Author Topic: For Sale  (Read 23880 times)

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Offline StratComm

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Quote
1. One missing texture (Bast01-01a) and what seems to be a texture typo: Tcov01A doesn't exist but Tcov1A does and is also used in the model. I set both to TCov1A and it looked fine. Can't tell where they were.

2. Only one fighter bay in the POF data, and it's named differently then the table entry. Wasn't hard to change with ModelView32.

3. Docking ports need some tweaking. (Of course, the same can be said of most  models too.) Will tweak my copy's later, want to check it out some more in game.


1. sorry, must be some random texture I mistook for the cruiser engine.  Try ctile3 instead of Bast01-01a.  And the other map is a typo (Tcov01A should be Tcov1a, so it looked like it should).

2. There is only supposed to be one docking bay; I was wondering why the engines and bay were not showing up.  I pasted this ship over an existing one, and somehow forgot to fix the subsystems.

3. As for the docks, I tested them pretty extensively.  The first time I did it I had the paths backwards and the transport I had ordered to dock with the Raynor went straight through the ship before coming to dock.  And I don't know what "good" is supposed to look like, that conversion is just an emulation of a :v: model's dock point.  They work, and I was just proud of that.

I have also taken the liberty to add some turret paths.

The model and table entries have been updated, fixing the problems listed above.  Here's the link again:
Raynor pics and download
« Last Edit: April 11, 2002, 06:13:54 pm by 570 »
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline mikhael

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Originally posted by LtNarol
how could you forget Mikhael? :p  and are there paths set for the turrets?


Dude, all I did was some cheese ball stretches and slices. You guys did all the hard work. I'll have to download this and get someone to tell me how to use it in game. I'd love to see something I had a hand in flying in Freespace. :yes:
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Offline EdrickV

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Some pics of a Raynor (the first complete one, haven't installed the fixed one yet) going beam to beam with a Macross class destroyer (currently a reskinned Orion with a modified weapon or two from the Robotech MOD) and losing. :) I didn't think it would lose quite that badly, but I guess I underestimated the power of that beam. Yes I know that beam looks a little odd in the first two pics, but I didn't make it. (And don't usually see it from that angle.)

http://members.aol.com/EdrickV/FS2/

PS Not entirely sure why, but one time FS2 crashed when I ran into a piece of Raynor debris. Not sure why. Another time running into one of those huge chunks killed me. :)

Oh, and the docking ports look better then some :V: ones, though there isn't a docking port texture there.
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Offline mikhael

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Unable to process URL
Unable to process the URL.


Something might be slightly wrong. ;)
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Offline EdrickV

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Just noticed a little mistake. The table entry lists "Communication" when it should be "Communications" (Wondered why that didn't show up in game.) :) An easy fix. Will get some more good Raynor pics later. Hopefully with it winning.
Ground - "Let me help you out, you're clear to taxi any way you can, to any runway you see."

Mesh Gallery/Downloads:
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Turreting 101:
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Offline EdrickV

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Unable to process the URL.


That's just AOL's servers being a pain in the rear. Try try again. :) If all else fails, change the HTTP to FTP.
Ground - "Let me help you out, you're clear to taxi any way you can, to any runway you see."

Mesh Gallery/Downloads:
http://members.aol.com/ArisKalzar/Gallery.html
Turreting 101:
http://members.aol.com/EdrickV/FS2/Turreting.html

http://members.aol.com/HunterComputers

 

Offline LtNarol

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hmmm, those beams could use some work...the ship looks good though....NOOO YOU KILLED IT!!! :p

 

Offline EdrickV

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That beam is supposed to be the SDF-1's huge Reflex Cannon. It just doesn't have the right model to use it yet. (And you probably can't make beams that start narrow and get wider, can you?)

http://www.robotech.com/images/content/MEC_6_1_7605.gif

The two things sticking up from the "shoulders" essentially form the turret of the SDF-1. :)
Ground - "Let me help you out, you're clear to taxi any way you can, to any runway you see."

Mesh Gallery/Downloads:
http://members.aol.com/ArisKalzar/Gallery.html
Turreting 101:
http://members.aol.com/EdrickV/FS2/Turreting.html

http://members.aol.com/HunterComputers

 

Offline StratComm

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Quote
Some pics of a Raynor (the first complete one, haven't installed the fixed one yet) going beam to beam with a Macross class destroyer (currently a reskinned Orion with a modified weapon or two from the Robotech MOD) and losing.  I didn't think it would lose quite that badly, but I guess I underestimated the power of that beam. Yes I know that beam looks a little odd in the first two pics, but I didn't make it. (And don't usually see it from that angle.)


That's not apples to apples.  You should see my Raynor; it's a bit more powerful/stronger hulled.  I just don't like sending a ship that completely unbalances the game, so I modified it a little.

Quote
Just noticed a little mistake. The table entry lists "Communication" when it should be "Communications" (Wondered why that didn't show up in game.)  An easy fix. Will get some more good Raynor pics later. Hopefully with it winning.


