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Nice! I love the plating. :D
If no-one's done it by then, I'll see if I can run it through to completion sometime after the Valkyrie.

That won't be soon though. :(

BTW, did you intend to have the 'rudder' things to twist like flaps during flight? I'm reasonably sure that's possible now.
Twisted Infinities

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To be honest, I don't remember why I separated them, but whoever finishes it can do what they want with it, really. Ideally, I'd like to see you, (VA), or strattcomm or so finish it. The Vasudan model that I am hoping I included in it was made by Bobbaou, (assuming I atached the right file >.'.<) and could be used for a cockpit, perhaps.

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They do - are you using 3d exploration? I did a .3ds > .X conversion to get it into blender which seems to have preserved everything just fine.

The same should work with TS, but then, you shouldn't be using TS as anything more than a heirarchy assembly platform anyway. ;)

To be honest, I don't remember why I separated them, but whoever finishes it can do what they want with it, really. Ideally, I'd like to see you, (VA), or strattcomm or so finish it. The Vasudan model that I am hoping I included in it was made by Bobbaou, (assuming I atached the right file >.'.<) and could be used for a cockpit, perhaps.
Well I'll certainly have a go when I get the time. :)

I quite like how you go about adding detail to ships like this - personally I reckon they're among the best HTL jobs thus far out. As such, if it isn't done after the Valk, or hasn't been done justice (Taka's attempt on GW doesn't count), I'll make sure it is. :) (Another nice thing is that you actually take the time to UV map it - there are about 3 or so now on HLP which are just models of varying quality.)

Oh, and I would like to make some small changes BTW - like adding a cockpit, smoothing the glass and a few other points where the edges could stand out too much with shinemapping. Any worries over that?
Twisted Infinities

7
Well, thank you for the high praise. I have no objection to you doing whatever you want to it.

When I would do models like these, I'd start with the original mesh, and add as much as I can to the details while trying to preserve the original UV coordinates. Sometimes, though, the original UV Coords are not so good (like the Nahema for example, which may or may not have the fix I made for Lightspeed, released. Can't remember if we ever got it out or not) And when the UV corrupts, I fix it and then continue working. I'd find it a dreadful task to try and make the entire ship without the texture as a template, and then try to UV map it all accordingly afterward o.o

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Vasudan Admiral wrote:Oh, and I would like to make some small changes BTW - like adding a cockpit, smoothing the glass and a few other points where the edges could stand out too much with shinemapping. Any worries over that?
vasudan fighters and cockpits dont go together. translucent cockpits are a terran thing. we dont even know vasudan cockpit desing, its a different species. and what happens when you have terrans in vasudan ships? (latter missions of the main fs2 game)

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I'd have thought the Psamtik Campaign Hall would have given some clues regarding cannon Vasudan interface
Last edited by CIH on Sun May 27, 2007 12:40 pm, edited 1 time in total.

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akenbosch wrote:vasudan fighters and cockpits dont go together. translucent cockpits are a terran thing. we dont even know vasudan cockpit desing, its a different species. and what happens when you have terrans in vasudan ships? (latter missions of the main fs2 game)
Until recently I was of a similar opinion, but upon seeing this Horus I've changed my mind. The opaque lump look just doesn't feel right anymore.

As Roanoke says - the vasudan mainhall provides 2 examples of them using translucent 'glass', and look at the Ra escape pod. It has pilots and passengers (including one mooning you) visible.
It's also quite easy to give the 'glass' different visual properties to the terran stuff, so I can experiment there too.

About the exchange program thing, I've thought about that, and I think I have a solution. In the model, I'll have both a terran and a vasudan pilot mesh in the same position - part of the cockpit mesh, and so subject to the detailbox code.

I'll then provide two copies of the probably 512 res cockpit texture. On the default one, the parts mapped to the terran will be alpha-mapped out so only the vasudan pilot will actually be visible in game.
Then on the second pilot exchange texture I'll just alpha map out the vasudan pilot instead.

So, to make an exchange program mission, all the fredder needs to do is a texture replace. :)
Twisted Infinities

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call me a n00b, but there arent any visible passengers on the satis...just shiny black glass. maybe if u could i'd model a "passenger section" for it complete with mooner...

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For the cocpit exchange, I would have simply put both meshes in, Terran and Vasudan, and simply used the replace texture feature on it. Invisible on the terran by default, and invisible on the vasudan for special mission instances. Much easier than mucking about in code... I would think.

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You mention it being subject to the detailbox code, though. I'd avoid that completely.
Also, if each part was using the texture replacement code, you wouldnt need to use two textures with alpha maps for it. No duplicate maps... just have to know which is the one for the Vas and which for the Terran.
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