Hard Light Productions Forums
Hosted Projects - Standalone => The Babylon Project => Topic started by: I_E_Maverick on July 01, 2005, 01:38:45 pm
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i didnt know where to put this, so i just start a new topic for all of my wips :)
i am currently working on the textures of my ISA Victory Class, i started to paint them from scratch, i hope you like it though.
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/victory.jpg)
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Incredible! We'll be cure-hunting and Drakh-busting in style! :nod:
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Now I need to start practicing beamfree-ing turrets close together so I can get the ripple effect of the forward guns right...
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so, a last update for today, it goes pretty well i think :)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/victory1.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/victory2.jpg)
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Looks great. Can't wait to see it in action :D
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kickarse
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Super !
Just one question about its armament. If my memory serves me right, the victory has some gatling-style pulse cannons with rotating barrels.
So, are you planning to implement these rotating weapons into its arsenal, or do you plan to "update" it later ?
As always, Victory rocks !
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Wow you've been busy. It's truly looking spectacular so far. You may want to think about adding some turrets to it so they can be included in the uv and texture maps. Or you might end up with no room for them. I'm not entirely sure what aramaments it has. Best check some episodes of Crusade and the Call to Arms movie.
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thx guys!
about the turets, i know where they are, at the front end of the wings, those little structures that stand out of each wing, 3 from the upper one and 1 for each on the lower ones. there are several anti fighter guns, look here:
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/victotyweapon.jpg)
anyway, there is enough room on the textures for those little turrets :) it has 2 1024 textures btw
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I_E_Maverick,do you have access to our private forum? Link should be visible to you just above the public beta testing forum link.
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yes it is, thanks!
but why are you asking?
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Just wondering because I don't remember seeing you posting there. :)
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well, i dont have to post much there because i dont know enough about the game by now. :)
but i am learning ;)
edit: i present you the finished ISA Victory Class:
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/victory3.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/victory4.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/victory5.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/victory6.jpg)
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Originally posted by I_E_Maverick
well, i dont have to post much there because i dont know enough about the game by now. :)
but i am learning ;)
Don't be afraid to post ideas and feedback on the internal.
And don't worry, once you learn the basics Freespace modding is quite easy.
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Just.....unbelievable, can't say much more.
Umm. what's the polycount of Victory excatly ?
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with all turrets it is at 2117 polys
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The turrets always pose an interesting problem. You have two types. Simple turrets (which don't move, they just sit there and fire), and multi-part turrets (where the base and the barrel move seprately on two different axis). With multi-parts the barrel part of the turret must start pointing either straight up or straight down. Those turrets shown above may look okay as multi-parts. It's worth giving it a shot I think.
Have a look at karajorma's turreting tutorial to get a feel for how to set up groups and axis for multi-part turrets or speak to me over ICQ.
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It's part of my FAQ in case you needed the link.
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Yeah I would have posted the link but I'm a lazy Brit.
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Looks bloody awesome. :yes:
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Big thumbs up man! I never dreamt of ever seeing that finished and yet there it is, finished!
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That tells us how much IceFire had faith on this project :snipe:
( :D )
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thanks guy, very kind of you!
anyway, now that the geo is finished, it needs to be put ingame :)
some work for me on this one, as this would be my first complete ship.
but does anyone know if it is possible to get this kind of weapon effect? i mean the one where you see 3 beamweapons to the nose and then one very big beam gets to the target.
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If the ship is stationary you could probably fake it quite easily by placing an invisible, invincible, untargetable neutral ship in front of the Victory and getting it to fire the big beam a second after the victory fires at it.
With a moving ship you'd need to make the ship jump in, in front of the victory and I'm not certain FRED would let you place the ship close enough to make that work.
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i dont know much about the weapons at all in fs2, but would it be possible to do some kind of special sprites for that weapon? some that would fit the ship so that you can fire this weapon while moving
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It's not look of the weapon itself that is the problem. I'm leaving that to the artists (I'm just a mission maker) but that shouldn't be too hard to pull off.
The problem is getting the Victory to fire all three beams at something that isn't an enemy ship and then have a beam come out of that location. Freespace will only allow you to fire at an enemy ship at the moment. What the Victory does would be classified as the ship firing on itself. It also won't let you fire beams from a turret that can't be targetted meaning that there would be a big invisible box you could target on the Victory in front of the ship called Turretxx (unless untargettable subsystems have finally be implemented).
At the moment faking it using an invisible ship is the only thing I can think of that can get around those problems.
The way I mentioned could probably be made to work for a moving ship as well as a stationary one. You'd just need more testing for the former.
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Why not stick a dock point on the front of the ship and dock a an invisible ship to it? Then it wouldn't matter if the ship moved or not.
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Cause FS2 would show the name of the docked ship in the HUD which would look odd. No matter what you called it the Victory would always display as being docked to something.
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How's this:
It would require a few code changes though. 1st, the 3 convergence turrets on the wingtips would have an extremely narrow field of fire, and their normals would need to be aimed precicely at the nose of the ship. 2nd, the table entry for those beams would make its beam range so short that it would terminate exactly at the nose of the ship. The fire duration would also need to be made to last just longer than the main beam, so to give the power-up effect. 3rd (coding required), the fire-beam sexp would need to be altered to include an option for the beam being fired not to target at any specific ship, but rather to fire precisely down its normal. Then, its just a matter of timed beam-fire commands between the wing-tips and the nose. There'd also need to be an event to render the fire sequence inoperative if any of the 3 convergence turrets are destroyed.
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Actually that reminds me of something I found when I was experimenting with Mjolnir type beams. If you make the fof too large they'll fire even though the target isn't actually in front of them.
So if you gave some adapted type 4 beam cannons a 180 degree field of vision but add the normals so that they converge in front of the Victory, you might be able to have the effect of all three beams meeting in the middle by simply unlocking them a second before you want the main beam to fire.
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that sounds pretty good. i will do some guns with the direction exactly to the nose, just in case :)
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Discuss this with me over ICQ before you make changes to the model.
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here are some more WIPs
the first is just a shot of my skybox try with my first ship ingame, the rutarian. it is not fully finished yet, some exporting issues, but mostly finished :)
the second one is the BinTak,but that is no real texture, i just put over the ortho view from which i modeled, i will do a texture from scratch on my own. The model has 1192 polys so far, but some details and the little guns are missing.
special thanks to Nadab Göksu for Ref and especially Lt.Cannonfodder for rendering the ortho views, that was a great help with modeling!
(http://www.strategyplanet.com/starmada/fgx/Mav/rutscreen1.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/BinTak.jpg)
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Originally posted by I_E_Maverick
the second one is the BinTak,but that is no real texture, i just put over the ortho view from which i modeled, i will do a texture from scratch on my own. The model has 1192 polys so far, but some details and the little guns are missing.
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/BinTak.jpg)
I've never seen that design before. I assume that its semi-cannon and looks to be an upgrade of the Th'Nor or something.
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It's a non-canon, kind a like a Narn version of Warlock...
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it is semi canon... AOG models where according to franchize I think
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Right... Well. Thats something I did not think about. I stand corrected.
Semi-canon, non-canon, who cares? If it's a good ship... Yes?
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Personally I think I like the design more than the G'Quan. It's really grown on me.
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ok, some new stuff, any idea what it is?
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/dkmothership.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/dkmothership1.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/dkmothership2.jpg)
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Umm...darnit.
Drawing a blank here...
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I'm only sure that's non-cannon... :nervous:
Alien design:
propably...
First ones?
Vorlons?
Centauri?
or other race - I don't have the slightest idea :doubt:
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Dilgar?
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To me it looks like something that crawls under your skin :blah:
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ok, i clear this one, it should be the Drakh Mothership. i only found i very little pic, so i used some other game models from a babylon 5 mod as referrence. maybe they were wrong. also i had to do some more details in comparison to the other game model so there are some parts that are just my suggestion of this ship, which i have never seen in a crusade episode :(
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What it's worth... (http://www.hard-light.net/forums/index.php/topic,33101.msg682713.html#msg682713)
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well, that isnt the mothership i guess, it looks exactly like the drakh cruiser. i mean this one here:
http://hyperspace.isnnews.net/races/drakmoth.jpg
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Yeap. You're right. I guess I should look the images before I post the links. :D But, I'm trying to get some pics, stay tuned. :p
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Hope these help.
(http://img.photobucket.com/albums/v111/PrimusNova/mothership1.jpg)
(http://img.photobucket.com/albums/v111/PrimusNova/mothership2.jpg)
(http://img.photobucket.com/albums/v111/PrimusNova/mothership3.jpg)
Credits go to Demon @ B5TV.com
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thx, great refs, but now i have to rebuild the whole thing :(
damn you! just kidding ;)
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I just want to see the Mother ingame. :p
Hope you saved the images, as I might remove them from my Photobucket account someday. :)
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You know even with reference pics I still can't work that thing out. Hey and another thing, do you think this mothership might (and I know this is a long shot for a drakh ship) have some kind of a launch bay somewhere?
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ahaem ... watch acta ... the excalibur puts a scratch in its side .... and yes there are 2 or 3 launchports for cruisers on both sides
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Can you point out where those are on a screen capture or something? Oh and, launch ports for "cruisers". You know how big those cruisers are right? :)
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You know how big that mothership is right? :)
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Maybe I should remind you that Drakh mothership's size reference is not consistent. It might have appeared smaller or bigger than what it really should be, we cannot be 100% sure of it's proper size.
However, we still know what should be it's official size.
http://warlock.isnnews.net/resources/sizecharts/
It remains to be seen what will be the drakh cruiser's and mothership's size in future versions of TBP...
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Well then ..we have another big CGI screw up... I mean we can see the size of the beam fired by Excalibur. We can get a relativelly size that was seen in the Show.
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well, after all i read it should be very large. it can produce or just house the 3 km drakh cruisers and several smaller ships and fighters. so i think 60 km or something like this should be ok, maybe half the size is ok too, but not smaller.
edit: i looked at the pics again and a question occured: does anyone know what is front and what is back? i mean in the first pic, those drakh cruisers seem to jump out and you see them from behind. so i guess the mothership is also from behind, but to me the view looks more like the front. i am confused.
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60km is getting awful close to the upper limit of the play area in an FS2 mission.
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Originally posted by Primus
Hope these help.
(http://img.photobucket.com/albums/v111/PrimusNova/mothership1.jpg)
Front
(http://img.photobucket.com/albums/v111/PrimusNova/mothership2.jpg)
Rear
(http://img.photobucket.com/albums/v111/PrimusNova/mothership3.jpg)
Rear
Credits go to Demon @ B5TV.com
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thanks!
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Maverick. With a ship that size, no overlapping objects. They'll give you terribly bad clipping errors in-game. Anything that you create that overlaps during modelling do a boolean join on for the finished game model. Any seperate objects such as turrets make them aligned but not overlapping.
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actualy that isn't as much of an issue as it used to be. though single subobject is still prefered.
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finally i managed to start it from scratch and this is what i have so far. there is the new and the old version for comparison.
also i would call this pretty finished, some details at the front and back maybe, but from the refs i cant see any more things.
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/dkmothership3.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/dkmothership4.jpg)
and btw: the whole mesh is one object, except the 2 cones at the top
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vast improvement, though that is an ugly ship to start with so there is only so much you can do with it.
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Yes it's looking... erm... accurate :D
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i did some more work on the BinTak, the LOD0 is finished and now i am working on the textures.
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/bintak1.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/bintak2.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/bintak3.jpg)
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last update for today:
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/bintak4.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/bintak5.jpg)
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Very nice work there!
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Great model and nice texture. :yes:
I love Narn ships. The design is cool.
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Originally posted by I_E_Maverick
last update for today:
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/bintak4.jpg)
Are those secondary engines on the back of the wing pannels?
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i dont know exactly, it could be, but they had a blue glow and they look more like canons, but i am really not sure
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well, i couldnt let it stay away, so i did something more on the BinTak, it is now nearly finished, just the middle section and some very small details are missing :)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/bintak6.jpg)
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Very nice :yes:
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I_E_Maverick, you're a God's gift to TBP. ;)
Very good work.
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Originally posted by Primus
I_E_Maverick, you're a God's gift to TBP. ;)
Very good work.
I agree 100%. Looking good, Maverick :)
One small suggestion on the textures though. Some corners and especially the painted parts should have a "used universe" feel to them. A small scratch or a bit of dirt here and there could do wonders to the overall look of the ship.
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Nice work. Your models are real masterpieces. :yes:
Btw. are there some guidelines on how much polies capships and fighters can have in TPB, in comparison to those high-poly-ships made for SCP FS2?
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As far as I know TBP can have as many polies as scp since it uses scp.:D
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Originally posted by JanCS
Btw. are there some guidelines on how much polies capships and fighters can have in TPB, in comparison to those high-poly-ships made for SCP FS2?
As sigma said, the game engine is the same so you can go pretty high with the polycount. TBP's current policy is less polys=more ships, but this might change in the future. At least I hope it will ;)
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first: thanks for the nice comments!!
Originally posted by Lt.Cannonfodder
I agree 100%. Looking good, Maverick :)
One small suggestion on the textures though. Some corners and especially the painted parts should have a "used universe" feel to them. A small scratch or a bit of dirt here and there could do wonders to the overall look of the ship.
i already did some dirt on the the main parts of the ship, but it seems that it is too subtle to see at all :) i will try to do some really bad scratches for you ;)
and the polycount for this ship stays at 2564. i think that is enough, i found a little "rule" for using polycounts in tbp. every 1000m length 1000 polys :) i tr to keep that at least...
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so, i think it is finished now, some small details, but that parts depend on their purpose, which i dont know yet :)
i added also much dirt, i hope it looks now more used ;)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/bintak7.jpg)
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Looks great Mav :D
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and another one: the EA Explorer
model is pretty finished, though it is at 8036 polys. i hope this is ok. also i dont exactly what to do with the connecting parts, i have cubes now and want to use transparent textures to do the framework, but i dont know if this is possible.
anyway, here a pic:
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/explorer.jpg)
edit: i also found another older wip, maybe anyone wants it, but it is also a bit high poly for its geo, 1540 polys:
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/avenger.jpg)
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:yes: Very nice, Mav. :) Keep 'em coming. ;)
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i also found another older wip, maybe anyone wants it, but it is also a bit high poly for its geo, 1540 polys
It's the Avenger- an older EA Carrier fo 48
Starfuries, served through Dilgar and Minbari Wars... an older Poseidon :)
Non canon from B5Wars...
The design itself isn't too pretty, but it's an important ship... :D
Wolf's shipyards has a picture of the ships
side view...
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Granted, it looks like a big brick. :)
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Originally posted by JanCS
Btw. are there some guidelines on how much polies capships and fighters can have in TBP
Pick a ship that's already in the mod and about the same size as the one you want to make. See how many polys it has. Add up to 25-30%. Try not to waste polys.
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i am again a bit too high poly i think, but i am really not into this.
1015 polys, but i am not really happy with this.
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/bluestar.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/bluestar1.jpg)
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that's a little too blocky.
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For Bluestar, is the problem keeping the polys down Maverick? We may be able to use a few move on this and have 5 LODs instead of 4. Since this is an unusually awkward fighter model.
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I'm not even sure, if the designation is really fighter.
From what I heard so far it's more like an armed transporter.
After all it's big enough for a small group of rangers to travel in, and still has "only" 2 guns. A pure fighting vessel of that since would most likely have more firepower.
And great work I_E_Maverick!
I don't even know what you don't like of the bluestar model, but since you are the specialists on the matter, I guess your right.
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well, the bluestar is very organic looking with curves everywhere. that makes it very difficult to keep the polycount low AND doing a fairly good looking model.
the head for example and the body make more than 500 polys to make it look so "round". thats just too much.
i think i will remodel some parts to make it better, maybe the shape isnt completly correct then, but i guess you can cover that parts with textures quite good. but i dont know what is better.
does anyone know what takes more ressources in tbp? polys or textures? in high poly models you always try to model the most parts as rendering more polys is faster than rendering high res textures, but i dont know if this is true for tbp either.
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I think it looks just right for LOD0. I think TBP needs to start thinking about higher poly models for LOD0 anyway (specially fighters since it's so easy to . Some of our LOD0 model really should be lod1 these days, shame it'd be so much work to convert them all.
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I think it looks just right for LOD0. I think TBP needs to start thinking about higher poly models for LOD0 anyway (specially fighters since it's so easy to switch to a lower detail lvel after about 200m). Some of our LOD0 model really should be lod1 these days, shame it'd be so much work to convert them all.
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Originally posted by -Norbert-
has "only" 2 guns. A pure fighting vessel of that since would most likely have more firepower.
Would you rather have your car equipped with 16 9 mm berettas, or 2 120 mm cannons? Its the size that matters, not the numbers...
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A car is not meant for battle.
And the Lintara too has some serious firepower, but compared with the Nial it's weapons are very weak.
And all I have seen so far from the Bluestar made me think, that it is like the Lintara.
Of course this is only speculation, but it would also fit the Alliance.
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Textures are a more immediate resource hog. Polys tend to be cheap, until the total count of the polys on screen becomes too much for your card, then they become a huge problem. For that reason I recommend putting detail in textures. You can use lots of polys for a ship but if you do you don't want that high poly model onscreen all the time and you need to drop your poly usage hugely with your lower levels of detail. The bottom line is that being as poly efficient as possible is always a good idea.
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Originally posted by -Norbert-
A car is not meant for battle.
:doh: That wasn't the point you know...
Anyway. Does the ISA really need a fighter craft when they have the WS? When considering their primary mission - to keep the peace, what they need is a capable ship that can stay on patrol for a long time and can enter subspace on its own. Thats whitestar.
I guess Bluestar would be primaraly a transport ship. But when considering that ISA clearly has advanced ship and weapons tech they would probaly arm it well so that it can act as a fighter when they need it. (admit it, by the time Bluestar is designed they understand how WS works and can adapt the tech from it, more or less at least).
So here's my opinion: The Bluestar is a tranport/fighter that can over come other fighters, possibly even Nial. Propably has great armour and powerful guns. Cant say much about agility and speed. Its size, when compared to other fighters, would be its weakness.
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Originally posted by Prophet
:Anyway. Does the ISA really need a fighter craft when they have the WS? When considering their primary mission - to keep the peace, what they need is a capable ship that can stay on patrol for a long time and can enter subspace on its own. Thats whitestar.
Think about missions of the rangers. Their missions are to gather information from different places without taking any attention to themselves. A BlueStar would be far more stealthier vessel than a WhiteStar. Also, you can hide a fighter sized vessels more easily in a planet. A BlueStar can be controlled well by just one person, as SiL proved, unlike a Whitestar which requires a crew of at least 3 to perform well.
And because the job of the rangers is dangerous, naturally the bluestars needs to be able to defend themselves.
While it is possible that BlueStars do not have visible thrusters because Vorlon designed thrusters were too advanced for the Minbari to reverse-engineer, it might also be because visible thrusters emits more radiation/particles and can reveal a vessel's position more easily than fully gravimetric drives that the Minbari have.
Just speculating of course. :p
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i would think that every race needs fighters, so does ISA. even if they just have to keep peace they have to be able to interfere in combats and for that they need fighters. though i agree that the bluestar is more a mix of a fighter and transport than a standalone fighter. but i also think that 2 weapons are enough for a fighter, think of the powerful weapons of the whitestar, in comparison to its size the whitestar weapons were one of the most powerful in the whole series. if the bluestar is like that it would be a very durable fighter.
though with its size it sure wouldnt be as maneuverable as other fighters.
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Originally posted by Mr. Fury
Think about missions of the rangers. Their missions are to gather information from different places without taking any attention to themselves. A BlueStar would be far more stealthier vessel than a WhiteStar. Also, you can hide a fighter sized vessels more easily in a planet. A BlueStar can be controlled well by just one person, as SiL proved, unlike a Whitestar which requires a crew of at least 3 to perform well.
But after the Shadows left the Rangers had a different job. I remember Delenn advertising how the Rangers would go only where they were wanted and would keep the peace and protect the innocent and steal from the rich and so on... And during the last season they were pretty much just patrolling borders and such. Not a job for a fighter I think.
As for the stalth missions and such Mr. Fury mentioned... Yes. WS might attract attention. But such missions would go beyond the classification of a fighter. And I'm not saying we should classify Bluestar as a transport. I'm saying that its general work habits make it both a transport and a fighter. Even more a transport if the BS jump engines... Does it have them? I don't really know... I didn't see the episode in wich it was seen.
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Originally posted by Prophet
I didn't see the episode in wich it was seen.
You didn't see Sleeping in Light!
Beg, borrow or steal a copy right now!
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It was pretty much the one and only episode I missed :blah:
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Very sad episode it is.
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The Bluestar is capable of generating its own jump points.
