6
lol, thanks guys. :D

Here's some things from me in appreciation. :)

1) New modview
nothing special, but this modview version will allow texture resolution sizes of up to 4096x4096: http://www.sectorfiles.com/ti-file-dump ... dviw32.zip

(same proceedure as before - paste the exe over the one in your current modview directory)

2) The HTL Aeolus - mesh originally by Raptor, and textures assembled from Lightspeeds spiffy new Aeolus maps. :)
Currently still being worked on, but the mesh and textures are done.
Image
Image
You can look at the tempoary pof file using the above modview. The pof and it's nessecary maps are here: http://www.sectorfiles.com/ti-file-dump ... HTL_QP.zip

Note: this version will almost certainly not work in game - it's just a model and textures atm ;)
Last edited by Vasudan Admiral on Thu Jan 27, 2005 9:11 am, edited 1 time in total.
Twisted Infinities

9
Happy BDay, Admiral.
My first Armageddon has died.

2005.11.25 06:22:57 combat Your Tachyon Beam Laser I perfectly strikes Ruined Stargate, wrecking for
733.8 damage.

10
Vasudan Admiral wrote:2) The HTL Aeolus - mesh originally by Raptor
You know I'm a firm believer in Credit where credits due, so I think it's only fair to inform people that while Raptor did make the initial mesh, this one was hevaily modified by VA and has been made much cooler IMO.

Don't try to diminish your own achievements here. :)
TI - Coming in 2011 - Promise!
:flag9:
"Everyone has to wear clothes, and if you don't, you get arrested!" - Mr. T

14
Hey VA, I took a look at the HTL Aeolus, and decided to make it useable. Granted, it lacks LODS, debris, and dammaged sub-objects, but pretty much everything else is just POF editing... so I took it upon myself to make those edits. I added turret rotation, fixed the firepoints, and imported the rest of the data in PCS for the subsystems, dockpoints, paths, and an assortment of other POF details. Unfortunately, the new model is somewhat offset from the Retail one, so I had to do some manual relocation of the imported data. I also adjusted the dockpoints to match that port on the dorsal between the upper 2 turrets... I assume that's what it was for. I also added on thrusterglows, but that had to be done manually, since PCS doesn't display them.

If you want, I could put the model up, so at the very least you could import the data into your model, once you've got the LODS, debrs, etc. completed. That way you won't have to do it all later. One problem though... when I was looking at the retail Aeolus in MODview, I noticed that each of the side slanted turrets, actually have 2 sets of 3 firepoints. It has 16 turret banks listed, but there are only 12 actual turrets. There are also only 12 turret entries in the table entry. Would this be an attempt to allow the same turret to have 6 firepoints rather than the standard maximum of 3? Would FSO recognize it if I tried to add the 6 firepoints to one turret in a single entry, rather than the afore-mentioned twin entry method done by the retail model? Do you plan on doing either for your final model, or are you just gonna stick with one entry per turret and just the 3 fire points?

Note: I haven't tried this in-game yet.

Later!
The Trivial Psychic Strikes Again!

15
lol, so much for a low-key WIP release! :p
MatthewPapa wrote:What are you still hung up on?
The HTL Lucifer ;)
Seriously tho, i only just finished the textures to the Aeolus last night - hadn't gotten round to anything else yet, but just felt like posting a WIP of it.

TP: uhh, this version was really _only_ for viewing, but if you want to post your poffed version here for others to play with, that's fine. But everyone who d/ls it:

Remember, it's not yet meant for in-game usage, so don't expect it not to crash :p

TBH tho, i don't think a pof data import will quite work between any current and final versions. :( After doing the whole less complex process on the HTL Triton, (which is now just awaiting LS's texture magic)

As for the turrets - yes, i spotted the weird setup as soon as i started looking at it also (actually, i pointed it out to the SW mod as a possible method to impliment realistic turret counts on their SSD's. You could theoretically use the same trick to get huge numbers of turrets. :D )
As for what i do, i intend to keep absolutely everything working as it was with the original - which means keeping the weird duel turrets in one model setup.
(incidentally, FS can still only recognise 3 firing points per turret, so don't bother trying with more. ;) )

And again, thanks all. :)
Twisted Infinities
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