Author Topic: ntroducing the GTD (Ca?) Warlock  (Read 8337 times)

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Offline aldo_14

  • Gunnery Control
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ntroducing the GTD (Ca?) Warlock
piccies

Just need to glue down the turrets now (all 43 - ack!) and do the debris  

[edit] oops [/edit]

[This message has been edited by aldo_14 (edited 06-14-2001).]

 

Offline Jabu

  • One of our many cases
  • 29
ntroducing the GTD (Ca?) Warlock
Wow. I absolutely love the gun turrets  

Oh yeah: Updated piccies, originally by aldo_14  

 

Offline KillMeNow

  • The Empire Lives
  • 28
ntroducing the GTD (Ca?) Warlock
hmmm nice - mine can be its baby brother - can you enter teh fighterbay? - i been debatign whether or not to do this add aquite afew extra polys with no real use anyway i've descided to limit the number of turrets on mine - after doing 65 on my isd i got really quite sick of them - this one going to have its main beam cannon - 5 heavy turrets -  and 2 antifighter gatling guns
ARGHHH

 

Offline delta_7890

  • Your Node Is Mine
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ntroducing the GTD (Ca?) Warlock
awesome.  truly awesome.  I can't wait 'till this is released.  on a side note, is 3DExploration needed for making new models (especially ones with turrets).  I'm having some very major problems with my model    (as seen here:  http://dynamic.gamespy.com/~freespace/ubb/noncgi/Forum2/HTML/000326.html

delta  
~Delta

 

Offline aldo_14

  • Gunnery Control
  • 213
ntroducing the GTD (Ca?) Warlock
 
Quote
Originally posted by KillMeNow:
hmmm nice - mine can be its baby brother - can you enter teh fighterbay? - i been debatign whether or not to do this add aquite afew extra polys with no real use anyway i've descided to limit the number of turrets on mine - after doing 65 on my isd i got really quite sick of them - this one going to have its main beam cannon - 5 heavy turrets -  and 2 antifighter gatling guns

Yeah, the fighterbay is just a recessed square, so it's kind of a 'hole' in the main hull.  I've added some docking point textures there - you can see on the big piccy on the website - so you're reall starting just outside the fighter bay exit doors.

I'm getting a wierd error with model view;
 
Quote
Error 1:too many points in polygon (>20)

Which is a bit wierd as LOD0 converts fine by itself.

 

Offline delta_7890

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ntroducing the GTD (Ca?) Warlock
they just came out with a new version of modelview.  you should probably download that, and see if the problem persists.

Delta
~Delta

 

Offline aldo_14

  • Gunnery Control
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ntroducing the GTD (Ca?) Warlock
 
Quote
Originally posted by delta_7890:
they just came out with a new version of modelview.  you should probably download that, and see if the problem persists.

Delta

Cheers... they fixed a bug with that very error message as well  

Looks like i'm just over the max poly limit, the full (LODed) model is just over 3000 polys.  Damn.


 

Offline aldo_14

  • Gunnery Control
  • 213
ntroducing the GTD (Ca?) Warlock
Ok, looks like I'm screwed          .  Got it all finished an into FS2, and now the recessed flak turrets are showing through the hull, and there's a big hole in the side, so it's back to the drawing board(Sigh) in Blender.

It was damn powerful though, destroyed a Ravana in 10 seconds.

[This message has been edited by aldo_14 (edited 06-15-2001).]

 

Offline delta_7890

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ntroducing the GTD (Ca?) Warlock
that sucks man.    I was really looking forward to seeing your ship in action.  it'll have nothing on mine though    that is, if I ever get it in FS  

Delta  
~Delta

 

Offline aldo_14

  • Gunnery Control
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ntroducing the GTD (Ca?) Warlock
it's back....

and in full colour  

   
   
The texturing for the dockpoints is shifting all over the place, thanks to £$%£$^ TS, but the model is almost ready  

Personally, I prefer this version over the old one, anyway.


[This message has been edited by aldo_14 (edited 06-16-2001).]