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Sigma957
Very sad episode it is.
Especially if you ever heard the adio commentary of JMS about it.
And the music....
Christopher Franke at his best.
And a proove that you can make very good Sci-Fi episodes without any fighting scenes.
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ok, i tweaked a lot on the model and now it has 937 polys. i dont want to have less polys since this vessel is very curved and it already looks very blocky in my eyes, all round parts are done just using smoothing groups.
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/bluestar2.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/bluestar3.jpg)
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A big improvement I think.
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Very effective modeling :yes:
3DSMax smooth groups are t3h Own!
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ok, textures done, ready for conversion :)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/bluestar4.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/bluestar5.jpg)
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This is the first time I can remember using this smiley.
:jaw:
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Damn you're fast. Now.... how about a Whitestar in similar quality ;7
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Grr... stop trying to distract him with shiips we already have. You'll be asking him for a Nial next :)
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thank you very much :)
well, the whitestar is very good i think. but i can see what it would take to do a new one ;)
anyway, next ships are mainbot, which is nearly finished, the ea explorer and the dk mothership. when i have all of them finished, and the bintak, then i maybe have a go at another whitestar.
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i was in modeling mood and did these two:
Brakiri Falkosi fighter, 466 polys
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/brakirifalkosi.jpg)
and Vorlon Dreadnought, 3456 polys
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/vedreadnought.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/vedreadnought1.jpg)
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Originally posted by IPAndrews
This is the first time I can remember using this smiley.
:jaw:
I concur.
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OMFGOMFGOMFG VORLON DREADNAUGHT!!!
*Explodes from joy!*
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Originally posted by Azrael15
*Explodes from joy!*
Thats not healthy I think.
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Originally posted by IPAndrews
This is the first time I can remember using this smiley.
:jaw:
Originally posted by Mr. Fury
I concur.
Well... is there any more to say?
:jaw:
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I like the falkosi fighter the brakiri need a fighter of some sort to go with their awsome cruiser model
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Excellent work, in such a short time:eek2:
( Mav is faster than a Whitestar in hyperspace ;7 and more accurate than
a Vorlon fighter :nod: and stronger than
a Shadow death ray :lol:...
I'm out of words...:nervous: :) )
Btw. What's the actual difference between Brakiri Falcosi
and Riva fighters?:confused:
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(http://www.3dactionplanet.com/hlp/hosted/babylon/img/screenshots/victory1.jpg)
(http://www.3dactionplanet.com/hlp/hosted/babylon/img/screenshots/victory2.jpg)
(http://www.3dactionplanet.com/hlp/hosted/babylon/img/screenshots/victory3.jpg)
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Textures could do a bit more work, lacks the feeling of detail and depth. The model in itself is good. :)
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It does seem a bit flat ingame. I'm not sure why that is. Could be the overpowering shinemaps spoiling the effect I don't know. I'll experiment tommorow. I'm no 2D artist though. Once the FTP is back up I'd like to pass this ship onto a proper 2D artist for beautification which should include at least work on the shinemaps and glowmaps.
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Shine-/glowmaps are fine (more or less), it's that weird converting bug I told you about, that makes everything full bright.
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[Kid in a candy store]
Is this guy for real? So much speed and so many models in so little time?
Please, PLEASE, do the terran and dilgar designs of the
famous and now abandoned
GROPOS
game. Imagine the fantastic scenarios that could be spawned.
Thanks for considering. (Personal note I HATE THE FIRSTONES DILGAR), and much prefer the pen and paper ones...
thank you
[/Kid in a candy store]
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do you have any referrence of thos ships you are talking about?
another model nearly done:
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/brakiriashkat.jpg)
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Originally posted by GT-Keravnos
[Kid in a candy store]
GROPOS
Imagine the fantastic scenarios that could be spawned.
GROPOS is the land based tabletop game is it not? As you know TBP is based on a space combat game engine. Thus if we start putting loads of tanks and stuff in there they'll probably have a habit of turning skyward and flying away. Might ruin the effect you're looking for a bit. That other EA gunship is quite nice though. Valkyrie's smaller nippier sister. What's it called?
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GROPOS is short for Ground Pounders, so yes it is ground based combat unit(s?) and has no room in TBP really.
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Without textures I would have guessed it a being a brakiri ship.
And I wonder if Maverick is really one human being and not either a group of people, an artificial intelligence or even a first one. ;)
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Originally posted by IPAndrews
GROPOS is the land based tabletop game is it not? As you know TBP is based on a space combat game engine. Thus if we start putting loads of tanks and stuff in there they'll probably have a habit of turning skyward and flying away.
Once you've finished the space stuff you might want to have a word with the TI or Starfox boys. I think you can get tanks to work in game now :)
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At the moment I feel it will be very unlikely for TBP to have any ground stuff in the future. Ground was never in a big role in B5 either.
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I agree that it's not an important thing now. Maybe 5-6 months in the future when Maverick starts running out of ships he hasn't converted though :D
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Originally posted by -Norbert-
Without textures I would have guessed it a being a brakiri ship.
And I wonder if Maverick is really one human being and not either a group of people, an artificial intelligence or even a first one. ;)
it is a Brakiri Ashkat Cruiser though i dont know if it is canon. but i thought the design really fits the brakiri.
and i can assure you that i am one person, but it is a little hard to tell with all those voices in my head ;)
@karajorma: once the exporter works correct all the ships will be exported as fast as they are built ;)
about that ground forces: i dont think that it would be useful to build these in if there is no proper physical stuff added that keep things on the ground.
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First of all my mistake. While it would be fantastic for us all to see GROPOS, starfighting was and is what this game is all about.
I meant AOG, and all the good things that stemmed from there.
http://www.meshweaver.com/frames/Portfolio/htms/aog.htm
Those are Dilgar, Hot daeemn!
Some more links concerning the Dilgar...
http://www.uncomyngifts.com/Main/Recreation_Room/Babylon-5/Game_Supplies/Babylon5Wars/Miniatures/Dilgar.htm
And if you ever run out of things to do
http://www.uncomyngifts.com/Main/Recreation_Room/Babylon-5/Game_Supplies/Babylon5Wars/Miniatures/
and some more conventional races to pick from
http://www.agentsofgaming.com/b5wstock.htm
Here you will find links to all known races of the AOG B5 game miniatures. May I say they look fantastic. They may be a little out of focus and far away but the general shape can be seen.
Thanks again for the amazing work!
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I've always thought it may be interesting to have ships fighting over ground surfaces. I even made & converted one or two, including an Orion Crash site, but it didn't look too great.
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Having all those AOG ships in game would be very impressive. It would be like having 7 races in freespace.
I hope that ISA Victory gets a tune up. The gray needs to be duller or darker maybe.
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I don't like the AOG dilgar ships that much. They do look good, but they also look to much like a mix of human and centauri ships.
The current dilgar ship is much more unique.
-
having more dilgar ships would be good though would be great to have a campaign of the dilgar war after all all we know about the war is we won, and the dilgar lost so you could have the campaign story go however you wanted it
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I agree with Norbert they look like Centauri ships. They have no style of their own at all.
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so, i had a crack at texturing IPAndrew`s model of the Vree Xill. i didnt want to shoot at daBrain with that because as far as i know he worked on it, but i wanted to do some Vree, sorry if i am doing something wrong. i hope you like it though, the texture should be finished, except shinemap and maybe some little tweakings.
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/vreexill.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/vreexill1.jpg)
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Well, don't worry. I always started working an stopped again, because I wasn't happy with my progress. ;)
I kinda was a bit distracted by this shockwave stuff anyway. :)
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good to hear that!
but what shockwave?
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These shots should give you a clue...
(thanks for MetalDestroyer for the images)
(http://img324.imageshack.us/img324/5141/fs2openg2005072220050728222932.jpg)
(http://img339.imageshack.us/img339/769/fs2openg2005072820050730212747.jpg)
Oh, and DB. If you don't implement the shockwave to TBP I'll personally fly to germany and steal them from your HD ;)
Very nice looking textures on the Vree Xill, btw. I'd add a bit more detailing and slight variety to the outer and metallic parts, but overall it has a very nice look.
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Ok, got it. ;)
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Why are all the new shockwave effects 2-dimentional?
They look great, but why should a ship's explosion cause a 2D shockwave in space?
And if it does, then why is the "graphic shockwave" 2D but the "damage shockwave" 3D?
The only time I remember seing shockwaves in B5 where when one of the shadow fighters chasing G'Kar was rammed and destroyed by a Narn Frazi and when the Thirdspace gate blew up.
Both times there where 3D shockwaves.
And I love the Vree Xill :nod:
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yeah, shockwaves look kinda out of place in Babylon 5 themed mod IMO.
They look cool and awesome but aren't really that realistic.
In the series there aren't really any large explosions or stuff but mostly small explosions over the whole hull of the ships leaving it burning from the inside.
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nice shockwaves, i would like to see those ones in tbp, i mean, there is much that is not realistic, main thing is a good looking game and those blasts definatly look good.
for example, if you want realism you wouldnt have any sounds in space.
anyway, here is the "hopefully" finished xill, i did a shine map and added some detail to the turrets and the middle section. some more details and fixing on the upper side. the yellow lights at the bottom can not be mapped better i think, i tried several ways, but this was the best i could achieve.
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/vreexill2.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/vreexill3.jpg)
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Looking good. Great Job on the Excalibur. Im planning on doing the call to arms mission. Will only need the Shadow planet killer.
Ever thought of repair bots?? They would be very handy in missions and make it more B5 ish. :)
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I didn't meant that there shouldn't be shockwaves.
But I would like a 3D shockwave like in FS and FS2 more than a 2D shockwave.
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What are you talking about? The normal FS2 shockwave is completely 2d, while this new one by DB is 3d, thanks to the SCP.
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Originally posted by madaboutgames
Looking good. Great Job on the Excalibur. Im planning on doing the call to arms mission. Will only need the Shadow planet killer.
Ever thought of repair bots?? They would be very handy in missions and make it more B5 ish. :)
i have the maintanance bot in work, it has LOD0 textured, only needs LODs and debris ;)
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I think I should bring up the point that if you are useing less than 1000-1500 polys per texture (on a single submodel), you are being waistfull not efecent.
less polys means less polys, not more ships, yes even on older hardware.
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Originally posted by madaboutgames
Ever thought of repair bots??
He's onto those, along with everything else.
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I saw Cotton class fleet tender in Buda5 yesterday. Boy, what a joygasm :dizzy:
When will I see it in TBP? Huh? Wantwantwant!
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You really, really, really, like that ship don't you.
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Originally posted by IPAndrews
He's onto those, along with everything else.
When he's done, he should start on hi-poly versions. ;)
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i have all high poly versions ;)
anyway, i did the xorr class, i hope you like it as much as the xill :)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/xorr.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/xorr1.jpg)
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How will those guns function? Will they be like regular multipart turrets, or will they just be forward looking gunports?
Oh, and we really need that gunship AI...
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Xorr is my fave of the two, and will have fixed guns.
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Very impressive...
Howewer, will the Vree use a conventional starship strategy like the EA or more like a swarm of whitestars using their powerful weaponry at point blank range?
Antimatter wapons would propably require a new weapon effect...
Poor are players who would try to attack such firepower...;7
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It is up to the mission designer to make those vessels behave like they should. AI does not know how to make use of Xill's weapons. Xorr is small enough so it is not such a problem with that ship.
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Mav and I are toying with the idea of making those things on the sides turrets but perhaps leaving them unused unless the mission designer assigns weapons to them. The main weapon will be under the ship as in the show and the best way of using that is probably to script a waypoint path that flies the Xill over the ships you want to toast.
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Maybe they are suitable for some sort of antifighter interceptors. Such advanced species like vree must have a nasty way of dealing with small, manouverable fighters ( short range beam weapons, with quick reload like the sekhmets?)
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A novel and interesting idea that I kind of like. Although my brain is rebelling and saying that beam weapons don't seem like the Vree style and that I should have a light / slow reload version of the gun on the bottom on the sides.
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The Btl at Coriana 6 shows us that Vree can whack fighters with that big gun of theirs. But since that would be hard to implement in TBP I suggest this. The bottom big gun can target fighters. And add similar, but smaller gun to the topside with a bigger LOS but smaller damage and range.
Unfortunatley that would require at least changing the texturtes, but it would not change the characteristics of the vessel too much. Turning those side thingys in to weapons, or adding beam weapons is serious overkill in my estimation.
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Don't the Vree just go for a shotgun effect with the main gun on the Xill when doing anti-fighter work?
It might be time to renew the request for the SCP folks to code something like a "guns towards enemy" order, if the Xill is really going to measure up.
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Originally posted by Prophet
Turning those side thingys in to weapons, or adding beam weapons is serious overkill in my estimation.
Yes there are 24 of them so there's serious overkill potential there. If I make those things on the sides turrets they'll be assigned no weapon as default. I don't think a weapon on the top like the one on the bottom really achieves anything and there's no geometry for it anyway. A ship definable "optimum angle of attack" would be ideal but so far the SCP people have shied away from the AI code. Oh and "shotgun effect"? What's that? Got pictures?
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I didn't meant to turn all of them into antifighter turrets, just suggesting to add a few weapons which would fit the Vree and allow to defend their ships against fighters...
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I'll chat with Maverick. There's no ideal solution to this. Blame the Vree for somewhat iffy (but extremely cool) design. Style over substance I think. Something the Vree navy's lead designer came up with while smoking a particularly good joint.
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Originally posted by IPAndrews
Oh and "shotgun effect"? What's that? Got pictures?
No; having not actually seen the episode in question (and not even reliably remembering which one it was), I'm just going off descriptions I've heard. A Xill wtfpwns 20 or so Shadow fighters with what is almost universally described as a "shower" of antimatter from its main gun.
"Shower" implies lots and lots of little packets of antimatter, hence my "shotgun effect" comment.
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Oh I see. Now if you'd said "Shower" :). That is what it does and it's one of the coolest CGI moments in the series although I don't know why.
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So maybe an optimal solution would be main gun can target fighters + 4 or a bit more smaller antimatter ones ( powerful, slow reload and medium range 1 km ?)
4-8 would not be an overkill, but similar to the ships like Olympus, Hyperion or Th'nor, in other words fair firepower, dangerous and the fighters would still have a fighting chance...
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Originally posted by IPAndrews
Something the Vree navy's lead designer came up with while smoking a particularly good joint.
:lol:
This cracked me up.
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Originally posted by IPAndrews
Oh I see. Now if you'd said "Shower" :). That is what it does and it's one of the coolest CGI moments in the series although I don't know why.
Yes, that was definitely a "whoa" moment.
(http://n.ethz.ch/student/ebuerli/download/tbp/cap026.jpg)
For the uneducated amongst us, this are a couple of Shadow Spitfires being shredded by the Vree antimatter weapon.
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ok, some good news for all waiting for some ingame shots of new models: the pof exporter is now fully working for me, meaning i can export the meshes from max even with moving and firing turrets. so i will export all of my finished models the next days :)
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Nice. :)
Which means I need to work on whole lotta more table entries in the near future. :( *sniff*
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i am sorry, but i hope you have a little fun with it too, i tested the victory yesterday, 7 forward beam weapons, it has destroyed a primus in no time :)
and those 25 gatling turrets, it is just awesome
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Drools: "Mmmmmm Victory!"
A Call to Arms is my fav B5 movie, followed by Thirdspace of course...
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Naah... The Victory is a cool looking ship, I agree with that.
But not very practical design for a warship... It should be a windowless box, like the Valen. :lol:
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ohno, the valen was so ugly, i dont think the minbari would allow a ship to be that ugly and having the name of a prophet like valen
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Yeah, the engine array was just horrible.
But the Liandra (sp?) was cool, just like Dreadnought corvette.
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Yeah, we gotta make that chick a destroyable subsystem.
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:wakka:
That hot redhead was one of the very few good things in that movie....
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Originally posted by Prophet
Naah... The Victory is a cool looking ship, I agree with that.
But not very practical design for a warship... It should be a windowless box, like the Valen. :lol:
Don't know about the Valen - never seen it, but Victory is perfectly practical for what it is, its not a starship per see, but rather a mobile artilery piece - its main weapons have a very narrow field of fire, so the long outriggers make sense - it has to be able to turn to face its target quickly.
I know, that was geeky and totally took the original comment out of context, but it bugged me ;)
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Originally posted by Prophet
:wakka:
That hot redhead was one of the very few good things in that movie....
Who, Xena, Ranger Princess?
YAAAAAAAAAAAAAAAAGGGGGGGGGGGGGGGRRRRRRRRRRRRRRR!
Or maybe it was, "YAGGGGGGGGGGGGHHHHHHHHHHHHHHHHHHHHH!"
I don't remember. Anyone?
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Originally posted by Prophet
Victory is a cool looking ship, But not very practical design for a warship...
Victory looks like that because JMS is a Blake's 7 fan.
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If you would want fully practical ships, you would end up with a pyramid like ship, where the tip is facing forward (much like a stardestroyer).
Because such a ship can fire all it's weapons, apart from the rear ones, at one target.
But for me the Victory has one kinda big weakness. It has several beams mounted on one big tower. So you can destroy a couple of weapons with at once, leaving the Victory with it's forward- and backward-facing beams with minimal firing arc.
The EA ships with multiple turrets with each only one or two weapons need longer to be disarmed (of course not taking into account, that the victory turret can take much more punishment, due to the stronger hullmaterial).
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When you think about it, a weapon powerful enough to either blast through the 'neck' or destroy the 'head' would hole the main hull and destroy the powerplant anyway, so it isn't really making the ship any more vulnerable.
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so, after i "finished" all textured models i began working on DKMothership again. i had some file crash and the back got screwed up, so i had to model it again.
i did a new back now and started textures, i use one 1024x1024 map and one 256x512 for the glow parts.
the model has 6770 polys.
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/DKMothership5.jpg)
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Originally posted by I_E_Maverick
i use one 1024x1024 map
Double that and I'll be happy :)
Seriously, you should consider doing it in higher res. The Victory showed us that 1024x1024 is way too low for a ship of that size.
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Cannonfodder is right. YOu need more resolution on the Drakh Mothership. You can do that by doubling the texture resolution or the doing more repetitions.
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i will do some more detailed textures :)
anyway, had some modeling fun, well mostly fun :)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/eatiger.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/fothought.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/folord.jpg)
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A tiger fury and some firstone ships,cool:D
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Yay! First One ships!
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Very nice models First Ones as well as
Tiger StarFury;7
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Mav are you planning something extra?
It's been over 2 weeks and that silence
:confused:
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sorry guys for the lack of updates, but my tests are coming closer and i have a lot to learn ;) (higher mathematics and thermodynamics for those who are interested)
but i did something today, but that are just debris updates for all my ships so far. i hope that Trivial Psychic does the pofs some time soon so they can be brought into the game.
anyway, i will try to work some more on the drakh mothership for you guys ;)
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ok, i redid the whole ship again after i got some very good ref pics from trivial psychic. the new mesh is now about 16k, but for a ship of that size that should be ok i hope. the texture is still temporary, it misses all details.
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/dkmothership6.jpg)
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Looks much better, IMO. Still looks a bit like a seal, though.
Also, any plans for any more of the First One ships?
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Lookin good there Mav.
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so, the model is now pretty finished, at least LOD0. it stands at 16kpolys. i did a little photo zoom show, to show the size of that thing, i hope you like it.
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/DKmothership7.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/DKmothership8.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/DKmothership9.jpg)
edit-lvlshotted pictures:)
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Thats is one huge mother :eek:
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In Valen's name! It launches cruisers like fighters!
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In Valens name! It carries 34 of them...
and each of them is comparable to a Sharlin or Warlock class ship...
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Hey the Drakh Mothership looks really nice now. How the hell did you do that? :D. As for Drakh Cruisers coming out of launch tubes? That's just scary.
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That looks great. I think that's the finale of my Drakh campaign sorted.
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With that ship you can easily conquer a planet system or two...;7
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Until the Excalibur comes along and pops it one.:D
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thanks for the nice comments :)
@IPAndrews: i did it a little bit different this time from my other models, this time i used splines, they were much more efficient in this case.
btw, i thought of doing an interior for this ship too for some cool missions. i thought of fighters that hve to fly into the ship to destroy it because imo you could not destroy such a large ship in a conventional way.
any ideas of how the interior should look like? i thought of some production areas for cruisers and fighters, a big generator room or anything like that.
last but not least: give a big thank you to Trivial Psychic for either great ref pics and great help in finding this shape which is a lot better then my first attempt! it is funny how the shape changed from my first try at this ship :)
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If you could that really would be a great ending mission for the campaign I'm developing.
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It looks fantastic, definately your best work on TBP so far (and that's saying quite a lot). I've got only two minor complaints:
1. The texture seems to hold up pretty well even when close to the hull, but when seen from a distance it does look quite repetitive. Maybe a good shinemap could make all the difference?
2. I never thought I'd say this, as I'm the one who always is demanding higher polycounts, but 16k is a lot of polys. I hope it won't have a huge impact on the fps rate.
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Originally posted by Lt.Cannonfodder
It looks fantastic, definately your best work on TBP so far
I think so too. It's gorgeous and I don't even like the ship ;7.
Originally posted by Lt.Cannonfodder
but 16k is a lot of polys. I hope it won't have a huge impact on the fps rate.
I had noticed that. Babylon 5's 9k polys can have a negative impact on game speed with mid range GFX cards. So a 16k ship will definitely have an impact. Although this ship uses far less textures than B5 which helps the card somewhat. So I wouldn't want to guess if the impact will be as bad or worse than that of B5. It may depend on how many other polys the card is shifting at the time.
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AAAAAH! :eek:
Sorry about that, but that is just so awesome model!
Maverick. You are my hero. :D
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ok, after talking to IPAndrews i optimized some stuff and the polycount now is at 11452 polys. more i cant do without loosing the shape.
@canonfodder: polys should be ok now for you ;) and nice that i finally did a model that had too high polycount, i never thought that possible. anyway, the texture is one 1024 procedural that i did. there is no shinemap so far, just some material settings. i will try to add more detail with that.
@Megadoomer: develop the mission i build the model. i just need to know what you really need for the interior, like what the mission will be about, some kind of star wars final mission with the deathstar or anythin different.
so a different question, any ideas on weapons? i talked with TP on that and had the idea to not give it any weapons, as it carries so much cruisers and fighters. but what do you think?
btw, here is the reduced version
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/DKmothership10.jpg)
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For the weapons, perhaps some short-range turrets?
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problem with that would be where to place them. i mean if you start covering the ship with short range turrets then the polycounts will be enormous
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In reality even a carrier ship will have a few weapons for point defence. This though is a game. As I see it we have 3 approaches.
Three approaches:
1) Arrogance. The Drakh believe they don't need turrets because their ship is so frickin' huge and carries so many other ships. Personally I don't buy it. Somehow is doesn't seem fitting of the Drakh.
2) Few turrets / long range / more polys per turret. Maybe 10 - 20 turrets with 7.5-15km AAA weapons. So you can use less of them to cover this huge ship. Allows you to use more polys per turret.
3) More turrets / short range / less polys per turret. 50-75 turrets with standard AAA weapons all over the ship. You would have to be really really poly efficient with each turret though.
Also it's probably worth looking into subobject LODs as implemented by Bobboau to see whether it's worth using that code to avoid drawing low poly objects like turrets. My own guess would be the distance calculations and code execution overhead probably would outweigh avoiding drawing a low poly turret. Ask him anyway see what he says.
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Not really, if you make each turret 20 polys or so.
EDIT: Damn it IP, this post was supposed to come after Maverick's :p
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I'd suggest giving it 12 turrets. 2 in each side, 2 in front and back. Weapons in those 12 turrets can be changed even while in-mission, so it won't be a problem for a mission designer to switch from a anti-cap ship weapon to anti-fighter weapon when necessary.
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Originally posted by Mr. Fury
Weapons in those 12 turrets can be changed even while in-mission
We have a weapon change sexp?
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A long time now.
(Unless it didn't work and was removed at some point.)
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I don't think we do. I've certainly never seen one.
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I'd just the subobject LOD code and do a mix of anti-fighter and anti-capship turrets.
Say 24 anti-capship ones, and 60 anti-fighter turrets or so.
Make it a nasty piece of work to fight.
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Originally posted by karajorma
I don't think we do. I've certainly never seen one.
I've seen the sexp in fred2_open at some point. I have no idea whatsoever what build that was, I never looked for the sexp in those new builds.
Originally posted by Ace
I'd just the subobject LOD code and do a mix of anti-fighter and anti-capship turrets.
Say 24 anti-capship ones, and 60 anti-fighter turrets or so.
Make it a nasty piece of work to fight.
That would make it an offensive mammoth instead of a cruiser launching mammoth... Huge hitpoints and the fact that its launching cruisers like fighters would make its defense well enough. :)
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Originally posted by Azrael15
In Valen's name! It launches cruisers like fighters!
This quote should be in the level! :lol:
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so, i am nearly finished with this one i think, textures are all done, LODs too. i did 17 turrets now, each with 2 firing points. the last pic shows most of theri positions.
fully loaded this mesh has 14,3k polys, the LOD0 itself has 12k.
only thing missing is debris and subsystems, also paths. i will do this maybe this we.
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/dkmothership11.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/dkmothership12.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/dkmothership13.jpg)
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Well done Mav :yes:
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Can we have B5 Next to that for size comparison?
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as you wish ;)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/dkmothership14.jpg)
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Jeez.
*wants to make a mission where mother rams babylon 5* :p
Good work, Mav, as usual. :D :yes:
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MY GOD!!!
That thing is HUGE! I mean... HUGE! It's mindblowingly massive! Gargantuan!
How can we kill that? Did the Vorlons leave any Planet Killers lying around? :p
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Just hit it with the Victory's main gun.
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Just send Sheridan with a nuke. :p
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Can someone post it next to vorlon planetkiller, please?! :eek2:
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(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/dkmothership15.jpg)
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Thanks God, that a Vorlon planetdestroyer is more powerfull than a Drakh mothership :D
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The future EA military has only one codename designation for ships of this size class:
BBFFAS (BIG BAD FRAEKIN FAT ALIEN SHIP);)
EDIT: thanks for posting those size comparisons - the B5 looks shy compared to those world destroyers... :(
-removed the not needed B:nervous:
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VPK needed sveral shots from all of the Firstones before going down. But Drakh mother went bum after one shot from Excalibur... That thing must be made from spit and paper... :rolleyes:
Edit: BTW aipz... Where does the third B come from?
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It's empty to house all the cruisers...
and other forces ...
an extremely large empty shell with engines and few other subsystems...;7
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and some weapons :)
at least in my version ;)
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I_E, if it isn't hard, would I be able to get a size comparison between an Omega and a VE Star Dread? I'm confused. People say a Star Dread is smaller then an Omega, but, to me it seemed to be absolutly huge.
How big is it exactly?
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I have only a few things to say:
1. That is big.
2. Whoever designed that thing needs a life.
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Originally posted by Azrael15
People say a Star Dread is smaller then an Omega, but, to me it seemed to be absolutly huge.
How big is it exactly?
I don't believe it. Although the "great" B5 tech source says the Omega is 1,714.3 meters long and Star 1,330 meters long. I still don't believe it.
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Yeah. I've seen those lengths, Primus. The Omega is the correct size, but, I got the impression the Star Dread was a leviathan, this squid-like behemoth.
At that size it's smaller then an Omega...
I mean, watching Interludes and Examinations again, it seems as if Transports and Cruisers and tiny when compared to the Star Dread as it exits the jump vortex...
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Originally posted by Azrael15
I mean, watching Interludes and Examinations again, it seems as if Transports and Cruisers and tiny when compared to the Star Dread as it exits the jump vortex...
i agree with you on that, the vorlon dreadnought looked a lot bigger than in the reference. i will do some research on that.
but i am sorry to say that i cant do a size comparison, at least not with game models as those are no max format and i have a lot to do, so i cant convert them to max.
but after reserach i will do a comparison shot with the high poly models if you want.
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I can imagine where the size on B5Tech comes from.
In the Pilot you see a lot of Vorlon Dreadnoughts around Babylon 5 and they look a bit smaller than an Omega.
But we all know that many things changed since the pilot, so the size of the dreads was most probably scaled up.
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on b-tech there are some screenshots
of a jumping in dreadnought through the jumpgate:(http://www.b5tech.net/stills/TheGathering/gathering27.jpg)
from that we can assume that Dreadnought is at least 1/2 or 2/3 of the jumpgate width....
(http://www.b5tech.net/stills/TheGathering/gathering29.jpg)
from this one we can see that the "arms" of the dreadnought are 2-3 times their width long...
and the "arms" form the 40-50% of total ship lenght...
Total lenght=
arm width (which is 1/2 or 2/3 of the jumpgate width)
x (4 or 6)....
Though I'm not 100% sure if my calculations are correct :confused:
Can someone tell what's the jumpgate model width in TBP?
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did some quick calculations on the basis of models in Fred...
1/2 jumpgate width
(minimum size ratio)
minimum
0,9 x 4=3,6km
maximum
0,9 x 6=5,4km
average
0,9 x 5=4,5km
2/3 jumpgate width
(maximum ratio to my mind at least)
minimum
1,2 x 4=4,8km
maximum
1,2 x 4=7,2km
(maybe this one is a bit too long ;))
average
1,2 x 5 =6km
(maybe this one is a bit too long ;))
So to conclude:
the total lenght of Vorlon Star Drednought from the beginning of the "arms" to the end of the hull would be
propably 4-5 kilometres and not more
(50% arms and 50% hull)....:)
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To calculate from the Jumpgate width isn't such a good idea, since that is variable.
I'm not good at such things, but I guess it would be better to take the sice of a vorlon transport against B5s docking bay and then compare the transport to de dreadnought.
And on the 2nd screenshot apiz posted it looks like the transport/cruiser is in the far further in the foreground than the dread.
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That's a transport and I think our size of 125m is pretty accurate for that. Based on the size of that transport in the foreground I don't think B5Tech's size of 2km is that far off. Personally I'd make it 3km just to be on the safe side.
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I think it's perfectly reasonable that the squid is smaller than Omega. Vorlon cruiser has huge firepower compared to it's size. So there isn't any "real" reason for the dread to be that big (right?). Bigger size just makes it easier to hit...
If that doesn't please you, then how about considering this? The squid is living ship, so perhaps there are different sizes of it too, like battlecrab? That would explain a lot.
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Yes it doesn't need to be huge to explain away it's uber poerful weaponary. It's a Vorlon ship afterall. Although it's probably worth making it at least 2.5k simply because it's had a bazillion polygons spent on it :D Anyway I have complete confidence in Maverick and Stithe's ability to figure out the best length for it.
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Originally posted by IPAndrews
Anyway I have complete confidence in Maverick and Stithe's ability to figure out the best length for it.
thanks for your trust, i and stithe will do our best!
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ok guys, my tests are done (not very good though :( )
so, i have some freetime now and will do as much as i can the next days, so expect some nice model updates.
my first project to finish is the EA Explorer, models is done and uvmapping is nearly finished, so i start texturing today :)
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Originally posted by I_E_Maverick
(not very good though :( )
Sorry to hear that, they must have been stupidly tough. WIth any luck you did better than you thought. Otherwise perhaps you'll nailt he resits?
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Originally posted by I_E_Maverick
ok guys, my tests are done
*shakes fist in anger*
still 2 more exams to go for me ...but then ....then I'll be freeeeeeeee (at least for a while)
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here is an update on the explorer, the solar panels and the pipe structure are finished for now. the rest needs to be done.
what do you think of those engine squares? is this correct? do you like it?
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/explorer1.jpg)
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Yeah I like it. I loved that particular texture on the show model too. That girder superstructure looks like a polygon disaster. It will be good fun to fly through for the LOD0 model but really that detail needs to go to textures at the next LOD down.
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Looking good, Maverick.
If I recall correctly, the rotating habitation ring on the Cortez had "spines" on the outer surface, running parallel to the main axis of the ship...
ShockWave
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Originally posted by IPAndrews
That girder superstructure looks like a polygon disaster. It will be good fun to fly through for the LOD0 model but really that detail needs to go to textures at the next LOD down.
well, you know that this are just 2 boxes with textures, so just 12 polys for the grid structured, dont you?
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No I thought you'd done that detail as geometry :D
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it seems like i did a good job then on the textures so far :)
@ShockWave: i know these spines, but i also wanted to do textures for this cause the poly count is already about 8k for this ship
edit: an update
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/explorer2.jpg)
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Very nice Mav :yes:
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Oh my...... Looks good :cool:
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ok, here are some "final" shots. the textures, glow- and shinemaps are finished.
i used one 1024x1024 , one 256x128 and three 64x64 textures this time.
Next on my to do list is now LODing and turrets, then i will export it and my drakh mothership for the other guys to bring it ingame.
i hope you like it:
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/explorer3.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/explorer4.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/explorer5.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/explorer6.jpg)
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Now that's a neat ship. :p
Good work, Mav. :):yes:
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Pretty ain't it. As I said to Mav, this ship needs to get turrets and go into the game now to check that the texture resolution is high enough compared to our other ships. I'm sure it'll look even better in-game than it does in the screens above.
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Awesome work!
You're really good at this. It's almost unbeliveable... :shaking:
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another one, the brakiri falkosi fighter. it is semi canon i think from the table top game, but i could use some inspiration cause i think it could use some details.
what do you think?
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/falkosi.jpg)
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Yes!!! :yes::yes::yes: That's one of the ones I've been waiting to see textured!! Looks awesome. Don't ever recall there being red on Brakiri ships, though. At least not on the Avioki. I still think it's great!
On a side note: Any chance of seeing the Hel-Zha in the next release? I'm a big fan of Minbari design, and that one rocks, as evidenced by the shot of it I ran across. I would love to see it (along with many other Minbari ships that will probably never happen).
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well, i can do anything people want and have refs for:)
i myself never heard of a Hel-Zha, so if you have any pics of it i am sure i can do it ;)
but there are some non canon minbari designs on my list like the ones from Fabio Passaro, the torotha, troligan and morshin.
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Well allow me! The Hel'Zha (got spelling wrong before) is easily located by typing in its name on google. Might be difficult to reference though, as the pics are of the Hel'Zha in shadow, sort of. Also, this site: http://www.wolfsshipyard.mystarship.com/drawings.html
contains side views of many B5 ships (I realize side views can be difficult, if not impossible to reference, but some are fairly simple). The ships include every canon ship plus some very strange new Minbari designs I've never seen before. Enjoy! :D
BTW, In case you are wondering the Hel'Zha was a test bed for fusing Vorlon and Minbari technology, before the Whitestar came out, or so I've read. Listen to me, I sound like I know a lot about this already, when I've barely seen the series:p. I did some extensive research on it before I came here, though.
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The Falkosi is simple and cute. It'll look great flying in formation next to the Avioki. Maverick, with these ships you are really spoiling us!
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The Hel'Zha is a fighter version of the whitestar so to say.
In 3 of those fighters (all that where build) Sinclair, Marcus and Kathrine Sakai destroyed some shadow fighters who tried to seize the temporal rift for the shadows in the story arc of the book "To dream in the city of sorrows".
There Sinclair got the scar you see in "War without End".
And I don't see any gun barrels on the Falkosi. Are they beneath the cockpit?
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yep, one is in the nose, it is textured and i thought of one right beneath it.
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Originally posted by I_E_Maverick
i used one 1024x1024 , one 256x128 and three 64x64 textures this time.
You should get someone to bake those smaller texs at least together. If you turned your 256x128 into a 256x256 with the 3 64x64s incorporated into it, it'd prolly be faster ingame.
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i dont think so, if i would do all in one texture there would be unused space that has to be loaded too, so more memory would be used ;)
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Actually the game works best with one large texture per subobject rather than several smaller ones. Memory usage is an issue of course but models that use more textures slow down the engine a lot.
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ok but i need the 64 textures as single textures cause they are used as procedurals, so there is no ther way, also this is a really big model, nearly is big as babylon 5 which has a lot more textures in count and size, so i think this wont be a problem.
btw, thanks to stratcomm we managed to get the drakh mothership and the explorer to export, so trivial psychic is playing with the drakh mothership at the moment :)
edit: i finished the explorer now, but i wonder about turrets. IPAndrews thought of some interceptor canons like the ones from B5. i like the idea but i wanted to know what others think about it.
what is canon? what do you want the ship to have?
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ok, here is the drakh transporter with animated "sails"
but just the outer ones.
the polycount is quite high with 1200 polys, but i couldnt get under that cause of it organic shapes and inner parts.
anyway, trivial psychic told me that it might be possible to animate the wings ingame, what do you think? should they be animated?
if they cant be animated what position should they get when in flight? open or closed?
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/dktransport.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/dktransport1.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/dktransport2.jpg)
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Oooo.....that's different...... Awesome. I'd go open on those sails if they can't animate. Don't know why that wasn't the case with the Vorlon ships already out.
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i did another quick ship, the drakh tanker from acta
it has 1200 polys too
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/dktanker.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/dktanker1.jpg)
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Again, nice :).
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Lookin good Mav. I think the nose was a little sharper though, but this is a very prelim shot, so its hardly a concern right now. Are you gonna add on the plague release ports down either side? I think there were 3 on each side.
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All very nice ships. The Drakh Shuttle is another personal favourite of mine. I always fancied having a go at modelling it but let's face it, I wouldn't have done as good a job as you anyway.
Those "petals" for lack of a better term cannot be openned using the submodel rotation code. Because they do not rotate around an axis aligned up->down or left->right. There's a fancy word to describe that but I forgot it. Anyway. This is different to the Vorlon ships which have wings which could be rotated along those axis and thus could be made to open their wings using the submodel rotation code. Of course this is not straight forward since they would have to be set up as rotating by default and the rotation stopped using a sexp in FRED. A little annoying having to do that every time you use a Vorlon ship. Possibly better to just include two versions of the ship. One open and one closed. Same with the Drakh Shuttle.
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ahh, ok i see, i will do 2 versions then :)
for the tanker, i guess i could change the smoothing group of the front then it will look sharper, the plague release ports, do you have any refs for that, i didnt see any ports on mine i think, but i will have a look at that. good thing on the tanker is, that i can use the same textures as the mothership :) i think the transport could use the same texture as the cruiser, that is nice about those organic ships, they always have the same or similar textures :)
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ok, i finished texturing the transport, i couldnt use the dkcruiser texture though, except the part for the sail. i took the opportunity and tested to paint the texture from hand with my wacom tablet, i think it went pretty well :)
have a look:
the closed version:
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/dktransport3.jpg)
and the open version, first pic from the front, the second shows the inner parts ;)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/dktransport4.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/dktransport5.jpg)
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and the tanker which uses the same texture as the mothership
i didnt do the ports cause they would use too many polys and i think they are pretty small anyway. of course, they could be destroyable subsystems, that would make cool missions i guess :)
anyway, here are the shots:
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/dktanker2.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/dktanker3.jpg)
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Sweet!
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Krhm... Maverick? Isn't the open part supposed to be the front of the pod... :wtf:
The reason why I am saying that is that every single time we have seen the pod it has been flying that way...
And I don't recall the tanker having that kind of bright blue nose.
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i dont know, i alsways thought the tentacles to be the front, but that might be wrong :)
the tanker has this bright blue nose, trust me, i watched acta after the tanker 2 times, it has the nose;)
and while watching acta i saw that there is one drakh mothership too, it gets heavy damage from the victory.
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Originally posted by I_E_Maverick
the tanker has this bright blue nose, trust me, i watched acta after the tanker 2 times, it has the nose;)
and while watching acta i saw that there is one drakh mothership too, it gets heavy damage from the victory.
Ok. That I don't remember too well.
But I am absofragginglutley sure about the pod.
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:D :D :yes: :yes: Great stuff, Maverick!!
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Originally posted by IPAndrews
All very nice ships. The Drakh Shuttle is another personal favourite of mine. I always fancied having a go at modelling it but let's face it, I wouldn't have done as good a job as you anyway.
Those "petals" for lack of a better term cannot be openned using the submodel rotation code. Because they do not rotate around an axis aligned up->down or left->right. There's a fancy word to describe that but I forgot it. Anyway. This is different to the Vorlon ships which have wings which could be rotated along those axis and thus could be made to open their wings using the submodel rotation code. Of course this is not straight forward since they would have to be set up as rotating by default and the rotation stopped using a sexp in FRED. A little annoying having to do that every time you use a Vorlon ship. Possibly better to just include two versions of the ship. One open and one closed. Same with the Drakh Shuttle.
God, the reply box in here is nasty. Too narrow. Anyway, that's not entirely true. Submodel animation is not axis dependent. You'll end up with rotation code on more than one axis, but it's certainly possible. I'd still advise against it but because getting it right is hard, but it's not impossible.
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here is a non canon design by myself for IPAndrews and his new Campaign.
it is a vorlon freighter, estimated length about 900m, 1400 polys
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/vefreighter.jpg)
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Oh, very good. :yes: Can't wait to see it textured! You get that from the link I sent you?
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no, thats my own design ;)
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Good lookin' freighter design. I assume it carries internal cargo. For the Drakh shuttle, the claw thing is the back of it. Also, I agree with the statement about rotational limitations. I completely forgot about that, which makes that kind of thing impossible to do without a severe recoding of the game. I appologize if I got your hopes up about that one.
Regarding the Drakh Plague ship, I think that adding the venting ports as a submodels is a great idea.
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Again, it's possible now if you're willing to figure out the necessary angles for the rotation. That's complicated, yes. But not impossible. My concern is I don't know how the code allows for scripting that.
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Originally posted by StratComm
Again, it's possible now if you're willing to figure out the necessary angles for the rotation.
That's just basic sin/cos mathematics. Problem is PCS only allows single axis rotation. Even if the pof can handle rotation on multiple axis you'd have to hack the appropriate values into the pof. I seriously doubt Triv wants to get into hex editting.
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Originally posted by I_E_Maverick
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/vefreighter.jpg)
Looks much better than I expected. Good idea there. Quite a distinctive design but that's a good thing. Makes it all the more interesting and thus fun to blow up.
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What to say more?!
Can't wait till TBP 3.3 is out...;7
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Originally posted by IPAndrews
Looks much better than I expected. Good idea there. Quite a distinctive design but that's a good thing. Makes it all the more interesting and thus fun to blow up.
good to hear, i will go on with it then :)
@Trivial Psychic: the frighter pods are those roundish things on the back of the ship, i thought of something like spiders carrying their youngsters if you have ever seen that.
about the plague ship, i will do the ports as subojects, i guess 3 on each side are ok?
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Wow...Vorlon Freighter. Unlike EA Counterparts, what kind of freight you would expect vorlons to carry...additional encounter suits ? :lol:
Certainly the most interesting design...
Oh, just a quick question in the end, considering the Whitestar. Any chance we are going to see texture/model upgrade in 3.3. Current models "curves" are just way too sharp, and textures don't really look organic either. Just my opinion...WS really needs an update
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I could never see the Vorlons needing a freighter, I always assumed they stayed with their basic transports... I mean, it works pretty well.
What would it be transporting, anyway?
And yes, I do think the White Star needs an update, IMO.
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Originally posted by starfox
Oh, just a quick question in the end, considering the Whitestar. Any chance we are going to see texture/model upgrade in 3.3.
That ship has enough polygons for one it's size I think.
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Originally posted by IPAndrews
That's just basic sin/cos mathematics. Problem is PCS only allows single axis rotation. Even if the pof can handle rotation on multiple axis you'd have to hack the appropriate values into the pof. I seriously doubt Triv wants to get into hex editting.
You presume correctly.
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i guess vorlon ships could transport some kind of laboratory with gen effectice fluids for their telepathic creatings at other species.
or telepaths as kind of weapons against the shadows. or any other goods they trade with first ones that we just cant think of :)
and i thought of doing the whitestar as their seems to be a need for a new version, cause so many people are asking for it. i will have a look at it
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Originally posted by IPAndrews
That's just basic sin/cos mathematics. Problem is PCS only allows single axis rotation. Even if the pof can handle rotation on multiple axis you'd have to hack the appropriate values into the pof. I seriously doubt Triv wants to get into hex editting.
Interesting, I've seen submodel animation act on a subsystem with no rotation set in the POF before. Granted, that came about due to other bugs, but there's fundamentally nothing restricting rotation to any axis when those values are specified. In fact, I'd consider it not working to be a bug.
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I am pretty sure you know of the following site, but still here goes...
comparative sizes of all known sci-fi starships
http://www.merzo.net/index.html
A good friend of mine e-mailed this a while back, and I hope you can put it to good use, in case you don't know of it already.
Whatever you do, please accept all our thanks for your valiant effort.
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hey, thanks for the site. i only knew one size chart of there, didnt know that there were any others.
but i think some sizes are not correct, for example the hyperion is as long as a sharlin and a shadow ship? i cant believe that.
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Well, obviously some of the site's info is mistaken.
Again I must ask...
Are you planning, after doing more of the old ones and the Drakh to look into making more AoG stuff?
Especially old terran, pre-Minbari stuff and that of the Terran alliance's enemy at that time... :D
If nothing else, it looks to me as if you are pretty much hitting the limit of what has been done already.
:D :D :D :D
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well, i am planning a lot of stuff, but my time is up it seems as the semester is starting and i have a lot to do.
there will be ships in the future, but i dont know what exactly, it depends on my mood and stuff.
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Do those include more Dilgar designs? I would think they should have a fighter of some sort.
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It doesn't include anything for a couple of weeks. The guy has some real world (tm) stuff he needs to be getting on with. Might give Trivial and Sigma time to catch up with the conversions and table entries? :)
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IPAndrews is correct, the next 2 weeks wont be too good for me, though i am sure that i will have a little time for some ships here and there. for example, the drakh transport model only took me about 1 1/2 hours.
here is a new project, finally i managed to get myself into the whitestar, my lovely ship :)
it is 1500 polys, that seems to be a lot, but for such a curved and organic looking ship with all the details it is very good.
but i still would like to know if you think that it is too much. i will LOD the thing quiet good though, maybe the 1500 polys wont take too much weight the.
anyway, here are 2 shots:
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/whitestar.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/whitestar1.jpg)
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Originally posted by I_E_Maverick
the hyperion is as long as a sharlin and a shadow ship? i cant believe that.
I rekon it is as long, not as tall obviously. All the ships there looked the right size to me.
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Yes! That will look good in game. Take your time, Maverick, take your time. I don't care how long something takes to get done, as long as it eventually does get done. Besides, I too have college to deal with.
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Finally the ship of my dreams gets its curves up and right !!! The model looks very good and is definitely an improvement over the old one.
As for the Polycount, I personally think 1500 is sufficient amount for a small, yet organic and insanely beautiful ship.
Keep up the most impressive work !!!
On a side note, Omega X seems to be in need of an animated skin, any thoughts on that one ?
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Originally posted by I_E_Maverick
here is a new project, finally i managed to get myself into the whitestar, my lovely ship :)
it is 1500 polys, that seems to be a lot, but for such a curved and organic looking ship with all the details it is very good.
but i still would like to know if you think that it is too much. i will LOD the thing quiet good though, maybe the 1500 polys wont take too much weight the.
Considering that Hi-Poly versions of the FS2 fighters are routinely over 2500 polys I'd say that you're well under what you could use seeing as how the Whitestar is a gunship and arguably deserves more polys than a fighter.
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However the Whitestar offers little opportunity for detailing. And the textures would eat such detailing if you tried to add it.
Perfection is not the same for every model...
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I agree 100%
I was simply pointing out that Maverick need make no apologies for using too many polys when he's using half the number that the engine can comfortably deal with.
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thanks, thats good to hear, i will keep the model then as it is and begin texturing it. the textures will do the rest i think, most people were pretty amazed of the bluestar after the texturing :)
about the animated shadow texture, if there is any need for an animated texture i could do one in max, it would be seamless like my vorlon animated textures. so, any needs for a new texture? ;)
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That Whitestar is lookin' mighty cool Mav, but I do know where there is room for further details... the head. On either side of the head, there are mechanical sections visible, leading up to the nose cannon. The nose gun itself needs to be there, and while all the mechanical stuff can be quite easily done with textures, it could use an indentation for this area.
The only other thing I would possibly suggest, would be somewhat over-the-top and perhaps of little use. We saw during season 5, that the Whistars not only have a small bay at the back of the ship, but in fact some sliding bay doors. Lateral translation isn't completely supported under Bob's animation code, but it can be faked. I think it'd be cool to see, but its far from necessary. Besides, I've already added a bay path leading into the horizontal gap, between the rear fins.
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ah, cool, nice to see that the B5 project is progressing nicely
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Originally posted by Turnsky
ah, cool, nice to see that the B5 project is progressing nicely
Is it? :nervous:
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Originally posted by karajorma
he's using half the number that the engine can comfortably deal with.
Depends how many ships you want on screen. Sometimes I think you guys will only be happy when you've got CGI quality models plodding around at 1 frame per second. Still, one day we'll all have GeForce 10 cards and it'll all work nicely. So who cares.
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Originally posted by Mr. Fury
Is it? :nervous:
seeing how there's high-poly models beginning to come out of the woodwork, at this rate, we'll have a game that rivals the CG in the series itself. :nod:
i, personally want to see the morpholical pattern change on vorlon ships, you know, how the patterns move as you watch them?.. a tad unyieldy i know, but still cool to watch..
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Yes, but at some point you need to get those ships properly into the TBP Base itself, and things are moving very slowly in that area at the moment.
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Originally posted by Mr. Fury
Yes, but at some point you need to get those ships properly into the TBP Base itself, and things are moving very slowly in that area at the moment.
i know, but still.
i'm very inexperienced with texture design, otherwise i'd lend my assistance.
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well, i think about the polycount, that if you LOD a model like that good, then th polycount is ok. also these equals over the complete models list i think, there are some big models with easy shapes that take way less polys than others, but over the whole list the polycount stays constant. i hope you get what i mean :)
@TrivialPsychic: this whitestar has the bay you were talking about, just the bay doors are missing ;)
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Does the new Whitestar have a player controlled forward beam cannon ?
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My guess is any Whitestar in the next base release will have that.
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Originally posted by IPAndrews
Depends how many ships you want on screen. Sometimes I think you guys will only be happy when you've got CGI quality models plodding around at 1 frame per second. Still, one day we'll all have GeForce 10 cards and it'll all work nicely. So who cares.
I don't think that the number of polys would affect the maximum number of ships onscreen at one time by that much if you were to go from 1500 to 3000 polys. Especially if you get the LODding done correctly.
Like I said I'm perfectly happy with the model as it currently is. I just didn't like seeing Maverick feel like he had to apologise for it :)
At 1500 polys the number is low enough that you could have 30-40 Whitestars in a mission without FS2 blinking given a halfway decent PC. Given that you shouldn't really be putting hundreds of Whitestars into a mission anyway it would serve no purpose to further restrict the number of polys?
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the polycount wont be a problem anymore i guess, i found out about editable poly in max, it seems that it reduces the polycount.
i just dont know if that will do during the export from max to pof, if so, the whitestar polycount would be around 700 polys ;)
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long downtime a lot happened :)
first a little thing from me: i passed all o my tests and now have my prediplom :)
that means i have more time now and i did something :)
first the whitestar, the version ist not fully completed, the tech greebles under the nose part will be done, apart from that she is finished :)
credits for the textures go to Kier Darby!
second one is the shadow hybrid, with a texture i did myself, maybe we can add them to the existing shadow ships if wanted. i did all color versions neccessary for that, meaning, blue, purple and grey/brown ones.
have a look yourself :)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/whitestar2.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/whitestar3.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/whitestar4.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/hybrid1.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/hybrid2.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/hybrid3.jpg)
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Very Beautiful Whitestar, and since I have never gotten a good glimpse about the Shadow Hybrid, I'm really awaiting that one.
On the side note....Gongratulations for passing the tests !!!!
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Looks great :yes:
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Good to have you back again, Maverick, congratulations on your tests :) . In response to the new Whitestar: Yes!!!!! My favorite ship now looks more awesome than ever!! Can't wait to see what you come up with next :D .
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at the moment i am working on modifications of my older ships like the drakh cruiser and carrier variations, mothership turret fixing and stuff.
but i also got a narn jadul station from IPAndrews which i already mapped. i will start the textures tomorrow i think. there is also a centauri base and the marcanos defense sattelite. a lot of stuff to do :)
to all: thanks for the congrats :)!!
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They look greak Mav :yes:
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Mav, did you ever finish that tri-wing Brakiri fighter you were showing-off?
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Wow Mav! You're back in action... :)
Good that you've passed all the exams succesfully...
BTW. Could you tell us which starfighters are you planning to do?
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hmm, you mean the falkosi? i did nothing more to it. i dont know what to add. i think something is missing, especially at the wing tips.
am i aloowed to add weapons to those wing tips? if so, i would do that, do another weapon at the nose, and i could add some missiles at the wings.
what do you think?
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Mav! Have fun with your creation! Add what you feel the model needs... Then tweak it! ;)
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Good to see that with the forums back, it's business as usual here. :)
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hmm, you mean the falkosi? i did nothing more to it. i dont know what to add. i think something is missing, especially at the wing tips.
am i aloowed to add weapons to those wing tips? if so, i would do that, do another weapon at the nose, and i could add some missiles at the wings.
what do you think?
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/falkosi.jpg)
How about a missile pod, mounted part-way towards the tip of each wing, say about where the inner-most red strip is. Each pod would protrude ahead of the wing, where the firepoint would be, but it also extends back over both upper and lower surfaces of the wing, and even extends back behind the wing just a bit, where it terminates. Perhaps also a very small fin on top of each of those radiator-like things, that set between each main wing. I could do a crude Photoshop drawing if my explanation is somewhat confusing.
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i think i know what you mean. that sounds good, i will try it :)
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Don't beef it up too much or it'll start looking like a Drazi Sky Serpent and a Brakiri fighter should not look like a beefy sky serpent, because the Brakiri are a bunch of wusses.
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Indeed IP :lol:
They act tough but havn't the firepower to really back themselves up.
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They are businessmen.
They don't fight you, they file a lawsuit and take all your money :p
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How about arming their fighter with a debit cannon that drains your bank account?
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Maybe a electronic warfare that makes your shipboard computer purchase shares in Brakiri spoo ranches? I can see it now...
SPOO RANCH SHARES BOUGHT.
"Noooooooo!"
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Wow, a lot has happened in such a short time. That Explorer model on page 6 really caught my attention, awesome job on that and the other ships as well.
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thanks slasher, more to come though ;)
i did a few changes to the falkosi that i will post later. i want to do a lot today, especially all the revisions that i talked about with Trivial Psychic, so there wont be much new stuff.
edit: here are the promised falkosi shots. i would call it pretty finished, only LODs and debris are missing. maybe some dirt on the textures, but thats it. i hope you like it
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/falkosi1.jpg)
(http://www.strategyplanet.com/starmada/fgx/Mav/Forum-Bilder/falkosi2.jpg)
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Not precisely what I was thinking, but this is still good. Go with it!
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I don't like what you did to the wingtips. I liked them better before, just plain without any extra gimmics...
Otherwise it looks fine to me...
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I like the wing guns. I like this upgraded Falkosi overall even more!! Keep it up, Maverick! Can't wait for 3.3.
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A nice one...
Though with so many gunports/ missle launchers it will need a quite powerful armament...
Aside that at last the Brakiri won't be so defenceless... :)
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Hmm, I like the missile pod. Not so sure about the wingtip guns, but, whatever.
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The missile pod is great, but the weapons on the tips don't fit the brakiri style (at least the little bit we know of brakiri design from the Avioki) IMO.
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Mav, what if you deleted the ventral wing-tip gun, and moved those on the other wingtips, about the same distance towards the center as the missile pod is?
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i will try that and show some pics later ;)
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ok, here is the new version of the falkosi
if the pic doesnt show up dont bother, it is new server space and they seem to have some problems. i hope this will get better in a short time
(http://fgx.strategyplanet.gamespy.com/Mav/Forum-Bilder/falkosi3.jpg)
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(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/falkosi3.jpg)
Link Fixed. It seems that your host is case-sensitive where capitals are concerned. I just changed the "M" in "Mav" to lowercase.
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thanks for the tip, that was the problem it seems :)
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Yes! Yes! That is much better!
Only one minor detail... The wing guns look like they are just glued in to the wings. "Fatten" the wings just a little bit where the barrels are. So they look like there is a weapon in there...
Other than that, I'm like it. :yes:
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So, basically add a sheath over part of each gun barrell and have it extend back over and under the wing?
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Yeah.. That could work too... :)
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i will try that.
and btw, i started texturing the jadul station:
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/jadul.jpg)
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update on the jadul. it is nearly finished, just the middle section needs some details:
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/jadul1.jpg)
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What kind of armament are we having on todays model?
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not many thoughts about that so far. triv suggested some beam weapons. there are definatly some big multipart canons at the top of each arm, but nothing more. i think we are quite free to decide on our own.
so, what do you guys think that this station should get? ;)
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I don't like the idea of beams on stations... Even if I did, I still would not like them on a Narn station. No. That idea was dead on birth. Giving it beams dooms it in to eternal damnation.
Swarm pulses rulez!!!
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the jadul is a starbase for threatened colonies isn't it? (like the fromer Quadrant 14 - Narn colony)
so why don't installing a single highrange beam-gun in the center of the station to give larger capships some punches until support arrives...
I personnally think it should have one or two artillery turrets (like Nova-front guns) at the end of each arm or the already mentioned beam-gun for stopping caships... than just a couple of standart laser-flaks to keep away fighters - but not too many as fighter should take up most of the defence toghether with a single or two capships...
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Weaponary, depends on when the station was built, ahh, but I did leave out upgrades.
Yes, they would upgrade weapons in critical areas I would think.
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If it was meant more as a military outpost than a civilian station it should have definetly 1 or 2 heavy plasma/pulse cannons on each end. I'm not sure about the x-rays though, as only the newest Narn ships posses them... Aside that
15-21 light antifighter pulses should do the work, oh and some missles (either anticapship or antifighter) would be interesting (e.g. energy mines). Howewer this station should not be overpowed / it should handle a g-quan or a hyperion without problems, but more powerful ships have to pose a lethal threat to it/.
EDIT the upper part of the central section is a nice place to put a big bad weapon ( if ihe station has to have an x-ray laser I would vote to place it there).
Any thoughts about that idea?
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If it was meant more as a military outpost than a civilian station it should have definetly 1 or 2 heavy plasma/pulse cannons on each end. I'm not sure about the x-rays though, as only the newest Narn ships posses them... Aside that
15-21 light antifighter pulses should do the work, oh and some missles (either anticapship or antifighter) would be interesting (e.g. energy mines). Howewer this station should not be overpowed / it should handle a g-quan or a hyperion without problems, but more powerful ships have to pose a lethal threat to it/.
EDIT the upper part of the central section is a nice place to put a big bad weapon ( if ihe station has to have an x-ray laser I would vote to place it there).
Any thoughts about that idea?
Sounds good to me, what he said.
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15-21 light antifighter pulses should do the work, oh and some missles (either anticapship or antifighter) would be interesting (e.g. energy mines).
Energy mines on a station? Doesn't sound wery smart (like firing nukes on your own soil) And would that make it overpowered?
I am also a little scared of the numbers there... How big is this? I would rather have quality over quantity...
EDIT the upper part of the central section is a nice place to put a big bad weapon ( if ihe station has to have an x-ray laser I would vote to place it there).
Any thoughts about that idea?
You asked for it. I think big bad weapon in the central section is way too predictible and old as an idea. And I doubt Narns would be willing to equip that kind of heavy (and expensive) firepower on a station. Since it's tactical uses are severly limited. If the enemy doesn't happen to be in the fov, the weapon is useless.
Just my thoughts...
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Energy mines on a station? Doesn't sound wery smart (like firing nukes on your own soil) And would that make it overpowered?
I am also a little scared of the numbers there... How big is this? I would rather have quality over quantity...
The energy mines were only an example... aside that their use is limited - they are a long range precise weapon
(only a few volleys are always fired and if the enemy jumps out closer it is completely useless :( )
About the number of light pulse cannons... It's not overpowered - compare it to Ja'stat (~40) or Orion(~16), the LONAW station also has a similar number of weapon placements - remeber that this is a military outpost afterall, it has to be able to defend itself from 1-2 cruisers...
You asked for it. I think big bad weapon in the central section is way too predictible and old as an idea. And I doubt Narns would be willing to equip that kind of heavy (and expensive) firepower on a station. Since it's tactical uses are severly limited. If the enemy doesn't happen to be in the fov, the weapon is useless.
I think that the x-ray laser would be only a secondary main weapon - most of the firepower should come from 3-6 heavy plasma pulse turrets and some missles.
EDIT the x-rays firing arc would be limited but only on the "bottom" and because of the station "wings", but the heavy pulses would still be able to fight back in these directions :)
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I for one will be happy with whatever the Babylon project feels fit to put on the station for weapons..
That said, you are doing a great job for the fans of tbp and fs2..
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ok, hlp up again and a few pics from my latest work.
finished jadul:
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/jadul3.jpg)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/jadul4.jpg)
falkosi needs just LODs and debris
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/falkosi4.jpg)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/falkosi5.jpg)
and special render i wanted to do, nothing special, just was in the mood :)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/TheWarriorCaste1.jpg)
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Now imagine a large Shadow Battlecrab chopping that Narn base into big chunky bits. Dear god I love Babylon 5 and this mod.
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........I have been away WAY too long. Those models look awesome! Hopefully my hard drive reformat will be done by the time they come out (I got hit with the Mytob E-Mail Worm, big pain in the *** :( ).
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You'll have time Trayus :D Very good as always Mav :yes:
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Wow... nice ones...This Jadul is a truly awesome sight...
The Narns are getting "complete" so to say...
They actually would only need that small freighter...
P.S.
Are you planning to do that Tiger Starfury along the way? Great work so far...
/ TBP 3.3 will be 60% Mavenrick made :) /
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thanks guys! :)
i nearly finished the tiger starfury geometry, but i didnt do anytextures so far, so i dont think that it will be in 3.3, but definatly in a later build ;)
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OK, I I've only wanted to know if like to work on it... /If all the possible ships would have to be in TBP 3.3 you would have to drop your studies completely ;7 /
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Great one Mav, looking good. Is the maint bot finalised yet?
Anyone got an ETA on 3.3 yet?
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The maintbot is finalised and in game and "sometime" is all I will say :P
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Great stuff.
One Narn ship we don`t seem to have is a narn transport. In fact we dont really have many transport or civilian ships in tbp. These type of ships could be frequently used by fredders as like in the show many missions could utilise these transports eg. Narn, More earth transports, drazi, Brakiri, League of Non Aliant worlds. These would give more a B5 feel to it as B5 hosts many an episode based on civi transports.
Shaun
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I agree with madaboutgames...
At least the LONAW, Mimbari and Narns really would need some civilian transports /currently they lack almost any of those :(... /
The humans and centauri seem to have a fair enough number of civilian craft...
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i am working on some freighters, though it may take a while until i finish these. but what means a while for me anyway? ;)
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I find this exciting, so much has happened in such a short time..
So i`d say, not long..
edit: Nice job anyway, can`t wait to see these ships in action. :D
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Hey aipz, have you considered learning how to model? It's just you seem so desperate for this Tiger fury, well, not to put too fine a point on it, you seem to be the only person who actually wants or likes the ship ;). Sorry dude, just an observation.
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I wouldn't mind having it for... a certain project I've been working on for a while.
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ok, i did more to the marcanos and this pic shows the nearly finished station as there is only one ref episode. i guess the original station wasnt very detailed too, so i hope you will like that one ;)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/marcanos1.jpg)
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looks good...
but it think the angels of the pyramids were different... could be the perspective
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Looks good, but the top/bottom plating texture doesn't convey the size of the station very well. Maybe you can make the panels a bit smaller?
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Looks good, but the top/bottom plating texture doesn't convey the size of the station very well. Maybe you can make the panels a bit smaller?
that wont be a problem, just changing the uvmapping. but the panels had that size in the series...
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I thought tomcat was doing the centauri base?
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Is anyone doing the Shadow missile? All it should do is kamikaze. The death cloud superstructure seems unpopular so a just dark nebula should be fine.
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Maverick, are you gonna add on the cap-ship docking arms to the Centauri station?
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Looks good, but the top/bottom plating texture doesn't convey the size of the station very well. Maybe you can make the panels a bit smaller?
that wont be a problem, just changing the uvmapping. but the panels had that size in the series...
Call it artistic freedom and no one should complain :)
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I thought tomcat was doing the centauri base?
Tomcat hasn't been active for ages.
He occasionally jumps out of the bushes to randomly insult people though, for which we all love him.
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Maverick, are you gonna add on the cap-ship docking arms to the Centauri station?
i didnt think about that so far. in my refs i didnt see any cap ship docking arms, just those hangars.
but if you want i am sure with a bit of artistic freedopm i can add some docking arms. just tell me how many you want ;)
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Docking arms? What are you on Triv? Is the TBP workload getting to you? :)
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Docking arms? What are you on Triv? Is the TBP workload getting to you? :)
They were only seen once. During season 5, when Lenier's fighter was grapled onto that Centauri warship. I can't recall whether it was seen while he was docked to it, or if it was seen in the footage as he presented it to the council. The ship he's grapled to enters a centauri staging area and at one point you can make out part of a Marcanos with some Primus class docked to it.
i didnt think about that so far. in my refs i didnt see any cap ship docking arms, just those hangars.
but if you want i am sure with a bit of artistic freedopm i can add some docking arms. just tell me how many you want ;)
The docking arms themselves are quite simple. They emerge from the equater of the station head out for a bit, and then curve 90 degrees down. If I had Season 5 on DVD, I'd grab a screenshot for you. However, I had an idea that could make your job a little easier. Since we have multi-docking and daisy-chain docking, the "arm" could be made as its own model, and then docked to the station in FRED if needed. The downside is that it would need another entry in the table entry for the arm.
Speaking of keeping the number of entries in the ships table file down, I just had a little idea. We could eliminate all but 3 of the asteroid entries, since IIRC the same size asteroids for each different colour, use the same model just remapped. We'd still need to keep the asteroid models themselves, but we'd just need one color type in the tables, then use texture-replacement to select which map we want. The downside is that its more work for the FREDder, but if we ever start to encroach on the ship limit, we have this to give idea to give us some breathing room.
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They're in season 5? Really? Okay. I apologise for taking the mickey out of you then :D. As for the asteroid thing, that change would break Raider Wars and I'd really rather not have to change the patches again when they're currently working so nicely. Also it'll only save you 2 table entries. Are we really that short? Can't we just ask SCP to increase the limit for us?
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Actually, there are 9 asteroid entries, 3 colours, 3 sizes. Assuming that the small, medium, and large asteroids of all three colours are merely the same models (between sizes) with different maps, that means that we could delete 6 of them. I do know that it would require some FRED changes to existing campaigns, but I also know that we're gonna have to release a patch when Multi-species is introduced. Also, multi-species requires a support ship for each species (but I already know there's space for that).
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Ok but it'll still break RW. Do me a favour and don't do that. I've moved on with my life now ;).
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finally something new :)
i finished modeling on tiger fury and avenger, they both are now ready for texturing
tiger fury has 1070 polys, quite much i know, but it has a lot of details like maneuver engines.
the avenger comes out with less than 700 polys as it is a simple shape :)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/avenger.jpg)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/avenger1.jpg)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/tigerfury.jpg)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/tigerfury1.jpg)
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You're so good at this! :yes:
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Not bad. :yes: Are these both pre-Minbari War ships?
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Not bad. :yes: Are these both pre-Minbari War ships?
yep, they are ;)
and i just recognized that i am not entirely finished with the tiger starfury, the cockpit has some mistakes that i have to correct. also LT.Cannonfodder made me aware that it should have a cockpit, maybe i will do that too...
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Bob On Mav, Keep em coming :)
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I assume that there are gonna be turrets on the Avenger, so that "700 polys" will go up slightly.
As for the Tiger Fury, none of the reference shots I've ever seen had made it out as a particularily cool-looking craft... until now. I can't wait to see it textured. It will be quite useful for my... WIP project.
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Lookin good Mav. :yes:
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Maybe some extra artistic liscence should be taken with the Avenger's engines? Maybe add some more detail so they're sort of like the engines on the mining ships on BSG?
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Maybe some extra artistic liscence should be taken with the Avenger's engines? Maybe add some more detail so they're sort of like the engines on the mining ships on BSG?
you are right, the back is quite empty, but i couldnt make out any more on the refs. i think i can add a lot trough textures though :)
anyway, here is a try at Z´Hadum, i did a 8kx4k texture for it from scratch, based on textures by mayang.
this is supposed to be rendered as a skybox for nice missions, but is not fully finished!
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/zhadum.jpg)
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Looks scary enough to stay the heck away from, that's for sure. Overall, the effect is quite nice, and I could tell what it was supposed to be before reading the text of your post. Nice work.
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:eek2: WOOAAH! :yes:
Please make an image in a wallpaper format. :)
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:eek2: WOOAAH! :yes:
Please make an image in a wallpaper format. :)
click on the image, then there you have your wallpaper ;)
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Hm... my resolution is 1280*1024 :(
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then do a black background and it will look like a widescreen frame :)
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If you're working on new stuff dude in between you rather nasty sounding revision, then BHX needs transports, shuttles, freighters, cargo pods, and sentry guns for every race. Many of these exist for many races. There are still gaps though that need filling. I might actually be able to throw some geometry your way for some of the simple stuff if you'd like. Can't texture to save my life though.
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new geo is up to come ;)
also, IPAndrews made me aware of this baby, i converted it to max and want to finish it in the next time as well as several others, b4 maybe.
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/poseidon.jpg)
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The Poseidon looks "khuul" :yes:
So soon the EA will have a new ship type - starfighter carriers ;) ...
One question though - when it comes to size, is this little monster something similar to an Omega or rather to Warlock?
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The Poseidon looks "khuul" :yes:
So soon the EA will have a new ship type - starfighter carriers ;) ...
One question though - when it comes to size, is this little monster something similar to an Omega or rather to Warlock?
i dont have any idea how big it is. as said i found it on ftp and just want to finish it. maybe anyone more into sizes knows how big it is...
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My best guess would be to base the size of the rotation section and simply assume, that those are equally long on both Poseidon and Omega.
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Hah!! I textured that ages ago lol and i reckon it should be around the 2 km atleast.
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Hah!! I textured that ages ago lol and i reckon it should be around the 2 km atleast.
you textured this? wow, congratulations, i was very impressed by the textures on that ship, they look very good!
even when they miss glow- and shinemaps!
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Thanks,yes did it when I was very inspired and very motivated. ;)
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I'm so rusty on these ships these days; where in the B5 timeline does the Poseidon fit again? I know it must be after the E-M War since it has the Omega-like rotating section, but beyond that... :confused:
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i always thought this ship to be used in the earth minbari war and even before, but your point with the rotating section is a good one. the only thing against it is that we never saw any of these ships in the series which plays not long after the war.
are there any more information on the ship?
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I guess it's certainly possible the Poseidons were in circulation during the E-M War and just had the rotating section slapped on at a later date. Or they could have simply preceded the Omegas with that design feature. It also just occured to me we could infer they were put into production prior to the launching of the Warlocks. I figure any new EA ship designs after 2261 would probably incorporate the new grav-propulsion technology, even if ships being produced after that date still relied on centrifugal motion for gravity. Going on those somewhat hasty assumptions, maybe the Poseidon entered service sometime between 2249 and 2261?
I also remember during one of the Voice of the Resistance broadcasts (2261) that Ivanova addressed her message to "carrier groups" that could receive her signal. At the time I thought she was referring to just another squadron of Omegas dedicated to fighter carrying/support, but maybe the carrier groups she mentioned are centered around a ship more dedicated to the role (the Poseidon).
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I think the Poseidon's are a much more recent design, not EMW.
Also, they also referred to the Agrippa and the Roanoke as an Earthforce carrier group.
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I'd say that the Posseidon and the Omega were probably designed about the same time. With the Avenger clearly outcassed after the EMW, Earth Force would want something as new as possible to replace it. With the Omega clearly the most advanced and promissing design on the books, its not surprising that they chose technology for that design as a basis for the new carrier design. With a larger crew of fighterpilots and support personnel, as well as any flag officers and their staff, the extra pair of habitation modules are logical. I'd also guess that there's about a 10 to 1 ratio of Omega class to Posseidon class ships in service.
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i found this on the net:
Given only to the most experienced Admirals to command, the Poseidon is the heart of any fleet and often acts as the flagship. Its sheer size grants a massive presence whenever it jumps in-system and though only a few have been built, they have already made themselves felt. A total of 16 Starfury flights are carried on board and the highly efficient launching bays can disgorge half of these in a single wave. The Poseidon, while weakly armoured, can withstand many hits before being crippled and is equipped with the most sophisticated Interceptor system within the Earth Alliance.
so, 16 furys are not that much, are they? i mean the omega can carry 36 if you believe wikipedia and b5 tech. so, where would be the sense to build a ship like that just a few years before the omega? all this speaks for the poseidon beeing an older ship i guess, maybe with a prototype rotating section.
also, that the ship is talked about as weakly armored and still being able to withstand a few hits tell me that it must be older as one minbari hit would crush such ships.
anyway, i guess we can say that the ship was used mostly before the minbari war and during, but not after. that would also explain why we never saw any of those ships during the series, we could tell that all were destroyed during the war and after the war the omega took its place.
what do you think of this?
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This may sound insulting but, I_E_Maverick, is English your first language?
It says 16 Starfury flights which would mean squadrons or wings or something of that nature.
Why would a ship as big as the Poseidon (it's bigger then an OCD IIRC) which is designed to be a carrier carry less fighters then a battleship? An Omega, IIRC, carries 36 Starfuries which works out to three squadrons of twelve. A Poseidon would carry about 144 fighters.
'After the Earth-Minbari War, Alliance analysts noticed that one of the many reasons the Minbari were so easily able to defeat the Earth fleet was their superior carriers and their superior command/control abilities. With this is mind, Alliance strategic planners began the Perseus Project. The results of this project were the Omega Destroyer and the Poseidon Super Carrier.
The Poseidon is a huge fleet command ship that utilizes the most advanced command/control systems available to Earth. The modular fighter bay design is perhaps the most ingenious feature of this ship. Each squadron of fighters is housed in a separate bay. If this bay should be damaged in combat, it can be detached from the ship and a new bay put in its place, making repairs easy and fast. Since bay is a separate element, the ship can potentially launch 96 Thunderbolt fighters into combat very quickly'
Well, I was off a little. The Poseidon is a Carrier (CV) the Omega is a Battleship with fighters (BB).
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Very interesting. Until now I'd always thought the EA relied on the Omegas and Novas for fighter deployment, similar to the way Star Destroyers in Star Wars carry a full wing of fighters but can also engage other heavily armed ships in combat. I imagine one of the benefits of the Poseidon is that it can also repair and refit damaged Starfuries at a faster rate than the Earthforce capital ships, being the dedicated carrier that it is.
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english is not my first language, german is ;)
i overread the "flights" though i thought this meant starfurys.
anyway, 144 fighters would be adequate for a carrier. so i think we can come to the conclusion that the poseidon is a quite new design for heavy combat. so how about the size? someone came with 2km. would that be ok?
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2 km is a reasonable lenght - similar to Warlock in that aspect...
The firepower propably would be similar to an Omega, but with more antifighter defences...
About the durability you are right - it could definetly take way more punishment than Omega...
The ship itself is somewheat similar to Bin'tak - a battlegroup command ship, even better as it can potentially launch simultaneously 20-40 fighters (the Bin'tak doesn't have a launch bay :p)
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Hmm, let's try it this way:
Get the length of the Omega rotating section, of which the Poseidon has two (IIRC) and using that bit get the length of the Poseidon.
That should work, shouldn't it?
But, yes, I do believe it is larger then the Omega... longer and wider.
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Hmm, let's try it this way:
Get the length of the Omega rotating section, of which the Poseidon has two (IIRC) and using that bit get the length of the Poseidon.
That should work, shouldn't it?
But, yes, I do believe it is larger then the Omega... longer and wider.
i will do that part with the rotation section. lets see how big it is.....
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I always liked that model. Not exactly like anything else the EA used, at least not towards the front, but convincingly carrier-like. I think a good basis for comparison may actually be the engines, as they look similar to the configuration on the Omega. What happens if you match that as your scale?
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sorry guys, didnt have any time to work on size or anything model related the last days and weeks. i think this wont change until my tests are done in 4 weeks, so dont expect any updates during that time.
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Could I ask, what is the status of the Narn Transport, seen in the "By any means Necessary" ?
Not excatly sure who is doing/plans doing it, but just looked trough Narn fleet, and I think that's the last Narn ship to be completed...
Just out of curiosity...
By the way, the new Whitestar rocks !!
:yes:
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Look more closely the engine section is different than the omegas, the rotating section is the best refferance to the size.
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The Narn transport is planned and work will start in due time. Its not the last of the Narn though, there also be a narn mine & lifepod.
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Mines are quick. I did the Centauri mine in 10 minutes. As for the Narn transport. Go bother Sigma. He was the last person to work on the model and will still have it somewhere. He may even give you his most recent version. Maybe.
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The Narn transport is planned and work will start in due time. Its not the last of the Narn though, there also be a narn mine & lifepod.
the Narn Transport was DONE ... it was in process to be textured... Mine was also done and actually textured.
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Yeh that narn transport is going to be the bane of my existance,it was about 1/4 textured. :nervous:
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1/4 textured now. That fraction gets less every time it's mentioned :lol:. Just give Maverick what you have Sigma, he'll finish it in 10 minutes flat or something insane.
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when i have off for sure ;)
not now though, i will need 4 more weeks until i have off.
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when i have off for sure ;)
not now though, i will need 4 more weeks until i have off.
shut up slave ;)
nothing is more Important that the clumbsy transport :lol: :lol:
Good luck with your exams if that is what you are busy with.... :yes:
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thanks tomcat!
yes, it is exams time :)
i have 3 tests in 2 weeks, 2 very hard ones with fluid dynamics and measurement and control engineering.
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found some time to start this:
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/3rdcap.jpg)
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The Thirdspace ship? This should be interesting. :cool:
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Looking good there. I really like those ships. Wouldn't want to model them though, they look like a serious pain.
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well, without exaggerations i can say that it was the hardest game model i have ever created. i cant think of the fighter, i hope it wont be so difficult
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So far, very good..... :yes:
Any idea about Thirdspce capital ship weapons ?
Are they using beam weapons, or those "pulse cannons" used on their fighters...
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The fighter looks a bit like a sea creature of some kind with a few mechanical bits stuck on. It's not as awesome looking as the capital ships but it'll be a damn sight easier to model.
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Shouldn't the gap between the 3 distinct parts be a little bigger?
Anyway it's really great work. I can't wait to see that monster with textures. And for the weapons, I would put some of those "Fireball-throwers" the fighters used and some beams (about the color of the ball-thing in the middle of the ship) on it.
Or maybe just one massive beam?
I don't know.
The only thing I know for sure is, that someone of the TBP team will come up with something fitting :)
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Speaking of "the ball-thing in the middle", what excatly is it ? Is it a reactor ?
Anyway, what is the exact size of the warship, any official info ?
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it is something around 2km if you believe the estimation from b5tech.
the ball thing in the middle is a uber cool new technology weapon energy engine thing which only 3rd space beeings can understand ;)
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That ball thing in the center is gonna be a challange to map. IIRC, its supposed to resemble one of those plasma ball things that people have on their shelves. The outer shell could be given a blue-ish transparent texture, but trying to do the center of the ball would be difficult. It might be done however, with an animated glowpoint, placed at the center of the sphere.
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You could try to make 2 balls (one outer, and one withing that), that rotate in different directions, or even different axis.
I don't know how it would look, or if it's even possible, but it could work.
Of course both balls would have to be translucent and maybe even with glowpoints or something on it.
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started the fighter, 50 mins so far:
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/3rdfighter.jpg)
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Lookin' good, Maverick!
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Any plans for that "Energy Shield" ? I know it's bit early, but still..
One question, for the Shield though, did the Capital Ships have one ?
*Damn Sheridan decided to nuke'em, BEFORE we could see the capship in action*
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Good catch Sarfox. I forgot to mention a shield mesh. As for the Capship, we never saw if they did have shields, but based on the fact that they could shield the entire gate mechanism, I'm guessing that shielding a cap-ship is well within their capabilities, so I'd advise it having shields as well.
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LOD0 finished:
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/3rdfighter1.jpg)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/3rdfighter2.jpg)
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Looks like the sinister badass it should be. :yes: Can't wait to blow these things up.
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Looks amazing. Damn those things were equal to Whitestars....
*Goes to start training...*
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another one:
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/cotton.jpg)
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And my lack of knowledge of B5 ships strikes again! I'm pretty sure this is an EA/Earthforce or IPX design....but which one?
Looks good, whatever it is. :yes:
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And my lack of knowledge of B5 ships strikes again! I'm pretty sure this is an EA/Earthforce or IPX design....but which one?
THIS (http://www.b5tech.com/earthalliance/earthallianceshipsandvessels/earthcapships/cotton/cotton.htm).
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*drools* No wonder I didn't recognize it. Funny, 'cause people have literally been waiting years (3 or 4 at this point) for a supply ship for the EA. :D
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Ah the cotten tender, was going to be seen In the begining but was left out, nice Mav.
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Damn, you're a model making machine... :yes:
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wait until my free time, right now i am very busy :)
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so, some time on the cotton tender again, LOD0 is nearly finished i would guess :)
my last test is thursday btw, so then i will do a lot more :)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/cotton1.jpg)
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Lookin' great. With luck, my... *ahem* shipment will arrive about a week after that, so I could refine any info you're using for subsystem and turret layout.
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soooo, my last test is over. i didnt pass any so far but i dont care for now, ahead of me are 3 weeks of fun with modeling and stuff. i finished the cotton tender LOD0, though it is pretty high poly with 2500 polys. maybe i can do some changes here and there, but i wanted to do the lower LODs better. what do you think? are 2500 polys ok for that one?
