Author Topic: the Asura is back!  (Read 11350 times)

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Offline General Battuta

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There is no need for a version without a shield mesh. Simply set the ship's shield value to zero in the tables and the mesh will not be used.

 

Offline Trivial Psychic

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Well, one was included with a shield mesh, be it a MODview-generated generic shield, and I wanted to include one that had primary and secondary firepoints, so there were gonna be two files anyway.  I also forgot to mention, that I borrowed the MOI settings from the Cain.
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Offline Nighteyes

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I don't completly understand the primary and secondary banks talk, arn't these values meant to be used on a fighter?
I spoke with Axem, and we think this model should use a cruiser flag, as it just moves in a funny way with a fighters AI... from what I saw it also makes the ship not able to target a few ships at once, focusing all the turrets at one target(12 turrets on me is usually an instant kill)
the back top turret is gonna be AAA, I'm not going to place it higher, a lower FOV is better as this model is heavy on turrets as it is :P
I'm currenty creating some shivan railguns to be used instead of the megafunk turrets, will release it here if anyone is interested

how is the shield mesh? I did it in 2 minutes, I'm not sure its good...
« Last Edit: September 18, 2010, 07:01:38 pm by Nighteyes »

 

Offline Trivial Psychic

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Well, the tbm file you included did have it flagged as a bomber, so I assumed that you would want it as such.  Besides, as this is a Public release, it wouldn't be all that surprising if someone wanted it as a player-flyable ship, so having one with primary & secondary firepoints already set up seemed to me to be a good idea.  The unshielded one I included doesn't have the banks added, so if you want a shield for that one you can just import from the shielded one.

On the question of shields, the included mesh is... simple, to put it gently.  It appears to me that you used MODview's auto-shield function to create it.  Most fighters and bombers are made with a shield mesh that follows the contours of the ship mostly, so by that standard it is quite poor, unfortunately.  That said, some modelers don't do shields very well, so I'm not complaining, and I'm no modeler.  Furthermore, while MODview and PCS2 display the shield mesh in a proper position, the FS2 Lab shows the lower tip of the nose protruding from the front end, so there may be a miss-alignment between what the POF editor programs display, and how FSO renders it.

Also, I forgot to mention that I set up rotation axises for the multi-part turrets, but there appears to be some miss-interpretation between MODview and PCS2, which have different interpretations as to which axises are which.  You may want to take a look at this when doing the uvec fvec.  I also changed the table to give a AAA for the chin turret.
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Offline Nighteyes

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well, what I would like is for it to be a cruiser, I have no idea how to fix the uvec and fvec and was hoping you will finish what you started, as you have more experience in these things than i have...
personally i don't like much the shield mesh that follows the ships outline, it wastes lots of polygons and the overall visual benefit is minimal, its also cooler IMO to see a bullet hit a shield a few meters away from the ship, loots more like a shield that way :P

edit: yeah looks like the shield mesh isnt even, can you generate one for the model? I just created a sphere in 3ds max... the engine glows also need adjusting...
« Last Edit: September 19, 2010, 04:03:08 pm by Nighteyes »

 

Offline Trivial Psychic

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There is an auto-generator in Modview, and options to edit the facings, by stretching them along the 3 axes.  Unfortunately, Modview really hates me and crashes on saving and deletes the entire model's data, leaving a 0 KB file in its wake.  Fortunately, I kept backups.  I've made some attempts with uvec and fvec, but I don't know if they are working or not until someone checks it out ingame.  Stand by for an update to my download.
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Offline The E

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I would really recommend using PCS2 instead.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
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Offline Trivial Psychic

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I have been using PCS2 for the most part, but there is no options (yet) to modify or create new shields.
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Offline Nighteyes

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Ok, an update, I've updated most textures, as well as added a proper normal map
I also fixed a few smoothing issues on the mesh, and adjusted the shield mesh.
now, I dont know why but in PCS2 the shield mesh covers the whole ship, but in game the tip of the head is sticking out of the mesh, I don't know why that is...
http://www.mediafire.com/?zku94w6yf5hm9kv

 

Offline Droid803

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http://dl.dropbox.com/u/126554/FS2/%5BsecretAGFJK182048192%5D/SGsAsura2.pof

I went and smashed it with my FixHammer under orders from SG for EW.
I took that version, made it back into a gunship-sized ship.

of note, it has properly aligned multiparts with correct fvec and uvecs (I hope).

So note:
- The shield mesh is gone
- It does not have the smoothing fixes Nighteyes did. In fact, all smoothing was redone by me (lost on import), who is lazy and used autosmooth.
- The scale isn't perfectly the same as the original, so reimporting it probably won't work well
- All weapons are now turrets, including those missile banks
- I haven't tested it at all, so yeah. use at your own risk. tell me whatever's wrong and I'll (try) to fix it
(´・ω・`)
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Offline Trivial Psychic

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Did you change the size at all?  I've been doing some work with it myself, but I think I've kept it in the multi-turret bomber type... shields included.  I'm still trying to figure out the non-standard-axis-multi-part-turret-control part though.  Perhaps observing your work will assist me in that.
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Offline Droid803

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Well I scaled it up and scaled it back, so the size is close but definitely not perfect.
(´・ω・`)
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Fantastic looking, and scary sounding, I look at and thing "it could eat me", IMO it really looks good.
Fat people are harder to kidnap :ha: