Author Topic: Heavy Fighter model in 3DS format - Anyone willing to work on it?  (Read 6037 times)

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Offline Ravenholme

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Re: Heavy Fighter model in 3DS format - Anyone willing to work on it?
Visual sensors the pilot can flick through on his HUD to check his various o'clocks, even better if it has some kind of neural interface so he does it just by thinking about it.

Problem solved.

Using cameras is probably safer anyways, stops you having a huge weakpoint that we call a cockpit.
Full Auto - I've got a bullet here with your name on it, and I'm going to keep firing until I find out which one it is.

<The_E>   Several sex-based solutions come to mind
<The_E>   Errr
<The_E>   *sexp

 

Offline ssmit132

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  • Also known as "Typhlomence"
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Re: Heavy Fighter model in 3DS format - Anyone willing to work on it?
You couldn't pay me to fly that thing. No 5 or 7 o'clock visibility, let alone any way to check your six.
Do any default FS fighters/bombers have visiblity to the back?

 

Offline Dilmah G

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  • Do try it.
Re: Heavy Fighter model in 3DS format - Anyone willing to work on it?
Not really.

Hence I wouldn't fly for many of the factions present in Freespace. :P

 

Offline ReeNoiP

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  • I FRED
Re: Heavy Fighter model in 3DS format - Anyone willing to work on it?
The overall shape would make for a pretty cool capship I think.
Uncharted Territory is released. But I still need voice actors

 
Re: Heavy Fighter model in 3DS format - Anyone willing to work on it?
Hey Guys! I'm the artist , lol, and i would like to note that i love crimson skies ( the design for this originated from a sketch of mine of an aircraft with a retro look and 3 pullers and 1 pusher ). PLEASE IGNORE THE RANDOM NAZI MARKINGS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! this was made for a little thing me and my friend were doing, where it was a futuristic space war between neo-nazi's and neo-communists . also , it is un textured, all of those panels and things are actual polygons on the model. and to address the issue of the cockpit, yes the engines mass is heavier than the front loading bays, thus i have the cockpit more back ( plus it looks good ) and it was based off of the ME-109 http://www.cavemanrocketry.com/images/ME109.jpg . also before you guys can do anything with this, i seriously need to cut the poly count on this, its at like 25k polys or something like that, cause every circular object is 24 sided. any other questions- feel free to ask !
-regards
 Spyder

 
Re: Heavy Fighter model in 3DS format - Anyone willing to work on it?
Hey Guys! , just here with a quick update, i have done some serious polying down, and have managed to go from the previous 70646 triangles ( thats the model that mobius posted a pic of lol ) to 9969 triangles ( yay!! ) , i can still lower that number a bit if necessary. ALSO there are aditional changes that need to be made, based on the requirements and thigns allowed for FS2 ships, like do i need pre-made missle mounts, if so how many should be on a heavy fighter like this, can i use the rotary cannon default design of the weaposn? how many weapons are allowed, so basically, do you guys have a pre-laid out set of rules and guide lines ( including polycount limits and stuff like that ) for ships? [ for future reference , i know i cannot spell, its not that i cant spell, i just type incredibly way to fast, and my fingers move and it gets sloppy lol )
-regards
 Spyder

 

Offline Topgun

  • 210
Re: Heavy Fighter model in 3DS format - Anyone willing to work on it?
Hey Guys! , just here with a quick update, i have done some serious polying down, and have managed to go from the previous 70646 triangles ( thats the model that mobius posted a pic of lol ) to 9969 triangles ( yay!! ) , i can still lower that number a bit if necessary. ALSO there are aditional changes that need to be made, based on the requirements and thigns allowed for FS2 ships, like do i need pre-made missle mounts, if so how many should be on a heavy fighter like this, can i use the rotary cannon default design of the weaposn? how many weapons are allowed, so basically, do you guys have a pre-laid out set of rules and guide lines ( including polycount limits and stuff like that ) for ships? [ for future reference , i know i cannot spell, its not that i cant spell, i just type incredibly way to fast, and my fingers move and it gets sloppy lol )

read this

Also, any rotating object needs to be a subobject. When we convert the model we can add the missile points. Missile points are just the points where missiles spawn.

  
Re: Heavy Fighter model in 3DS format - Anyone willing to work on it?
I have indeed read that, although it seems to talk mainly about textures and not the actual model, and my missle mounds, i meant the little bars on the bottom of the **** where a missle would sit, does the game have those? or does it just kinda fly out of a pre-designated missle port? and by the rotary cannon thing, i meant, would it be preferable if replaced it with a 1 barreled traditional laser type thing? or is it ok to have a rotary canon there, even if the current weapon is a laser?
-regards
 Spyder

 

Offline Commander Zane

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  • Spoot Knight of Anvils
Re: Heavy Fighter model in 3DS format - Anyone willing to work on it?
That would fit nicely in Starlancer.

 
Re: Heavy Fighter model in 3DS format - Anyone willing to work on it?
haha, well i hope i can make it to where it will fit nicely in here :)
-regards
 Spyder

 
Re: Heavy Fighter model in 3DS format - Anyone willing to work on it?


theres a pic of the polyed down version. ( entirely untextured, except some color added so it wouldent be so white it was burning out my eyes xD )
-regards
 Spyder

 

Offline Topgun

  • 210
Re: Heavy Fighter model in 3DS format - Anyone willing to work on it?
missle mounds, i meant the little bars on the bottom of the **** where a missle would sit, does the game have those?
do you mean like visible missiles? the game can have those but I don't know how that works.

 
Re: Heavy Fighter model in 3DS format - Anyone willing to work on it?
Well, in my origninal mesh, i had put alot of random missles on there, but i removed those, and the missle mounts, so now it they will come out a a missle port ( actually two ) on the front of the nose, which will have to be textured on to it.
-regards
 Spyder

 

Offline Dilmah G

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Re: Heavy Fighter model in 3DS format - Anyone willing to work on it?
Spyderrock48: Ahhhh dude, I could totally tell someone along in the design process had played Crimson Skies. :P I totally approve of this design now. :D

 
Re: Heavy Fighter model in 3DS format - Anyone willing to work on it?
haha :) excellent game, but yeah, the original design was actually a really sweet 4 propeller plane, if i cna find the sketch ill upload a pic of it :)
-regards
 Spyder