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/cotton2.jpg)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/cotton3.jpg)
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It's a bit high but there's not going to be loads of them about or anything, and you've got a lot of detail in there for the price. If it were my model I'd be tempted to see if I could poly reduce some of those really minute details but it's not a big deal or anything. May I ask how your other models are going too? Such as the Centauri Blockade Mine, Falkosi, Mercanos, and the the erm... Centauri football mine that I did in 5 minutes?
Sorry to hear about your tests by the way :(. I had my fingers crossed. Clearly that didn't work.
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well, the first test is definatly not passed, fluid technics.
i had one in measurement and control engineering but there are no results yet. i just have a bad feeling about it cause it was very close after my claculations. the last one was fluid dynamics and that one went pretty well, so i think i have passed this one at least :)
anyway, my other models, well, falkosi will be finished today or tomorrow. also the marcanos i guess. i just started the centauri balvarin fighter carrier, a model i found some time ago.
so stay tuned for updates as there will be a lot the next weeks, as promised ;)
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as told i started the centauri balvarin:
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/balvarin.jpg)
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LOD0 95% finished, i think i will start a new ship now...
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/balvarin1.jpg)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/balvarin2.jpg)
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It's a bit high but there's not going to be loads of them about or anything, and you've got a lot of detail in there for the price. If it were my model I'd be tempted to see if I could poly reduce some of those really minute details but it's not a big deal or anything.
2500 polies isn't high poly at all. O.'.o FSO can handel waay more than that. It's more about how many maps he uses than the amount of polies.
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@IPAndrews: here is your little mine:
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/mine.jpg)
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textured the 3rd Space Capitol ship, i am very proud of the lightmap, cause it looks like the spheres are casting light onto the ship structure. i am not fully satisfied with the color, but that can be changed easily :)
what do you think?
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/3rdcap1.jpg)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/3rdcap2.jpg)
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textured the 3rd Space Capitol ship, i am very proud of the lightmap
And rightly so! :D
Looks great! :)
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Bob on mav, now youve finished your tests I can start giving you some models to texture :) Done the vorlon asteroid base, The tower on the base use quite a lot of polys, managed to get the asteroid, 4 towers and plent of masts poly count is just less than 6.000 Ill be finishing off the shadow base over weekend ( done 2 different concet models as we never seen a shadow base in the series - same for the shdow transport). Ill send you models on Monday when im next in work
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Way to go, I_E_Maverick !!!
Thirdspace Capship looks super amazing.
:yes:
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My God, man, you're a machine!! Great stuff! Can't wait to see what the Balvarin looks like textured.
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He's the great machine. Everyone must now worship at the altar of IE_Maverick for the job he did of that Thirdspace cruiser. I had a shot at modelling that thing and ended up making a fool of myself. Imagine a place called easy on the map. Now imagine a place on the exact opposite side of the map right next to another place called "pain in the ass". That's where the thirdspace cruiser is. It's a gorgeous ship though. A really original and striking design. Possibly my second favourite design at the moment after the Drakh Raider. My favourite designs do change quite a lot though, as my mood changes I notice something new in a design I will have overlooked before.
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I think the design is butt-ugly, but the model is nonetheless incredibly well done. :yes:
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thanks guys for the nice comments!
i hope you will like the 3rd space fighter as much as the capship.
i am very interested in the models by madaboutgames, i hope i can do a nice texture job on them too...
anyway, i will finish the marcanos station and try to get the octurion modeled for the centauri too. IPAndrews also made me aware of some things he need for BHX, so i will start that too. so stay tuned for updates...
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Maverick... the Thirdspace cruiser's glowy ball... does that thing animate? Also, let's see some screen caps of Shaun's models :nod:. I'm definitely going to get back into modelling again myself. Soon as poss.
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i think you could animate the geo of the spheres as they are seperate objects.
if you mean texture animation i think the answer is no, cause i painted the texture by hand. i wouldnt want to paint another 10 or 20 textures ;)
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Maverick... the Thirdspace cruiser's glowy ball... does that thing animate? Also, let's see some screen caps of Shaun's models :nod:. I'm definitely going to get back into modelling again myself. Soon as poss.
Ill upload them on monday :)
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i finished the light and shinemaps for the poseidon and also did a size comparison for the rotating sections of omega and poseidon. according to this comparison the size of the poseidon should be around 2.4 km.
here some pics:
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/poseidon1.jpg)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/poseidon2.jpg)
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Hi Mav, have some models to send you - (2 x shadow base - different concept designs) Vorlon Base & Large Shadow Transport.
Where do you want me to send em?
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Looks great as always Mav. :)
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Speaking of Shadow Base, is it Space Station like Vorlon Base/Observation Post, or Ground Installation...
Or are there plans for Ground & Space Installations for both races ?
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as I understood it they are bases on asteroids...
I've heard no plans about ground offense missions so far and therefor no new Ground bases will be needed and won't be modelled in the near future (All Mission Designers, you have the right to veto)...
but if you want some badly you may give modelling a try yourself (dunno myself how difficult it is - I'm just with FRED and the creation of comm anis :D)
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@madaboutgames: send them either to [email protected] or load them up to the ftp in my user folder
@0rph3u5: ground modeling is pretty easy as 3ds max has some nice tools for that. also there is the possibility of texture baking so that there can be very cool light settings on the textures for the ground missions. so if there is any need for environments like that just tell me. i will try to get something for you.
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well I could use some for another campaign/mission-series project I'm concepting now (I can't stop myself! :shaking: HELP ME! :shaking:)... but I won't start the real making until I'm done with AotB (late April release date is looking good) and "Tales of Nobility" (what that? - another TBP campaign, you will find out more when I started it)
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shadow defense platform:
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/shplatform.jpg)
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Nice!
can the turrets be animated to move before firing like in ACTA? (if not this could be a new cool feature to pass on to the SCP guys)
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Up/down pointing turrets can move, others can't. The design seems a bit too simplistic for my liking. I'm not saying I know what I'd do to improve on it. I don't really. Thinking about it, I suppose I might do something based on the "ball of fighters" the battlecrab spits in Long Twilight Struggle. That's as specific as I can be though without doing some doodling. Also the main body/blob is definitely too low poly. It just needs a few more to get rid of those sharp corners. The turrets are undeniably very nice. Please can I have that geometry :).
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another model, though thee is not much to see. it is supposed to be the technomage ship:
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/techno.jpg)
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Him mav, emailed you the models i mentioned
Vorlon asteroid base
Shadow base concept 1
Shadow base concept 2
Shadow transport large
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can we get different angels on the technomage ship?
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I'm not certain, but I think the central fin is a tad bit tall, and I don't believe the wings slope back like that at the stern. Again, not sure on any of that, as it's been a while since I saw the ship, and we don't get to see it for very long, even in Crusades.
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i used high poly ortho view as referrence, so i think the proportions should be correct.
i will have a look at the models madaboutgames!
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@madaboutgames: i just checked the email, but all files except the vorlon base are corrupt. the file has 0 kb size and cant be read.
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Ill upload them to the heat em up website, ill send you the links through pm
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new ones are working fine!
i textured the vorlon base and added a few things :)
your model was great, i just did some polyediting to cut polycount down and added more structures to give a better feeling for the size. the only thing i completly redid was the asteroid. yours was too round and symmetric, i have some nice tools in max to have more random asteroid and at the same time less polycount, so i hope you are not angry :)
anyway, the whole mesh now has 4664 polys, i hopt that is ok for a base of that size...
btw, no new textures were used, just existing vorlon and asteroid textures
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/vorlonbase.jpg)
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Mav, the asteroid was the one from the EA base, i just used one of the meshes off there and stretched it a little. Would have spent some time doing my own asteroid but I have had a million and one things to do. :) Doing the asteroid would have made it a million and 2 :lol:
If you notice on the vorlon base, the biggest tower has a liitle bevel in it, I was going to make use of this for a docking bay, if you wanted to put the dock points onto it.
I downloaded some of out tbp models and textures so i can quickly add some textures to give a better idea of the model.
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Hey, its Vorlon Mushrooms! :lol:
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with single baleds of vorlon grass :lol:
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All neatly packed on a vorlon potatoe. :lol:
Looking good.... Looking good. :D
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In other words, lots of vorlon nutrition :lol:
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Halfway through modeling the thirdspace jumpgate device, should be finished tonight. :)
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good to hear, then the 3rd space aliens are nearly finished :)
i did nearly 100 screenshots of civil ships and ships by different races like lumati or the aliens that kidnapped sheridan. i will try to do most of them. if anyone wants to do some civil ships ask me for ref shots as i now have plenty of them :)
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I will model a few civi ships, do you have any screenshots of League world civi ships?
How did you get on with texturing the shadow bases and transport? The small shadow transport is finished, I will post it to you tomorrow. :)
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league civil ships, hard to say. i think you cant decide which ship belongs to what race. there are not that much neither.
about the shadow base, i textured it, but it looks a bit empty with just the usual black shadow texture. though i dont know how to improve it. some light would be cool, but that simply doesnt fit the shadows. the same with the freighter. but i think that is the shadow style, black simple ships and stations :)
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Guess thats why they are called the shadows :)
Tell you what I wouldnt mind modeling, and would be great in tbp. In the fifth season there is an episode called "A View from The Gallery". This was a great episode, in this episode there was an alien race which attacked B5, cant remeber their name but they where quite powerfull. These would be great in TBP, another race - it would be great for some missions. Ill check it out over the weekend and get some models done. :)
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the aliens that kidnapped sheridan.
The Stribe - This is next on my list to model, should get it done before weekend :)
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it seems that you want to beat my record on most ships in one day :)
good luck for that. if you need ref shots for the stribe tell me...
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If either of you are going to be in the business of doing civi ships, I might as well point out that one variation of the EA freighter is still missing, as far as I know. It's the one that features three cargo pods facing backward arranged in a triangle at the stern of the ship. I believe it's featured in the opening credits for season 1.
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Im fine for ref shots mav, cheers anyway. Ive got seasons 1,2,3,4,5 In the Begininng, Thirdspace, River of souls and Call to arms on DVD. Only ones I havnt got is The Gathering and Crusade which I intend to get shortly :)
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You forgot "Legend of the Rangers", which is out BTW. Seriously though, with all that ref material, I guess you won't be needing my services to take screenshots anymore.
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Can someone (don't care who :P ) do me some ref material for the Shadow planet killer? Specifically the inner superstructure (the mesh sphere and it's nodes). I believe there was a scan on one of the monitors that showed it clearly. That would be useful. Thanks in advance.
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I can send you some screen caps of the shadow planet killer, It wont be till tomorrow though, can you get internet access tomorrow?
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Possibly. Uni dial-in server has been up and down lately.
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as requested, the alien fighter from "view from a gallery"
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/alien.jpg)
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Bob on mav, Im going to have nothing left to model :)
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maybe, here are 2 others :)
first the alien breaching pod, then the centauri blockade mine modeled by IPAndrews, just put some textures on it.
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/alienpod.jpg)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/blockade.jpg)
next is the alien cap ship...
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Bob on mav, Im going to have nothing left to model :)
You could do that freighter I mentioned earlier. :nod:
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(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/blockade.jpg)
Lookin' good. With the distance between the firepoints on this one, I'm gonna have to make sure I don't mount a swarming primary weapon on this (unless the feature to toggle the only-fire-down-normals-when-swarming effect is introduced).
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Ill do some concepts for the alien transports, a base, defence platform and mine based on the current designs from their ships. Can you remember the name of the alein race?
Dont worry Cavane Ill be modeling that transport for you :)
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Can you remember the name of the alein race?
the ones in "A View form the Gallery"? they have no name... no one knew who they were and where they came from...
call them MAGs if you like :p :D
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so, finally the last alien ship. it is quite simple, and i dont know what to put on. maybe some hangars in the wings would look cool, what do you think?
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/aliencap.jpg)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/aliencap1.jpg)
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Either on the wings, or perhaps on that bulge under the ship's belly. You might add some kind of sensor array, like an antennae bundle somewhere. Maybe some big gun barrels on the wingtips? Not sure how much license you want to take.
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that last one looks Romulan.
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some improvements on the breaching pod and the cap ship i hope :)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/alienpod1.jpg)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/aliencap2.jpg)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/aliencap3.jpg)
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Still looks Romulan. ;) :D
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Here is the thirdspace device, A nightmare to model, the device is huge with lots of detail all over it. Most of the detail will have to be textured, I just put the main bits on which catch your eye. I have e-mailed you the model mav. I guess I could do some concepts for base and transports etc then that will give us another race (an extremley powerfull one :lol:)
(http://www.heatemup.stargame.co.uk/device.jpg)
(http://www.heatemup.stargame.co.uk/device1.jpg)
This is the device when it is not operational, I will do another version with the gate open :)
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Still looks Romulan. ;) :D
Ah so the unknown aliens where romulan :lol:
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the third space device looks cool. i will have a look at it :)
Still looks Romulan. ;) :D
i think this proves the fact that the b5 guys stole some designs of star trek :)
i cant do more about it, except giving it a very unique texture....
as we talk of textures, what do you think of the fighter textured?
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/alien1.jpg)
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No pic textured (bad link) Think it wont look romulan when its textured :)
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Pic there now :) bob on mav :)
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ok, just had a look at your thirdspace device. you use max, correct? if so, dont use boolean op except you know exactly what you are doing. i think you could have saved 30% polys on the device when not using boolean op as it creates very much points that are unnecessary. also you can do a lot with smoothing groups. there are a lot of places where you spend a lot of polys to round things up instead of using smoothing groups.
for texturing, do you have some good ref pics from the dvd maybe for me? i dont have the thirdspace movie myself, so no ref :(
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Ive always used high polys as I have never had poly limits before, never done game models which require low poly so it will take me a short while to get use to it. I am used to doing high poly stuff like this -
(http://www.heatemup.stargame.co.uk/1.jpg)
Just over 1000000 polys :lol: not ideal for game engines.
I will give you some screen caps on monday or tuesday, after I finish work today Im off to blackpool for the weekend, wont get back to York till monday morning. :)
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Nice looking texture on the fighter. The Thridspace gate is looking very good too.
As for new concepts, I think a giant spikey ball with a glowey orb in the center would make a suitable base for them.
For a transport, perhaps build it around a cylindrical design? Might look something the ships from Dune.
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Ive got a cracking concept base for the thirdsapace base, I will post it on tuesday :)
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Please include some Agents Of Gaming desings....
Why?
Because some of them R_O__C___K
http://www.agentsofgaming.com/b5wstock.htm
Especially the dilgar, so people could re-create the dilgar war...
Dilgar thorun dartfighter
http://www.agentsofgaming.com/bw291.gif
Dilgar Athraskala bomber
http://www.agentsofgaming.com/bw292.jpg
Dilgar Ochlavita destroyer
http://www.agentsofgaming.com/bw293.gif
Dilgar Protra scoutship
http://www.agentsofgaming.com/bw294.jpg
Dilgar Thratharthi gunship
http://www.agentsofgaming.com/bw295.gif
Dilgar Targath strike cruiser
http://www.agentsofgaming.com/bw296.gif
Thanks for considering, those are the dilgars desings I would love to see (and hopefully not me alone) modeled.
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Theoretically you can simulate Dilgar War even now - for example I've substituted Vorlon ships for Dilgar (simply changed ship names and weapons in FRED- it works pretty well...
VE Fighter - Thorun Dartfighter
VE Transport - Dilgar Scoutship/Freighter
VE Cruiser - small warship?
DL Sekhmet is the only one true Dilgar that is currently available...
for the people you put Olympus Corvettes, Hyperions and Novas
Orion stations, gun turrets and civilian craft - the fighter is Aurora Mk 1
LONAW is without any changes...
Of course you have to believe that Vorlons are Dilgars :drevil:
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Wouldn't there also be ships from other League worlds on your side? And I actually just got done playing that mission, Red Dagger. It works fine on 3.3. I was pretty worried when the vorlon fighters appeared, glad you went ahead and altered the weapons, otherwise it would not have been pretty.
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Uh, is it just me, or do those Dilgar designs not look very.......Dilgar? I mean, some of design details in them look foreign compared to the curvature of the Sekhmet. And their hulls look different from the Sekhmet too. I assume this is because they did not appear in the series, and were designed by people outside of the show? Input, anyone?
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Uh, is it just me, or do those Dilgar designs not look very.......Dilgar? I mean, some of design details in them look foreign compared to the curvature of the Sekhmet. And their hulls look different from the Sekhmet too. I assume this is because they did not appear in the series, and were designed by people outside of the show? Input, anyone?
i agree on that. that is a reason i myself wouldnt want to see them ingame, cause they dont look dilgar like. those panels on one of the ships looks more like ea ship design.
but there are several other aog designs that are already or will be ingame. the falkosi for example is one of them. also the avenger, poseidon, bintak, balvarin and so on...
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Just sent you an e-mail mav with the rst of the thirdspace models
Base
Shuttle
Large Transport
Mine
Defence Platform
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got them and had a look.
first: what software are you using to create these meshes?
second: most of them still use way too much polys. if they are just meant to be sketches ok, but i cant really work with them for the game.
third: the designs theirself are pretty cool, but i think they dont look like thirdspace designs. the thirdspace aliens had a very organic looking design with small tech pieces on the fighter. i dont see this in your designs. i know it is hard to design, but you should put some more work into the designs. the only thing that was ok with either polycount and design was the mine.
if you want to work more closely you should really get some messanger like icq so that we can exchange these things quicker.
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Too many restriction on work internet to use any type of messenger. Have to com through pm.
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http://www.agentsofgaming.com/b5wstock.htm
Balvarin looks kickass, I heard that Octurion will be ingame as well, what about the rest of Centauri stuff?
...and Brakiri stuff?
namely :
BW-277 Brakiri Tashkat Advanced Cruiser
BW-278 Brakiri Falkosi Light Fighter (3)
BW-279 Brakiri Halik Fighter-Killer
BW-280 Brakiri Ikorta Light Assault Cruiser
BW-281 Brakiri Brokados Battle Carrier
I dunno why but I like Brakiri stuff :D
Speaking of Dilgar Ships:
I thought that one ship that is already made is a new/modern Dilgar ship with they most advance tech.
Those in that page looks like old Dilgar ships (if you texture them in right way), c'mon, Compare Hyperion to Warlock or Poseidon and you will see that they are quite diffrend.
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No such thing as modern Dilgari ship. Not in canon anyway. I am almost saying that the Dilgari ship that is done, is canon. But I don't remember if it really is. But it is the most canon of them semi-canon/non-canon Dilgari. I think.
And the AOG ships look old because, well they are pieces of plastic (or whatever they are). I think.
**** I'm so tired. I'm sure the concept summer and winter times was invented solely to make my life even more miserable... :sigh:
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...and Brakiri stuff?
namely :
BW-277 Brakiri Tashkat Advanced Cruiser
BW-278 Brakiri Falkosi Light Fighter (3)
BW-279 Brakiri Halik Fighter-Killer
BW-280 Brakiri Ikorta Light Assault Cruiser
BW-281 Brakiri Brokados Battle Carrier
I don't like the idea of setting up a huge brakiri military... the brakiri are traders; a fighter (Falkosi) and large freighter/light cruiser (Avioki) should do it for them...
To the dilgar:
Non their ships was ever in the show. All of their ships ever seen are ... well non-canon...
BUT (you should always be on the watch for this little word)
please take a look at the sources of this one:
http://www.b5tech.com/miscracesgroups/Dilgar/dilgarcruiser.html
"our" dilgar hcruiser was appearently made for "Into the Fire"... do I smell some very offical support to the design???
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I like the look of the Brakiri ships too but I'm with Orpheus when it comes to the Brakiri having a big military. For that reason I would recommend that Brakiri warships are a very low priority for the team. A don't know if the Sekhmet is any more canon than AOG's Dilgar stuff. The look is certainly very different so you would have to ditch the Sekhmet if you wanted to use the AOG designs.
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about the brakiri ships, the falkosi is finished and just needs to be put into game, she nearly made it into 3.3 but weakened on the finish line :)
the tashkat is modeled and needs textures, but i found out that the model isnt that good (though it was done by me ;)) so i will do it again.
i dont the other 3 that you were talking about, but maybe i can do them too.
about the dilgar: i wouldnt want them in tbp as a full race, cause they are wiped out! i mean we dont do any marcab ships, do we? so, no dilgar ships by me. i think for some special missions the dilgar cruiser is more than enough.
also about the similarity between hyperion and warlock, i think there are far more similarities between them than between the sekhmet and the aog designs.
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Indeed, the Sehkmet, which is the closest thing we have to canon, is very rounded, smooth, and very... yellow. The ship models above look more like something the EA would build. Even if the texture was changed to make them look more in the style of the Sehkmet, they are too rigid, if you ask me. Compare them to the cruiser which looks almost organic, (which is why Vorlon ships were the best choice to use as fighter models) and it doesn't really add up. Most of the ships that we see most often in the series have some sort of recurring theme. EA ships are long and skinny, Narn ships are wide and flat, Minbari ships look like fish, Centauri ships all have arches, etc. I don't see any common theme between those models and the Sehkmet.
