into other formats (tga, dds) - nothing works.. the damn texture just doesn't want to appear!

What happens if you open up a debug FRED, and place the model on the grid?

Warning: Couldn't open texture 'tercoc01'
referenced by model 'Armageddon.pof'

File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cpp
Line: 3056
[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 005a90cc()
    fred2_open_3_6_9_debug.exe 005aa64f()
    fred2_open_3_6_9_debug.exe 00536029()
    fred2_open_3_6_9_debug.exe 0045611f()
    fred2_open_3_6_9_debug.exe 00456e77()
    fred2_open_3_6_9_debug.exe 00455fa8()
    fred2_open_3_6_9_debug.exe 0043ef27()
    fred2_open_3_6_9_debug.exe 009ba821()
    fred2_open_3_6_9_debug.exe 009b9d04()
    fred2_open_3_6_9_debug.exe 009b7859()
    fred2_open_3_6_9_debug.exe 009b7d45()
    USER32.dll 77d48709()
    USER32.dll 77d487eb()
    USER32.dll 77d4c00e()
    USER32.dll 77d4c034()
------------------------------------------------------------------

Sez the same thing about hte initglass texture and about hte green_glow and red_glow_small


However all the stuff it listed it opens..
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