Author Topic: RELEASE: GTD Erebus by Aesaar  (Read 13016 times)

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Re: RELEASE: GTD Erebus by Aesaar
I don't think I've got enough different capship weapons to put on that ship :P.

 
Re: RELEASE: GTD Erebus by Aesaar
I don't think I've got enough different capship weapons to put on that ship :P.

Then open the notepad and have fun creating some new ones :D

 
Re: RELEASE: GTD Erebus by Aesaar
Mighty ship :yes:

 

Offline fightermedic

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Re: RELEASE: GTD Erebus by Aesaar
can't open it with pcs2 :/
nice ship!
>>Fully functional cockpits for Freespace<<
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Campaigns revised/voice-acted by me:
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Pandora's Box 2.2, Deep Blood

Other Campaigns I have participated in:
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All the stuff I release is free to use or change in any way for everybody who likes to do so; take whatever you need

 

Offline The E

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Re: RELEASE: GTD Erebus by Aesaar
You will need a more recent version of PCS2 then: http://www.hard-light.net/forums/index.php?topic=77292.0
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Offline Aesaar

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Re: RELEASE: GTD Erebus by Aesaar
I would like to see the release to take advantage of physically-based rendering made by Swifty soon, namely reflective and gloss maps :)

Until we have a separate texture channel for baked ambient occlusion, I will not make a PBR texture.

 

Offline rubixcube

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Re: RELEASE: GTD Erebus by Aesaar
Hmm, is seems to be that turret 2 is missing from the turret list in PCS2 and it is not firing ingame

But it is listed as a submodel

Anyone else having this issue?
Stuff

 

Offline niffiwan

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Re: RELEASE: GTD Erebus by Aesaar
IIRC someone in IRC spotted that issue as well.  I think you need to change the object properties in PCS2? (er... not a modeler myself so I'm not sure I got that correct)
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Offline Aesaar

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Re: RELEASE: GTD Erebus by Aesaar
Yeah, you're going to want to add the following to the subobject's (turret02) properties in PCS2:

$special=subsystem
$fov=90

 

Offline fightermedic

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Re: RELEASE: GTD Erebus by Aesaar
You will need a more recent version of PCS2 then: http://www.hard-light.net/forums/index.php?topic=77292.0

hm, that was it
thanks!
>>Fully functional cockpits for Freespace<<
>>Ships created by me<<
Campaigns revised/voice-acted by me:
Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior, Operation: Crucible, Titan Rebellion, Fall of Epsilon Pegasi 1.1Aftermath 2.1,
Pandora's Box 2.2, Deep Blood

Other Campaigns I have participated in:
The Antagonist, Warzone, Phantoms & Echo-Gate

All the stuff I release is free to use or change in any way for everybody who likes to do so; take whatever you need

 

Offline mr.WHO

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Re: RELEASE: GTD Erebus by Aesaar
Any plans for Titan model update? I think it's now the oldest Tev warship model.

 

Offline Aesaar

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Re: RELEASE: GTD Erebus by Aesaar
I'm working on texturing it as we speak.

 

Offline CT27

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Re: RELEASE: GTD Erebus by Aesaar
I would like to try replacing the Raynor with this (it's a campaign that uses BP models), any advice on how to do that?

 

Offline AdmiralRalwood

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Re: RELEASE: GTD Erebus by Aesaar
I would like to try replacing the Raynor with this (it's a campaign that uses BP models), any advice on how to do that?
Prepare to have to completely re-balance any missions that involved the Raynor being in combat.
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schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

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(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
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<MageKing17> How did this code ever work in the first place!?

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<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

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<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 
Re: RELEASE: GTD Erebus by Aesaar
Um, you could just table this model to have the same armament as the Raynor.
The good Christian should beware of mathematicians, and all those who make empty prophecies. The danger already exists that the mathematicians have made a covenant with the devil to darken the spirit and to confine man in the bonds of Hell.

 
Re: RELEASE: GTD Erebus by Aesaar
And remove the extra-turrets from the .pof file.

 

Offline Dragon

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Re: RELEASE: GTD Erebus by Aesaar
That still won't help much. Turrets are in different locations and have different firing arcs. Highly scripted missions relying on SEXPed beam firings might not have a big problem with it (unless it's something that relies on a particular turret being in a particular position), but anything more dynamic will be messed up.

 

Offline Cyborg17

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Re: RELEASE: GTD Erebus by Aesaar
The campaign he's talking about isn't highly scripted.

 

Offline CT27

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Re: RELEASE: GTD Erebus by Aesaar
I don't know if the missions in the campaign I'm talking about would have to be changed.  The Raynor is only featured in:
-in game cutscenes
-where your fleet obliterates an enemy fleet
-Shivans obliterate your allied shipsmissions


In other words, the outcome of missions where a Raynor is featured is already set in stone pretty much.

 

Offline HLD_Prophecy

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Re: RELEASE: GTD Erebus by Aesaar
Wow, this looks completely totally unequivocally undoubtedly awesome!

I'm guessing that's am HBlue or something real big on the front? Looks like a real shock-jumper to me.

Also I'm wondering - what do you mean by a replacement for the Raynor? Does the team want a new model after all these years? Is the GTVA already phasing out the Raynor for a newer model? (Man, the tech curve moves fast!)