 

Offline KillMeNow

  • The Empire Lives
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ntroducing the GTD (Ca?) Warlock
my god how big is this thing going to be?????? mine could probally fit in its docking bay now and its over 2km long
ARGHHH

 

Offline aldo_14

  • Gunnery Control
  • 213
ntroducing the GTD (Ca?) Warlock
 
Quote
Originally posted by KillMeNow:
my god how big is this thing going to be?????? mine could probally fit in its docking bay now and its over 2km long

4-4.8 km.

Roughly 2/3 times the size of your one I think.

Actually, if you send me a copy of your model (assuming it's cob), I could make a quick size comparison in TS.  My e-mails in the siggy if you're interested.


[This message has been edited by aldo_14 (edited 06-16-2001).]

 

Offline delta_7890

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ntroducing the GTD (Ca?) Warlock
kick-***  Aldo.  my model is coming along okay, now I have to glue the turrets *shudders*  it's gonna be a loooong day.  btw, I'm a bit confued on the glueing process.  do I have to put local lights on the barrels, and base, then glue the turrets together or do I put one local light per turret (the turrets are like the triple-barrel Orion's, but with two barrels.)  cause if I have to put local lights on every little thing, I may just redo the turrets (or beg someone to do it for me   hint, hint!).  Delta
~Delta

 

Offline delta_7890

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ntroducing the GTD (Ca?) Warlock
just noticed the board censors swearing    cause I sure didn't put those asteriks there.

Delta
~Delta

 

Offline aldo_14

  • Gunnery Control
  • 213
ntroducing the GTD (Ca?) Warlock
2-part turrets - glue a light as sibling to the barrel, then glue the barrel as sibling to the base (no light glued to the base).  finally, glue the whole combo to the hull.

When you make the barrel, make sure to shift the axis on it - this is where the turret rotates around.  I can't remember if it's the axis of the turret object, or the turret/light combo, so I normally shift both.

1-part turrets - glue the light as sibling to the turret, glue the turret as sibling to the hull.

LODs/ Debris - glue a light to the LOD hull / debris piece, name it (the combo) detail1 /2/3 (LOD) or debris, then glue to the first LOD object (with turrets glued on).  Always glue as sibling, then move it all to its proper place.

Saves as cob & convert - it should work.

NB:  The names of objects in ModelView are those of the object and the light glued together - i.e. the name of the combo.

Is that any use   ?

 

Offline KillMeNow

  • The Empire Lives
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ntroducing the GTD (Ca?) Warlock
arghhhh i discovered my turrets on the upper surface are fly throughable looks like they will need redone - shame cause they looked cool - and i will send it once it looks abit better - desided too add afew bits and before i want to let someone see if upclose i want the texturing abit nicer  
ARGHHH

 

Offline delta_7890

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ntroducing the GTD (Ca?) Warlock
yeah that helps.  thanks!    but because all of my turrets have two barrels, I think I'll change it to one-barrel.  adding all those lights would take time.  time I don't have.  if someone else would to do the glueing though (just glueing not texturing or anything else) I'd be happy to send the model over.  (I'd post a pic, but I'm at a friend's house right now hence, I don't have the files at the moment)

Delta

Delta
~Delta

 

Offline aldo_14

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ntroducing the GTD (Ca?) Warlock
Hey Delta, sorry if I wasn't too clear, but you only need to glue one light per turret barrel object.  I.e. you have two barrels in the one dxf, os you only need one light for that.

 

Offline delta_7890

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ntroducing the GTD (Ca?) Warlock
really, cool!  this'll be great!  it'll really shave time off the gluing process.  thanks man!        of course after glueing comes texturing   then conversion, then FSMM2 entries (while also using Modelview {crap I have to download the new version!}) then, play time!  

Delta
~Delta

 

Offline aldo_14

  • Gunnery Control
  • 213
ntroducing the GTD (Ca?) Warlock
I've also been working on something else;

The GTB Gorgon

   
   
   

(Sorry about the size)
The sucessor to the Medusa.   Whether I finish or not largely depends on whether I can get it textured to my liking ; at the mo it looks nowhere as good as I'd like.

[This message has been edited by aldo_14 (edited 06-17-2001).]