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about the brakiri ships, the falkosi is finished and just needs to be put into game, she nearly made it into 3.3 but weakened on the finish line :)
the tashkat is modeled and needs textures, but i found out that the model isnt that good (though it was done by me ;)) so i will do it again.
i dont the other 3 that you were talking about, but maybe i can do them too.
about the dilgar: i wouldnt want them in tbp as a full race, cause they are wiped out! i mean we dont do any marcab ships, do we? so, no dilgar ships by me. i think for some special missions the dilgar cruiser is more than enough.
also about the similarity between hyperion and warlock, i think there are far more similarities between them than between the sekhmet and the aog designs.
Ok, understood and appreciated, I just had to speak my mind much like you speak yours. I think AOG is a good source of ideas, and that modders should at least know what is out there. What, of those you do, is yours to choose. Indeed those Brakiri are nice, and if those ships DO make it in, even if they are a trader (mostly) race, well, there is always the Alliance to be considered. Imagine the fights where there are more than Terran or Minbari or Vorlon designs. That 's why we need them in.
If you feel so inclined, please do those brakiri.
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textured the 3rd space fighter, i used textures by Nadab Göksu, so credits to him!!
i hope you like it:
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/3rdfighter3.jpg)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/3rdfighter4.jpg)
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:jaw: :jaw: :jaw: That's AWESOME. Keep it up, Mav. Kudos to Nadab for those textures, as well.
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:D Looking good mav, looking good :nod:
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ok, another "new" model. i textured the brakiri tashkat, a aog design. hope you like it too...
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/tashkat.jpg)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/tashkat1.jpg)
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Nice :yes: That's actually one of the better AoG designs.
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Bob on, and it looks Brakiri :)
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3rd space fighter and the Brakiri are magnificent.
Thank you mav!
Bra-Kiri on!
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Did we ever see any gaim ships in the series?
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i am afraid not. maybe one time in the episode deathwalker. there was one ship of the league of non aligned worlds that didnt appear in any episode later. maybe that was gaim, though it didnt fit very well i think, cause it didnt look very insect like what i would suggest for an insectoid species.
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http://www.agentsofgaming.com/halik.jpg
Halik is another beautiful brakiri that you could do. I think it fits the Brakiri perfectly and could complemement their forces in the Alliance.
As for the Gaim..
http://www.agentsofgaming.com/bw299.jpg
Dunno, can't tell one way or the other. Would be nice if it were included, but it is up to mav and the others...
I can't wait to see the 3rdspace designs madaboutgames has come up with...
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What other Legue ship do you plan to do ??
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better ask what ships i will not do ;)
the halik looks very cool imo, i think i will do that too.
btw, my freetime is over, so updates will now take a bit longer than the last 2 weeks.
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As for the Gaim..
http://www.agentsofgaming.com/bw299.jpg
Dunno, can't tell one way or the other. Would be nice if it were included, but it is up to mav and the others...
It doesnt look like a gaim ship, I would imagine the ship to be similar to the stribe scout ship. The ship would need to be rounded and not look square.
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I don't like it either.
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i am afraid not. maybe one time in the episode deathwalker. there was one ship of the league of non aligned worlds that didnt appear in any episode later.
I think that was an Ipsha Battleglobe, even though I can't remember where I have that name from, or if it's spelled correctly....
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I think that was an Ipsha Battleglobe, even though I can't remember where I have that name from, or if it's spelled correctly....
that sounds like the thing i was talking about, maybe i will do it just for fun, we can add it to any species :)
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i am afraid not. maybe one time in the episode deathwalker. there was one ship of the league of non aligned worlds that didnt appear in any episode later.
I think that was an Ipsha Battleglobe, even though I can't remember where I have that name from, or if it's spelled correctly....
the name of the race was Iksha...
and Battleglobe or Battlesphere would be fitting names 'cause that ship had some kind of glowing ball right in the middle...
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When speaking about AOG ships...beeing a Narn ship design fan would we see one of the AOG designs for the Narn someday?
Ships like the Sho'Kar Scout (http://www.agentsofgaming.com/fa2303.jpg), Bin'Tak Dreadnought (http://www.agentsofgaming.com/fa2305.jpg) or Var'Nic Destroyer (http://www.agentsofgaming.com/fa2308.jpg)
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You already have a Bin'tak. That means the Narn have a Bin'tak, Th'nor, G'Quan, and T'Loth. That's a lot of ships really. I'm not sure they need any more in a hurry.
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yep, bintak is already ingame ;)
the other two are not very original imo, they even use nearly the same parts. so they are not very high in my todo list...
anyway, did the halik. was more nasty to model than i first thought, but came out quite nice i hope. the textures are just temporary to bring out the shape a bit better, it is the same the tashkat uses.
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/halik.jpg)
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The pics are dead links......
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The host is temporarily off-line for maintenance. They'll be back up sooner or later.
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I did a little digging.
Iksha brought up 9 results in Google, while Ipsha brought up 7 sites of results.
Leaving out the languages I don't speak, all of the Iksha are either "Iksha/Ipsha" or a certain quote from JMS:
from http://www.resonant.org/text/babylon5/jms-usenet/jms94-02-usenet
From: [email protected]
Date: 10 Feb 1994 01:14:54 -0500
Subject: Ship Type Grumbling
Re: non-sleek starships...the commercial transports we use (like the
one attacked in MOTFL), the Iksha Battleglobe ("Deathwalker"), a very
interesting ship in "Mind War," and a few others.
This makes me beliefe that the version with k was a spelling mistake and the version with p is correct.
One of the results for Ipsha was this: http://b5ccg.mahasamatman.com/Deluxe/Gallery/?164
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I also think it's spelled 'Ipsha'.
If anyone's interested in a larger image of one, here you go: http://sf3d.boom.ru/ Just click on 'Babylon 5' and then on 'Miscellaneous', and then scroll down.
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I haven't seen it suggested, but what about the ship from the race who wanted to recapture epsilon 3? The one that seperated into three segments.
Oh and I_E_Maverick once I have more done on my campaign I'll send you my ideas for the inside of the Drakh mothership.
My campaign is going, but I've been busy and distracted. Still I have holiday soon, and will attempt to make more progress then.
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I haven't seen it suggested, but what about the ship from the race who wanted to recapture epsilon 3? The one that seperated into three segments.
the one is already on my list ;)
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Really? Good job we have multiple docking now.
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i started texturing the avenger, mostly done already, just some tech parts are missing.
i also started uvmapping babylon 4, i will start texturing it tomorrow i think, so expect something big the next days :)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/avenger2.jpg)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/avenger3.jpg)
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I thought your free-time duration was over.
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i also started uvmapping babylon 4, i will start texturing it tomorrow i think, so expect something big the next days
You take that "big" quite literally :)
Nice work on the Avenger. Especially the Hangar look great.
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Xaphod already mapped B4, why do it again? Your call and everything but it seems a bit pointless.
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i have to map it again cause i had to do a lot of geometry fixing, maybe because of another max version or something different, but the model was a mess in my max when i opened it. it would be nice if i wouldnt have to map it again, but it was necessary. and while doing that i could save some polys.
@Trivial Psychic: well my freetime is over, but i have some time left between courses and stuff :) and the weekends..
did everybody see the halik now btW? do you think it is ok?
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And merge a few maps while you're at it. Xaphod's model uses about a dozen different maps :shaking: Not very HTL-friendly
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^^thats a point too. i think i will come out with a max of 2 1024 maps, maybe a basic grey and green texture in 256x256, but nothing more.
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anyway, did the halik. was more nasty to model than i first thought, but came out quite nice i hope. the textures are just temporary to bring out the shape a bit better, it is the same the tashkat uses.
THANK YOU , THANK YOU, THANK YOU,
I am sure that this will lead to more Brakiri ships appearing or missions, or Why not in a campaign of their own.
Halik is designated a fighter killer, so I think it should be much bigger, (just how much, is up to you) than the falkosi, not as agile but with a much bigger punch. Other than that I am amazed that you did such a difficult ship in so short a time. Take your time with the textures, now that you done the uvmapping and modelling the textures will fall into place, sooner or later.
Can't wait to see more of your designs!
KUDOS!
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thank you! i am glad to help ;)
textures wont take too long i think, maybe this week :)
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Halik is designated a fighter killer, so I think it should be much bigger, (just how much, is up to you) than the falkosi, not as agile but with a much bigger punch. Other than that I am amazed that you did such a difficult ship in so short a time. Take your time with the textures, now that you done the uvmapping and modelling the textures will fall into place, sooner or later.
The way I uderstood it, the Halik is a fighter killer in terms of cap-ship roles, kinda like the FS2 Aeolus. Its a light escort cruiser with primarily anti-fighter turrets.
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ok, as promised a first b4 shot, a hell to texture it...
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/b4.jpg)
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B4 in all its glory! Amazing, even if it will be a hell to texture for sure. Courage, mav, and keep going!
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You continue to amaze me, Maverick. :)
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Impressive :eek2:
Good work :yes:
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Very nice work. :)
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Very impressive Maverick, but doesn't the main section have some green on it as well? It just looks too grey.
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Very impressive Maverick, but doesn't the main section have some green on it as well? It just looks too grey.
i said "first shot" that means it is a heavy WIP. i just did the panels and the small rotating section front and that isnt finshed neither. more shots will come. also there are no glow and shinemaps for now, those will come when i have finshed the difuse textures ;)
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Xaphod did the original model by the way guys.
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Xaphod did the original model by the way guys.
oh sorry, i totally forgot to mention that i just do the textures. i hope that didnt offend anyone.
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It was mentioned earlier in the thread though :)
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I just took a look at your update to this (not posted yet), and WOW! Now THAT's what I'm talkin' 'bout. Could use some more details on the forward cargo stabalizers though.
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^^?? how the hell could you see a new pic? i didnt show it to anyone by now.
anyway, for all the others :) here is a later shot with a lot more detail...
still far from finished
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/b4_1.jpg)
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:yes:
Looking excellent.
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B4 looks super dupulous !!! Melikes alot.....
Keep up the awesome work.
:yes: :yes:
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Spot on as always Mav. :)
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^^?? how the hell could you see a new pic? i didnt show it to anyone by now.
You hadn't posted it yet, but you uploaded it to your webspace, and that's enough. I am a Snoop Junkie after all. ;7
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Soo... How about that Cotton, eh? ;7
Is it ready yet? When can I have it? Ooh, I soo want that ship!
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cotton tender model is finished, it needs textures though. that will have to wait a bit as i first want to finish the 3rd space aliens and several other things. so i am afraid you have to wait a bit longer ;)
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I will find out where you live :arrr:
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I will find out where you live :arrr:
\°/
He is not there for you.
LEAVE. NOW
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so, b4 is nearly finished i think, it just needs some touchups and more details. also shine- and glowmap, but that is done quick :)
i also started another model that i wanted to do for a long time. it is a sharlin, one of my favorite ship designs, 1300 polys so far, hope you like it.
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/b4_2.jpg)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/sharlin.jpg)
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Okay. While it does look good, why the hell are you redoing the fish when my cotton is still unfinished!!! :hopping:
Not even 0rph3u5 with his creepy Vorlon voice can stop me now! Expect to find a keeper in your neck tomorrow mornig mister!
B4 looks nice. :yes:
How were you thinking of arming it?
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arming of b4, good question, the fix structure could contain all of them i guess, some turrets and stuff, but i am not sure.
btw, i finished LOD0 of the sharlin, it has 3200 polys.
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/sharlin1.jpg)
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You missed something on the Sharlin LOD0... a fighterbay. Looks spot-on otherwise. :yes:
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a fighterbay, you are right! where should it be? i didnt see it in my ref.
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The fighterbay is in the "nose". Where they dragged Sinclair. I remember it was seen pretty well in some episodes, but I have no idea what those episodes were...
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Yes he's right. Check out Sky Full of Stars. Watch the whole episode whilst you're at it. Chris Neame is great.
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i will do so :)
btw, i decided to work some more on the b4 geo to do more details. i will also start the textures again to make it look better at even close shots. new geo has 4300 polys:
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/b4_3.jpg)
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One thing to admire about B4... She is a bit more simplistic compared to B5 (Remebers original mesh & shakes in corner for a minute! :shaking:) :D (Excellent work by the way :yes: :yes:)
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Maverick, one other thing about the Sharlin. Since this is a high-ploy upgrade to the current one, you should make sure that you match up the submodels from the original, so there is least amount of table changes necessary.
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Since this is a high-ploy upgrade to the current one
Higher, but not high. I think it's quite a reasonable poly count for a big capital ship with so many curves. :yes:
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Since this is a high-ploy upgrade to the current one
Higher, but not high. I think it's quite a reasonable poly count for a big capital ship with so many curves. :yes:
Seconded. This is a pretty good bang-for-buck ratio, I'd say
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ok, enough of the sharlin :)
i did some work to new b4 textures, i think i will only need 3 maps now. 2 are used so far. hope you like it.
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/b4_4.jpg)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/b4_5.jpg)
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--------------------------------------------------------
| Warning: These pictures may cause extensive drooling. |
--------------------------------------------------------
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ok, textured the sharlin, though it may change because i need permission from Thomas Banner. I used most of his textures and just added light and shinemap and some little details. i hope i get permission cause it looks pretty cool. anyway, here the pics:
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/sharlin2.jpg)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/sharlin3.jpg)
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Looks phenomenal, but still no fighterbay that I can see.
B4: :yes: :yes: :yes:
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oh, right, i forgot to tell that i had a look at some movies and episodes, i have never seen a fighterbay at the front. if anyone could grab me some shots where the fighterbay can be seen that would be very nice!
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Maverick, don't you have all B5 seasons on DVD? Just open up B5 S2 season premiere "Points of Departure". When the Trigatti arrives to pick a fight with B5, it launches fighters and you can clearly see them arriving from a recess at the extreme nose of the War Wruiser. Another example would be in S1 "And The Sky Full of Stars" (as previously mentioned), when Sinclair's fighter is pulled into the Minbari Cruiser after being disabled. It may also be in ITB. I'll take a look.
OK, in ITB, they don't actually show a bay entrance there, but that's where Sinclair's fighter was brought in, so there must be some kind of bay, even if its covered by a door of some kind. I've uploaded a couple of shots of the front of a Sharlin from ITB, onto the project's FTP in the Reference folder, called MinbariScreenies.rar. Its also got shots of the atmospheric freighter/transport seen once in that movie as well. Unfortunately, the images were VERY dark, so I had to jack up the contrast to get make the profile visible. Most shots of it are from underneath, but there are a couple from the front and rear (rear one is very blurry as a result of the crop, zoom and contrast, it could look like anything to the untrained eye).
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It's kinda hard to see:
(http://n.ethz.ch/student/ebuerli/download/tbp/DVDcaps/minbwacr_lg1.jpg)
(http://n.ethz.ch/student/ebuerli/download/tbp/DVDcaps/minbwacr_lg4.jpg)
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Ah. There are windows on the interior walls of the fighter bay, so it's difficult to see.
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Seems to be the case. I have other shots, in which the nose is completely dark, so I guess the 'hangar lights' were not alway on.
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Edited my previous post. Are those screens from "And The Sky Full Of Stars"? You need the shot as Sinclar's fighter is getting pulled into the bay. They reused part of that sequence for ITB, but switched to a different profile, then to a shot of the Grey Council, before showing the fighter getting pulled in. It should be noted that there appears to be a CGI change for the Minbari cruisers, between the S1/2 stuff, and the ITB stuff. The old shots shows a window grid there, as seen in the Col.'s screens, but of the shots I found, its got no windows there. Its interesting that they use both the old (reused) and new shots for ITB, so the same cruiser has windows in the nose as Sinclair is on approach from a distance, then switches to the no-windows for the closeup.
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ok, i hope this is better:
edit: just recieved a mail by Thomas Banner and he was so kind to give permission to use his textures, so sharlin can stay as it is :)
just remember to put him in the credits section!
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/sharlin4.jpg)
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Excellent. I just hope its big enough for a Minbari Flyer to enter.
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:yes:
*generic compliment regarding the aesthetic pleasantness of the computer generated 3-dimensional rendering of the fictional Sharlin class ship of the science fiction television series Babylon 5*
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Mav... the fish looks goood :) now let's fry the sucker
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Are those screens from "And The Sky Full Of Stars"? You need the shot as Sinclar's fighter is getting pulled into the bay. ......
Those are some released high-res renders of S1 IIRC.
I checked "Points of Departure" on my DVD. The Nial launching scene doesn't show much, but the 2nd Sharlin firing reveals some more details.
Overall, I'd say Mav is spot on, maybe add those 6 little round thingies on the front where "thick parts" end (for lack of a better word, I hope you get what I mean)
(http://n.ethz.ch/student/ebuerli/download/tbp/DVDcaps/Sharlin01.jpg)
(http://n.ethz.ch/student/ebuerli/download/tbp/DVDcaps/Sharlin02.jpg)
And for what it's worth, some blurry shots from ITB (I don't have that one on DVD, just a lowres DivX)
(http://n.ethz.ch/student/ebuerli/download/tbp/DVDcaps/bscap006.jpg)
(http://n.ethz.ch/student/ebuerli/download/tbp/DVDcaps/bscap012.jpg)
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to be honest, i had many problems to find that hangar, for me it looked in most shots like little cubes that are build on the surface of the front. hard to tell how that hangar really looks like.
i can do the round things though ;)
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Hey Col. Fishguts, I didn't know you were Canadian.
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I'm not .... what makes you think so, the TV logo ? I haven't encoded the DivX, I just 'found' it in the vast depths of the internet ;)
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:yes:
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I'm not .... what makes you think so, the TV logo ? I haven't encoded the DivX, I just 'found' it in the vast depths of the internet ;)
Ah. My bad then.
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i present to you the finished Babylon 4. 4 textures, 3 1024x1024 and one 256x256.
it now just needs turrets :)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/b4_6.jpg)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/b4_7.jpg)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/b4_8.jpg)
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:yes: :yes: :yes: Awesome work there Mav.
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I keep thinking that if Babylon 5 gorged and turned green because it ate so much it would look like that. Nice work in any event. :)
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About the weapon systems....any official info on them ?
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no infos there. IPA guessed that it should get a lot more weapons than b5 because it was designed as a battle station. only possible place to be is the fix structure though, so there is not endless space for the weapons.
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Yes :yes:
It has lot's of fixed structures-it can have far better weapons coverage than B5 (mainly antifighter ones)...
The only blind spots are the big external rotating section and the large solar panel ring, but aside of that it certainly has the possibilities to become a dangerous opponent...
I'm wondering what weapons should it have?
More like Omega class destroyers (x-rays, pulse cannons and phalanxes/interceptors)
or some G.O.D. Aegis weapons (particle beams/nuclear missles)also?
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No way! Considering the age of the station, I think similar weaponry as in the S1 B5. Just in larger quantity perhaps. And some long range pulse weaponry, something like Hyperion/Nova kind. After all, EA relies heavily upon pulse weaponry even after they have beams.
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That sounds more like it. Large amount of EMW-era weaponry. Excellent work BTW Maverick! :pimp: :yes: :yes:
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BTW. Wasn't this thing supposed to be mobile? Where's the engine? :wtf:
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Not more mobile than B5 I guess, so only some manouvering thrusters.
She's looking gorgeous :yes:
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According to JMS' comments on the Lurkers Guide (http://www.midwinter.com/lurk/countries/us/guide/061.html):
"Yeah, B4 had more firepower (than B5), and it had one thing B5 doesn't...engines that can move it forward if necessary."
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If JMS says so, then so be it. Which leaves us with the question where they're supposed to be ?
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If JMS says so, then so be it. Which leaves us with the question where they're supposed to be ?
offhand, i'd say, towards the rear, behind/near the solar panels, it seems to be the more logical place.
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I'd say make them all over the place. After all it has to be able to manouver and stop again too.
But can you make the engines in a way that the engine glow is invisible while it isn't moving?
Possibly puting the glow beneath the surface of the engine so that only the thrust comes out of the model but not the "idling glow".
That would be cool (if it's possible).
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That solution doesn't sound very practical. Remember that almost the whole thing is spinning, so adding engines everywhere would make it... you know, spin... :nervous:
Or the engines would wear themselves out in a week 'cause they wouldd have to be adjusted constantly while manouvering.
Turnsky is right about the ass being the most logical place to be... For the engines. And it doesn't matter if those engines are rotating, they're still pointing backwards.
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With all over I meant on the not rotating parts, unless it's in the middle of the axis so to speak, but since there's the main hangar bay in front, thats only possible on the back of the station.
