Author Topic: Lucifer Shields  (Read 10925 times)

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Offline Nico

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Quote
Originally posted by Stryke 9
I was referring to the shields. If I thought that wasn't damned obvious, considering I've been here for over an hour, I'd have mentioned something about the ship.:p


you know, inhame, what you'll see of it are just some ... her "scrolling down to look at the pic" HUGE white blobs when you shoot at it.
Ok, the guy better increase the polycount of that shield, or it will be damn ugly.
SCREW CANON!

 

Offline Ulundel

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Quote
Originally posted by venom2506


you know, inhame, what you'll see of it are just some ... her "scrolling down to look at the pic" HUGE white blobs when you shoot at it.
Ok, the guy better increase the polycount of that shield, or it will be damn ugly.


Nah, then it wouldn't look original.  Those shields are like from the Dune movie. ;)

 

Offline Stunaep

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So is that a bad thing?

Looks nice from my point of view.
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Offline Nico

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Originally posted by Ten of Twelve


Nah, then it wouldn't look original.  Those shields are like from the Dune movie. ;)


what I mean is if it has such a low polycount, you shoot a single laser at it, and half the shield will go bright ( I'm exagerating, but it's the idea). I've seen that, it's ugly as hell.
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Offline Ulundel

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Originally posted by venom2506


what I mean is if it has such a low polycount, you shoot a single laser at it, and half the shield will go bright ( I'm exagerating, but it's the idea). I've seen that, it's ugly as hell.


Well then I agree (I guess :rolleyes: )

 

Offline DTP

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The poly shield is an exact replica of the Lucifer LOD1 mesh. this means it has approx 1236 Polies. Those pics just shows the progress, as they where send as a report of progress

In case any of you are wondering if PCS can handle this. Well it can’t, but CObtoPOF with high limits can, already converted a mesh to a POF with that very shield, around a Cube.

I will post some pics here later (and I mean later, meaning not today as I’m soon going to bed) when I get my render started up, These will shows how close the shields are to the Lucifer as it is now. It still needs a lot of work.

Note the shields are going to be even closer some places. And some places you cant see the shield because it is so close. And don’t worry about Large Areas going "BLOOP" when hit, since I will increase the polycount on large polygons.

Right now I’m debugging the shield for places where the Lucifer hull sticks out of the Shield,

I will not add the spikes seen in the Cut scene or Ani files. The Lucifer is created by Volition; they left it out for a reason. IMO the mesh is better without the “antennas” that would otherwise make it look too much an ant in space.
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Offline Sheepy

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Quote
Originally posted by DTP
IMO the mesh is better without the “antennas” that would otherwise make it look too much an ant in space.


LMAO :D
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Offline Ulundel

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Originally posted by Sheepy


LMAO :D


Sorry?

 

Offline Nico

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Quote
Originally posted by DTP
I will not add the spikes seen in the Cut scene or Ani files. The Lucifer is created by Volition; they left it out for a reason. IMO the mesh is better without the “antennas” that would otherwise make it look too much an ant in space.


well, the reason is that the polycount was already very high, and just extruding new spikes wouldn't have helped ( don't forget that at this time, we didn't have the computers we have now :) )
SCREW CANON!

 

Offline Setekh

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Nice one. Maybe you could ask Woosey to update his shield project files. :)
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Offline DTP

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Quote
Originally posted by venom2506


Well, the reason is that the polycount was already very high, and just extruding new spikes wouldn't have helped ( don't forget that at this time, we didn't have the computers we have now :) )


Oh, do you have any kind of reliable source on that.

Typhoon  LOD1: 1215
Lucy         LOD1: 1069
----------------------------
Difference 146 polies.

So, it is not the polycount that made them discard the "antennas".

My polycount is 1236 as I added some polies to avoid the “bloop” effect.
Note this is for the Shield only.

Try and put some antennas on it, and you will see why they left them out.
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Offline Nico

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SCREW CANON!

 

Offline DTP

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here are some links, to 1024*768 renders of the current state of the editing.

left

top

Perspective 1

Perspective 2
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Offline Galemp

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:nod::yes: I like what I'm seeing!
I don't think polycount has an effect on performance if the polys are invisible, as they are for most of the time. Plus, FS1 missions are not very system-intensive, so you can probably go overboard with the polys. Just try to spread them out.
Please make sure, however, that the shield is close enough that the player can't get underneath it. I know it might be difficult, but I'm turning the Invulnerable tag on anyway.
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Offline DTP

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Worked overtime, and got bored, so I made a collage of various shots of the mesh as it is now.

Btw changed the color of the shield to red.


allinone

You will note if you can see through it all, that there are very few places where you can actually see the shield extend from the hull.

The places you can see are unedited, or failed to comply with my eyes and my brain :)
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Pleace say that you will add new maps to it, it just looks bad when you get up cloce, and a nother thing it has no dibreis!
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Offline Shrike

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Use the FS1 maps.  Those things are huge and look friggen sweet.
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Offline Galemp

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Quote
Originally posted by StarGunner (fixed spelling)
Please say that you will add new maps to it, it just looks bad when you get up close, and another thing it has no debris!


Maps: fixored, see above, and screenshots. For some reason the maps used in FS2 were the LOD2 maps from FS1. :wtf:, I know.

Debris: Well, I guess it would be nice, but you never see it destroyed in the main FS1 campaign, so why bother?

Hey look, new sig. :p
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Offline DTP

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succesfull import into FreespaceII
I just managed to get PCS to import the COB file with the shield mesh and the new maps.

The shield mesh is still not perfect, some places the hull still penetrates the shield. Still tweaking those areas.

Still, I have not increased polygon count for large polygons, and I’m going to send a letter to Kazan to ask him, if there is any maximum polygon count in regard to the combined polygon max, or if the shield mesh falls under the sub object limit of 750 polygons.

The mesh currently has 636 polygons, as I have removed the shielding for the turrets.

I will wait until i get a reply from kazan regarding the max polygon count.

will post some in game pics here later.
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Offline DTP

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here are the pics, at low polycount, but as close as you can get to the hull.

These may not be the best shoots. but they show, just how close the shield is to the hull.








if you want to see more, enter my HP, via this link into the images directory

Click

It will be up shortly, seems my ISP changed some rules, Directory listing where permitted in the past.
« Last Edit: March 31, 2002, 08:13:23 pm by 508 »
VBB member; reg aug 1999; total posts 600.
War is a lion, on whos back you fall, never to get up.
Think big. Invade Space.