Author Topic: the Asura is back!  (Read 11301 times)

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Offline Nighteyes

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ok guys I need some help regarding converting the model, when I convert it lod3 shows up instead of lod0, don't know why this is happening.
so, who can upload a simple pof file, with the model, decently sized(so i can see the textures from up close) so i can check the textures and normal map in game?
the only thing that is left to do is adjust the debris a bit and create a debris texture...

 

Offline Nighteyes

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I see I'm gonna do all of this by myself...
anyway, update, all textures are done, normal map needs tweaking, and debris map needs creating as well...
I got the model in-game, no working turrets yet, and the scale is off, but this is what I have so far :)


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Offline Axem

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Beautiful :) My baby is growing up... :(

 

Offline MatthTheGeek

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Wow. But the shape keeps making me think of a fighter.
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Offline Droid803

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Well its a gunship, so its somewhere between a bomber and a cruiser, so its small-ish :P
(´・ω・`)
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Offline General Battuta

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Well its a gunship, so its somewhere between a bomber and a cruiser, so its small-ish :P

Technically I think it should be called a gunboat. A gunship is typically an aircraft (i.e. helicopter gunship), meaning it'd be one of FreeSpace's fighter breeds, whereas a gunboat is a small armed craft, smaller than a corvette or frigate.

 

Offline Rodo

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It's the Asura gun-thing

Someone to help Nighteyes with the pof and debris? :D
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Offline Droid803

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Ship, boat same thing! :P
I distinctly remember a discussion about this before that got split and sent to the nether regions of the forums...
Actually, I'm not so sure about its fate now to think about it, but it happened.
(´・ω・`)
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Offline headdie

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comparisons with the real world says gun boat, rule of cool says gunship so go with what works for you
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Offline Timerlane

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FWIW, Star Wars did it the 'wrong' way. Starwing Assault Gunboat(10m fighter), Corellian Gunship(120m, more of a full-combat version of the Corellian (CR90)Corvette).

 

Offline Nighteyes

  • 211
ok, I my job is done here, everything is ready, just final converting and tabling to be done(FUBAR said he will take a look at converting it), once the pof is ready I'll table the ship and pack it all together and post it here :)


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Offline Nighteyes

  • 211
ok, here it is, not 100% ready for release, but the pof and textures are final, whats left to do is to fix the pof and adjust the multi part turrets so they shoot correctly, as well as fire points and final table adjustments.
there are 2 versions of the pof, with and without a shield mesh, personally I would like it to have one...
I'm heading into lots of RL work, so someone will need to finish this and upload the final adjustments... enjoy!
http://rapidshare.com/files/419634101/final_asura.rar
http://www.megaupload.com/?d=1BJ0Q2BL

 

Offline Mobius

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Offline Trivial Psychic

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I've noted a problem, at least if you want those multi-part turrets to work right.  Now, there may have been some progress in solving this, but to my knowledge the turrets need to be on a level position, with the arms either pointing straight up or straight down.  Your ventral turrets are pointing forward and your flankside turrets are at an angle and pointing down to the side.  If you leave them the way they are, they will behave quite strangely.  They can be repositioned to the directions you've set via initial position code in the tables.  As for the flankside turrets, even if they are arranged properly, you'll want to give them a wide field of fire and give them the flat to not shoot through their parent ship's hull.
The Trivial Psychic Strikes Again!

 

Offline Nighteyes

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FUBAR tells me there is no problem regarding angled turrets anymore, some talk about uvec and fvec telling pcs2 that they are at an angle, I'm no expert at this but I'm sure its doable...

 

Offline Trivial Psychic

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After viewing it in PCS2, I have a further couple of suggestions, but I think you've progressed a bit too far to make them.  That said, I'm gonna make them anyway.  The first involves texturing.  Just inboard of the pods, you've got a few wedge-shaped extensions on the trailing edge.  In shape, they remind me considerably of the engine of the Nephilim bomber, and on that model it glows red.  You may want to make that texture change to maintain that design element from previous Shivan designs.  The second suggestion involves the rear dorsal turret.  You have it a bit nested below the aft fuselage on either side.  While this will make the turret a little more difficult to take out when attacking it, it also prevents it from targeting enemies from the side.  You may want to consider raising it up slightly so it can have a greater field of fire.

That said... AWESOME!
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Offline Droid803

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Side-mounted/angled multiparts work, yes.
It'd be a lot easier to figure out the exact fvec/uvec if we knew exactly how the turret is rotated though.
(´・ω・`)
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Offline Trivial Psychic

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I still say that it would be easier to set up if at least the standard-position turrets had been set in the arm-up or arm-down position in the model.  That would only leave the flankside turrets to do the fancy design on.
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Offline Trivial Psychic

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Double Post.

I've taken the pof and fleshed it out in PCS2, adding subsystems, turret data, eyepoints, dockpoints, paths (auto-generated then manually corrected), and corrected the firepoints.  The shielded model has also been given primary and secondary firepoints, though it would really benefit from some custom weapons.  I placed one primary bank matching up to the three nose bumps (the sensors) and second bank with 2 firepoints, one on either side of the lower head, just in from the "fang" prongs.  The missile banks match up to the circular clusters where the pods connect onto the main body.  I split them into three banks.  Each inner 3 are one bank, while the outer 2 in each cluster together make the 3rd bank.  I also modified the tbm file with the primary and secondary banks, changed the engine subsystem to just one (since it had two engine subsystems listed), adjusted some subsystem hitpoints, and added a flag to auto-generate the HUD icon.  The table is geared towards the shielded version, so if you want to use the unshielded, you'll need to comment out the primary and secondary banks, and possibly change the class to "cruiser" since the dockpoint isn't flagged as a rearm point on that one.

What I DIDN'T do, includes the $uvec $fvec stuff in the model, so the turrets won't work as intended yet, fleshed out the primary/secondary data for player use (it's only at default banks), and I didn't do the nebular trail points.

Asura, as modified by The Trivial Psychic (maps not included)
The Trivial Psychic Strikes Again!