I noticed that too.  If I ever get a more stable website I'll upload it with that fix.  For now, just change the table.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline CODEDOG ND

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handles well agianst Hecates and Deimos just fine tho.
It's a fact.  Stupid people have stupid children.  If you are stupid, don't have sex.  If you insist on having sex.  Have sex with animals.  If you have sex with an animal.  Make sure the animal is smarter than you are.  Just encase of some biological fluke you and the animal have offspring, they won't be as stupid as you are.   One more thing.  Don't assume the animal is protected.  If the animal has a condom, or if female some interuterian device, insist they wear it.  Help stop this mindless mindlessness.  Keep your stupidty to yourself.  This message was brought to you by the Committee of Concerned Citizens that are Smarter than You are.

 

Offline Setekh

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Oh my goodness. This is great. Excellent work, pilots. ;)
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Offline mikhael

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Originally posted by EdrickV


That's just AOL's servers being a pain in the rear. Try try again. :) If all else fails, change the HTTP to FTP.


Ah, I see it now. She's gorgeous in game, except for the turrets. I don't think I much like the turret models, but that's a nitpick. Now hurry up and get some pics of that lovely beast winning. ;)
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Offline Ryx

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Originally posted by mikhael
I agree. I like the idea of a public 'model exchange'. I can't map to save my life right now, but I can hook up some half-decent meshes. On the other side, there's people who can throw together a decent concept for a ship, but not get the finer details done. With a model exchange, we can use everyone's abilities to make ships for everyone to use. :D


I like this idea as well. That way, some of my models might actually get in-game and not just be confined to renders, since the art of conversion is beyond me.
« Last Edit: April 15, 2002, 07:01:39 am by 263 »
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Offline mikhael

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I've updated the COB for the Raynor to include an internal, fly-through hangar. The opening and the exit are in the same places shown by LtNarol's texturing job.

The COB can be found on my website, 404error.com. If you lot would be so kind as to do the conversion, I think Silver_Scythe would greatly apprecieate it.
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Offline LtNarol

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gah, that means i got to gp through that texturing nightmare all over again, and Stratcomm would have to redo all the turreting and paths...i'll start on it tomorrow

 

Offline Setekh

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Quote
Originally posted by mikhael
I've updated the COB for the Raynor to include an internal, fly-through hangar. The opening and the exit are in the same places shown by LtNarol's texturing job.

The COB can be found on my website, 404error.com. If you lot would be so kind as to do the conversion, I think Silver_Scythe would greatly apprecieate it.


Very nice... but now look what you've done. :D
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
THE HARD LIGHT ARRAY. Always makes you say wow.

 

Offline mikhael

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Originally posted by LtNarol
gah, that means i got to gp through that texturing nightmare all over again, and Stratcomm would have to redo all the turreting and paths...i'll start on it tomorrow


Shouldn't it be possible to keep all the Freespace intact, changing only the COB and its textures? I'm not sure how this end of things works, but I would expect that's all that gets done for reskins and slight mesh modifications.
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Offline EdrickV

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As far as reskins, with the stuff we have these days reskins can be done directly on a POF or just by using overriding textures. (A Rakshasa Zentradi reskin I've seen consisted entirely of pcx files. Just drop them in data/maps and poof.) As far as recycling stuff from the old model, I think, if you can get it sized and aligned just right it may be possible to reuse stuff like the turrets. The trick is getting the darn thing aligned right. Some of the other LODs may have to be redone too, if you didn't make them. And you may have to redo all the FS pof stuff. (Setting up the turrets, making subsystems, paths, etc.) I'm kinda new to modding though (at least the modeling/pof making side) so could be wrong.
Ground - "Let me help you out, you're clear to taxi any way you can, to any runway you see."

Mesh Gallery/Downloads:
http://members.aol.com/ArisKalzar/Gallery.html
Turreting 101:
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Offline StratComm

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NOOOOOOO!!!!!!  You just had to do that, didn't you?  Reskins should be no harder than the first time, but turreting it is not just a simple model swap.  That sort of change involves ungluing the whole damned thing, resizing the new Raynor model to exactly the same specifications, and gluing it all back together.  You are talking about a tremendous amount of work.  Besides, where would the fighters come from if you could be inside the hanger when they appear?  The pathing for the hangers alone is a nightmare.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline LtNarol

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Quote
Originally posted by StratComm
NOOOOOOO!!!!!!  You just had to do that, didn't you?  Reskins should be no harder than the first time, but turreting it is not just a simple model swap.  That sort of change involves ungluing the whole damned thing, resizing the new Raynor model to exactly the same specifications, and gluing it all back together.  You are talking about a tremendous amount of work.  Besides, where would the fighters come from if you could be inside the hanger when they appear?  The pathing for the hangers alone is a nightmare.
skinning that thing took me 4 hours starting at midnight, given the amount of stuff i have to do for RL, thats not happening any time soon.

As for the pof stuff, all that has to be redone, because the conversion process has to be redone from cob to pof, and then the pathing starts in the new pof.