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i think even if jms said that it has engines we should not put them on. i mean, could anybody think of a mission where the engines would be of any usage? you also would have to give it some kind of pilot ai, i think it would look kind of strange when seeing babylon 4 moving like a hyperion or any other capitol ship.
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i think even if jms said that it has engines we should not put them on. i mean, could anybody think of a mission where the engines would be of any usage? you also would have to give it some kind of pilot ai, i think it would look kind of strange when seeing babylon 4 moving like a hyperion or any other capitol ship.
just add them with some kinda cover on them, it'd be canon
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i think even if jms said that it has engines we should not put them on. i mean, could anybody think of a mission where the engines would be of any usage? you also would have to give it some kind of pilot ai, i think it would look kind of strange when seeing babylon 4 moving like a hyperion or any other capitol ship.
If JMS said there be engines, then there'll be engines. Having them doesn't mean the station should have the capability to move in the game. I think the engines were more strategic, than tactical resource. Hence they would have little use in-game, exept for storytelling.
It really should have something that can be identified as engines.
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In "The Gathering", B5 used a series of thrusters to stabalize it when the assassin's self-destruct explosive knocked them out of position. Who says that B4 has to have actual engines? Just say that it has a whack of thrusters placed all over the non-moving sections of the hull, which are typically used to keep it oriented properly, but can be used to relocate the station if necessary. It wouldn't be able to move or accelerate very quickly, but it'd be enough to move the station out in an emergency. Most specs I've read indicate that it may even be able to survive a hyperspace jump, with a sufficiently wide-mounted jumpgate. Just make sure that the station has multi-directional maneuvering capabilities, and a very low top speed and acceleration. Just make sure that in mission, the model has no AI class assigned to it, and perhaps "no dynamic goals" so it won't go wandering off.
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... on the other hand, it could baseball-bat those pesky shadow ships right out of the galaxy :drevil:
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i think even if jms said that it has engines we should not put them on. i mean, could anybody think of a mission where the engines would be of any usage? you also would have to give it some kind of pilot ai, i think it would look kind of strange when seeing babylon 4 moving like a hyperion or any other capitol ship.
we don't need these engines.. If B4 should move than use your brain(s) and do some fittig FREDing!
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i think even if jms said that it has engines we should not put them on. i mean, could anybody think of a mission where the engines would be of any usage? you also would have to give it some kind of pilot ai, i think it would look kind of strange when seeing babylon 4 moving like a hyperion or any other capitol ship.
we don't need these engines.. If B4 should move than use your brain(s) and do some fittig FREDing!
either way, the engines on the B4 would be kinda tiny, and thus, slow. designed to break orbit, head through a Hyperspace gate, and relocate elsewhere, not like move about like a bloody omega. they should be below or around the second docking port, behind the solar panels. it doesn't really matter if the guys -use- it or not, the mere fact that they're there, means it could be used for future missions, user or not.
put the damn things in there for just accurracy.
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I don't know if anyone is working on one or plans on doing it, but if there was a campaign centered around the Shadow War with Valen then B4 would be an integral part of the story. Come to think of it, there's not much other way you could use B4 repeatedly in a campaign. :D
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How about during its construction, having to defend if from raids by Pro-Earth groups that participated in the destruction in the previous 3 stations. And of course, you'd need it for a re-creation of "War Without End" Pt.1, when you must destroy the Shadow fighters and the bomb before it gets too close to B4.
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Well...I was talking about campaigns but I suppose single missions might have a need for a movable B4 too. :yes:
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Engines on B4? :wtf: Not really worth the effort.
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Yeah, you gotta admit, the usability of B4 itself in a canon-minded sense is kinda limited. It was there, then basically, it wasn't there.
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Yeah, you gotta admit, the usability of B4 itself in a canon-minded sense is kinda limited. It was there, then basically, it wasn't there.
Unless... it was in the PAST. :eek2:
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as the thoughts are quite conflictive i now decide that i wont do any engines. apart from some arguments already given i dont want to add anything that has never been seen in the show and destroy a cool design by doing any kind of bad shaped engines at the back.
if anyone can show me a pic of the engines in usual quality i may think of doing them, but until then the station only will get its turrets.
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In The Gathering, from the movie collection B5 was seen firing thrusters to re-stablise its orbit after an explosion threw it off..
This does in no way say that i`d want thrusters on it though, so I say leave B4 as it is, a station. :D
By the way, great job on the model, tis sweet. :nod:
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Either way it does look great. I_E_Maverick, you're like my TBP hero, man! ;)
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I really just meant that since JMS said it had engines then that's canon and we should go with that. And having "engines" doesn't prevent it from being a "station". And what I meant the engines being "strategic", I meant that they could just be something resembling engines in the model, without actually having the function of a engine. Thus there really wouldn't be real engines, but just something in the model looking like engines (without the glow). So the station wouldn't be chasing down battlecrabs, but it would leave the option open for story writers to have the B4 as a mobile battlestation.
Just making my views clear since you have already made your mind.
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I'd prefur to go with the lots-of-thrusters-you-can't-see solution, and just give it a slow table speed, to be used when necessary.
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I'd prefur to go with the lots-of-thrusters-you-can't-see solution, and just give it a slow table speed, to be used when necessary.
i think this sounds like the best way then. do it! ;)
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Mav... just ignore them ....
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:yes:
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so, i finally finished the halik, triv is already on it ;)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/halik1.jpg)
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Hmh... it resembles a bird. :) That's Brakiri fighter, yes?
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Looks defnitely bigger than a fighter .... gunship, corvette ?
It's a pretty model in any case.
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I'd call it a gunboat. How that differs from a gunship I'm not sure, but it's the first word that springs to mind. It's another beautiful piece of modelling and will be assimilated into the BHX collective. All your models are belong to us!
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i had a talk with triv about that ship, it is 110m long, so not that big, but armed to its teeth. i would call it a fighterkiller, it has 6 multipart turretswith anti fighterweapons, 1 beam gunbank with 2 firepoints and 1 gunbank with 4 firepoints. so, every usual fighter will have a hard time against that ship :)
btw, i mapped the tiger fury, today i want to try to texture it and bring it to triv.
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btw, i mapped the tiger fury, today i want to try to texture it and bring it to triv.
Triv will be happy to hear about the Tiger fury. Oh and I love fighter killers. I only ever bothered to do four models for the freespace universe and one of those was a fighter killer... which looked very similar to the Halik actually.
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ok, first view of a textured tiger fury. nearly finished, it just gets some more details, but general look is ok i think :)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/tigerfury2.jpg)
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Neat :yes:
You DO realise that you now have to make an up-to-date Aurora Starfury too, right ? Because the old one will look crap besides this baby ;)
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That goes with all pre-3.0 ships actually. :rolleyes: Good luck with that. :D
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Great work :yes:
I'm shocked with it's quality ;7
What's left to say?
*Thanks for Your hard work*
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as always, bob on :)
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:yes: once again you did it, Mav.. keep it up :yes:
BTW how many primary & secondary banks does the tiger have? - I already got something where I could use it....
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i think it has one multipart turret at the bottom, and 2 weapon banks, one heavy, one light
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i think it has one multipart turret at the bottom
The Tiger? Can we get a view of that, please?
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Looking good Mav. :nod: :D So thats the tiger fury everyone has been talking about, and it has a turret to boot. Is it comparitive to an Aurora in size and speed?
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i think it has one multipart turret at the bottom, and 2 weapon banks, one heavy, one light
I'm not sure that entirely fits. I'm pretty sure that those 2 large ports on either side of the cockpit are in fact the main forward thrusters, as they are on the front of the main engines. I did a little research, and came up with THIS (http://efni.org/Tiger.htm) page, which probably couldn't be considered canon, but its a start.
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Shouldn't it be weaker than the Aurora ? It's a predecessor after all.
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triv, you are right, the heavy bank is the thruster, i will change that texturewse, so it will have one turret and one weapon bank :)
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LOD0 finished, i changed the one gunbank to engines and finished the shinemap. second is the wished turret shot.
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/tigerfury3.jpg)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/tigerfury4.jpg)
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it looks so COOL :yes: :yes:
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A turret on a one-man fighter?
Sounds pretty strange to me.
Is there a way to link the turret to the other weapon bank, kind of like back in archimedian dynasty (Schleichfahrt), where you could let the turret fire on it's own or synchronise it to your main weapon, firing both straight forward?
That would be pretty cool if that's possible :)
And my complements for the two ships they look great!
Oh btw, is the Halik able to fly in atmosphere, since it has wings that would otherwise serve only to give it a bigger profile and thus making it easier to hit?
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i think there is no way to link the turret to a gunbank.
i finished another ship that was a long time in my hands :) the narn freighter, modeled by tomcat. if he is near: i hope you like what i did with it :)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/nrfreighter.jpg)
(http://fgx.strategyplanet.gamespy.com/mav/Forum-Bilder/nrfreighter1.jpg)
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:eek: The Narn Transport! Finally, after all this time. You've done a particularly good job of the panelling on this ship by the way. Any chance you can seperate that cargo container from the back of the Narn transport so we can use it as a seperate Narn cargo container model?
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Any chance you can seperate that cargo container from the back of the Narn transport so we can use it as a seperate Narn cargo container model?
thats no problem, a job of a few seconds only :)
i am glad you like it! the paneling was no job by me in that case, just the usual pattern i use as a base for all of my ships. i think it is just the size, the map is 1024x1024. i hope that is ok for a freighter.
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Something about the Narn freighter. I think it also has a pair of fixed primaries like the Skylark or Lintira. They're just unboard of the forward booms, like on the fighter. You can see them firing in Season 2 "And Now For A Word", both during an attack against a Centauri freighter early in the episode, and later during the fire-fight.
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i have no such weapons on my ref. maybe these are 2 different versions. i can do a version with 2 primaries as well, shouldnt be much of a problem :)
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:jaw: :jaw: finally the narn transport... and what kind of one :yes: :yes:....
*checks his lists*
I only need four more models/ships and I'm covered with all I need for a while...
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i have no such weapons on my ref. maybe these are 2 different versions. i can do a version with 2 primaries as well, shouldnt be much of a problem :)
Do you have access to the episode I mentioned?
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Some thoughts on the
Tiger StarFury :drevil: :
manouverability: good
durability: light
speed: 80 + afterburner
weapons: 40mm pulse
27 mm railgun (turret)
missles (I'm leaving this one up to TBP team)
The ship is overall slightly weaker than Aurora Mk I, but definetly stronger than Zephyr...
(able to fight with younger races fighters effectively)
What do you think about it?
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i would make it faster, as it has has the same enginelayout as the aurora except 2 big rocket engines at the back, so more speed but less manouvererability than the aurora.
the rest sounds good imo
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Those wingtip engines are bigger in the Aurora. Thus I'd wager that its at least the same amount of thrust in four enginges, than two bigger but older ones.
I doubt EA would modify the design to decrase speed. More likely the removed the big engines because their knowledge in zero-g engine construction had increased so that they could fit the same amount of thurst in to the wingtips without sacrificing manouverabilty and speed. Even their heavy attack fighter (Badger) uses the same four engine configuration, even when it likely is heavier than the Tiger.
Anyone else feeling that the turret is in a wrong model?
First of all it is in a weird place. You'd think it would be backwards, or even forwards. But what particular reason is there for it to cover the belly? And I doubt its effectiveness since it's on a one man fighter. Since the pilot most certainly has no time to control it effectively (If he could, there would be more small ships/fighters with turrets). And since it being a turret with questionable effectiveness, it shouldn't have a weapon the requires ammo to function. As I understand, rail guns depend on their limited supply of ammo
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You'd think it would be backwards, or even forwards. But what particular reason is there for it to cover the belly?of ammo
A game engine limitation is that turrets must point straight up or, as in this case, straight down. Given a big enough FOV though the turret's firing arc could still cover a bit of the fore and aft.
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Actually, its only the multi-part turrets that suffer from that. The Badger has a rear-facing turret, but its a single-part turret so it works.
As for the Tiger, I'm giving it supperior maneuverability but poorer top speed. My research suggests that the Tiger had good maneuverability because of its more compact mass. The poorer top speed is because there are only 2 main engines on the Tiger and 4 on the Aurora. I'm also gonna try out the 30mm weapon as a player-primary as well. I'll also see if I can create something to work as a rail gun for the ventral turret.
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It's a single part and it points down? Oh well that is a bit wierd then :).
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it is a multipart turret.
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Correct. I only stated that because you handn't specified that it was only multi-part turrets that have that problem. I like to poke holes in blanket statements. :drevil: The Tiger's turret is a multi-part, so it can only face up or down successfully. The Badger's is a single-part so it doesn't have that problem.
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Right... Now that you guys got the basics figured out, my statement still stands. IMO it's a silly place for a turret, be it a single or quadra-part turret.
About the Tiger maneuverability... Since its longer than Aurora, wouldn't it have poorer pitch and yaw performance but better roll? I don't see why anything in it would be better than in Aurora. Its an inferioir design.
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*NOTE*
Good manouverabilty is that of Badger
so the Tiger shouldn't have anything better than this - Aurora has better engine configuration and thus is more agile
Speed propably - 80-90 - by changing energy you can still get a decent speed... + afterburner
It shouldn't be a Formula 1 racing car :lol:
That turret is propably weird - I have to agree if the game engine limits it's performance drastically...
It would be better as a fixed gunbank...
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That turret is propably weird - I have to agree if the game engine limits it's performance drastically...
It would be better as a fixed gunbank...
A good idea. A fixed bank with the railgun. And give it limited ammo count. So it would work as a heavy weapon for use against big targets. Kind of like a predecessor for the 60mm (or whatever it is) in the badger.
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I agree that the Aurora should have better maneuverability than the Tiger.
The Aurora has it's main engines, the one giving the most thrust, farther from the center than the Tiger, which should gives less forward but more spinning thrust than having the engines near the center like the Tiger.
So even when the Aurora and Tiger utilize the same technology, the Aurora should be more maneuverable because of the better design.
And now calculate in, that the Aurora has more advanced engines....
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A good idea. A fixed bank with the railgun. And give it limited ammo count. So it would work as a heavy weapon for use against big targets. Kind of like a predecessor for the 60mm (or whatever it is) in the badger.
the tiger was build for space-superiority like the aurora.. so please drop the idea of heavy weaps... but maybe we turn that turret into some chaingun-like primary...
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the tiger was build for space-superiority like the aurora.. so please drop the idea of heavy weaps... but maybe we turn that turret into some chaingun-like primary...
I didn't mean "heavy" as in huge damage. But a decent damage, a few hundred rounds and a high firerate. And since it's a railgun, it could have a high subsys damage. So it's not overpowering because of the limited ammo, and not really dreadful when it comes to pure damage. But would be usefull still when strafing those dilgari warships. And using short controlled bursts to disarm them :nod:
And give it a "huge" flag so the AI don't go wasting those ammo on 'roids.
Though a chaingun would still be one helluva destructive weapon in space, so there wouln't be much difference... But calling it a railgun lets us put some cool trails on those shots :D
Was there a heavy fighter in the times of the Tiger? Im thinking Tiger was more of a multipurpose fighter, like the Aurora is (it has been used effectively against large targets more often than not).
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the tiger was build for space-superiority like the aurora.. so please drop the idea of heavy weaps... but maybe we turn that turret into some chaingun-like primary...
I didn't mean "heavy" as in huge damage. But a decent damage, a few hundred rounds and a high firerate. And since it's a railgun, it could have a high subsys damage. So it's not overpowering because of the limited ammo, and not really dreadful when it comes to pure damage. But would be usefull still when strafing those dilgari warships. And using short controlled bursts to disarm them :nod:
And give it a "huge" flag so the AI don't go wasting those ammo on 'roids.
Though a chaingun would still be one helluva destructive weapon in space, so there wouln't be much difference... But calling it a railgun lets us put some cool trails on those shots :D
Was there a heavy fighter in the times of the Tiger? Im thinking Tiger was more of a multipurpose fighter, like the Aurora is (it has been used effectively against large targets more often than not).
I objected against the term of a "railgun" cause we already have weaps like this mounted on the Olympus and Warlock... adn there they serve primarly as AC guns...(no olympus I'd ingame used it for something different yet)
and we could use an high energy drain for that chaingun so it does not become too destructive... maybe it fires 400 rounds/sec but the tiger's generators can't support firing for longer that 5 secs
to fighters in the "Tiger time":
The Mitchell-Hyundyne SA-18 Tiger Starfury was the first of a new evolutionary line of space fighters, conceptual ancestor of the Nova and Aurora Starfuries.
This light interceptor was one of the protagonists of the Dilgar war: compact, nimble and heavily armed, was a real match for the Dilgar's Thorun fighters, and gave a significant contribution to the victory.
I too would put the tiger into an interceptor/all rounder roll but would leave it out of capship combat... what we have of the dilgar navy up until now is the Sekhmet which is nothing more than an support cruiser same as a midwinter....
and if you have send fighters against it in any mission you have to know that it is taking you fighters really quick if not stormed with masses...
you may try "Sword of the Empire" I'm going to post tomorrow (although I'm using Aurora Mk I. to replace the missing tigers) to see what's my point
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I objected against the term of a "railgun" cause we already have weaps like this mounted on the Olympus and Warlock... adn there they serve primarly as AC guns...(no olympus I'd ingame used it for something different yet)
and we could use an high energy drain for that chaingun so it does not become too destructive... maybe it fires 400 rounds/sec but the tiger's generators can't support firing for longer that 5 secs
To call it a railgun or chaingun makes little differene to me. But forget the energy dependency. We can have ammo counters in the HUD in these modern days you know. And Tiger cant carry unlimited amounts of ammo.
I too would put the tiger into an interceptor/all rounder roll but would leave it out of capship combat... what we have of the dilgar navy up until now is the Sekhmet which is nothing more than an support cruiser same as a midwinter....
and if you have send fighters against it in any mission you have to know that it is taking you fighters really quick if not stormed with masses...
Fighters can never manage cap ships alone. Dilgari or others. They always go in with capital ship support, that applies to Tiger and newer fighters. Aurora has proved its capabilities against large targets when in supporting role. Tiger, during the old days, likely manged to fill the same role Aurora does quite effectively. And calling Tiger a "light interceptor" is relative. What is Aurora then? It's not heavier than Tiger is it?
In canon there are no dedicated fighters. They are all multipurpose and space-superiority fighters. And they all have the same job; to defend friendly targets and to execute tactical strikes (ship systems) against large hostiles targets.
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objected against the term of a "railgun" cause we already have weaps like this mounted on the Olympus and Warlock... adn there they serve primarly as AC guns...(no olympus I'd ingame used it for something different yet)
and we could use an high energy drain for that chaingun so it does not become too destructive... maybe it fires 400 rounds/sec but the tiger's generators can't support firing for longer that 5 secs
This lower gun shouldn't be energy dependant as it fires projectiles - it has a simple magazine of rounds just as modern aircraft guns...
Besides having this type of weapon would be an interesting break of all those "unexhaustible" energy cannons...
I too would put the tiger into an interceptor/all rounder roll but would leave it out of capship combat... what we have of the dilgar navy up until now is the Sekhmet which is nothing more than an support cruiser same as a midwinter....
and if you have send fighters against it in any mission you have to know that it is taking you fighters really quick if not stormed with masses...
Actually all fighters of EA are all rounders...
Only the Badger is dedicated antiship craft which in which the creators sacraficed the manouverability for sheer firepower...
Most of fighters in TBP doesn't have a chance to take out an advanced capship in small numbers alone :sigh:
So they have to cooperate with other types of craft...
Or storm en masse and suffer painful losses...
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Are these vessels complete with the appropriate ships.tbl and weapons.tbl and are they available for download and immediate use? I've been skimming this topic and may have missed it. BTW, I'm awestruck with the abilities of the B5 community. :nod:
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You'll have to wait till TBP 3.4 most likely. The team like to push a bunch of new models out at once (Gotta agree with them that it's the best approach too).
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^^ What he said
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Understood. The quality of the Project has been so outstanding that it's well worth the wait for the next incarnation. :nod:
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The new models added so far are great.
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I have to agree with IP Andrews here...
With so many models already done I've exhausted my wishlist completely!
I guess with 3.4 we will propably call TBP "complete" in terms of canon craft :yes:
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Now to just think of campaign/mission ideas.
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I guess with 3.4 we will propably call TBP "complete" in terms of canon craft :yes:
I would concur - if we had a Vorlon Dreadnaught. I do hope Stithe can somehow manage to find the time to finish this model soon because it's a very high profile one. The mainstay of the Vorlon fleet. I don't think the Vorlons can be considered complete until we have it, and therefore neither can TBP.
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Stithe has had a promotion, but he indicated to me that he'll be able to bring a PC to work and work on models in spare moments.
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Pass my sincere congrats onto Stithe when you speak to him next.