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-- Starfury Jinking (https://volitionwatch.game-warden.com/vwbb/showthread.php?threadid=4124)


Posted by Triggy on 10-15-2001 08:18 AM:

Cool Starfury Jinking

I was just thinking guys, I know it's not in the basic freespace controls but would it be possible to include "jinking" controls (i.e. The ability to momentarily accelerate in an axis other than the standard forward-backward axis)? I always felt that this was an integral part of the Babylon 5 dogfighting, in combination with "Starfury turns". Just watch the beginning of Thirdspace and you'll see what I mean.

As for the realism of the whole conversion, just let me say WOW!

I feel as though I'm actually in an episode of B5, it's incredible the atmosphere you guys have produced!

Like everyone else I too would like to see more EA-Minbari missions but feel that most people can take care of these whilst you work on the next stages of the project. BTW I would like to have a go at designing/modifying the ship models for myself, so what software do you recommend and where can I get the latest models from?

Keep up the great work guys

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Posted by aldo_14 on 10-15-2001 09:11 AM:

Re: Starfury Jinking

quote:
Originally posted by Triggy
I was just thinking guys, I know it's not in the basic freespace controls but would it be possible to include "jinking" controls (i.e. The ability to momentarily accelerate in an axis other than the standard forward-backward axis)? I always felt that this was an integral part of the Babylon 5 dogfighting, in combination with "Starfury turns". Just watch the beginning of Thirdspace and you'll see what I mean.

As for the realism of the whole conversion, just let me say WOW!

I feel as though I'm actually in an episode of B5, it's incredible the atmosphere you guys have produced!

Like everyone else I too would like to see more EA-Minbari missions but feel that most people can take care of these whilst you work on the next stages of the project. BTW I would like to have a go at designing/modifying the ship models for myself, so what software do you recommend and where can I get the latest models from?

Keep up the great work guys



I think that the number pad keys can be used for 'sliding' left and right (4 & 5 i think), according to venoms' work on the Descent mod... i don't know if this has been implemented, though.

RE: ship creation, I cna't speak for the team, but I personally use a combination of 4 3d programs;

Blender (freeware moddeling)
3d Exploration (file type conversion)
UVMapper (UV mapping)
Truespace 5 (LODing and saving into convertable cob/scn format)

and PSP 7.2 for drawing the maps, plus a host of FS2 utilities for the conversion and pof editing stages.

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Posted by Kazan on 10-15-2001 01:31 PM:

Re: Re: Starfury Jinking

quote:
Originally posted by aldo_14

Blender (freeware moddeling)
3d Exploration (file type conversion)
UVMapper (UV mapping)
Truespace 5 (LODing and saving into convertable cob/scn format)



NO!!!! REMOVE BLENDER!!!! NO!!!!

Blender writes out polycodes like a two year old draws with crayons!

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Posted by Ghost of Bobboau on 10-15-2001 01:43 PM:

all you need is truespace 4 or better and the free convertion tools like PCS and Model view, lithunwrap is extreemly usefull and extreemly free.

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Posted by Xaphod_x on 10-15-2001 04:00 PM:

I use 3DSmax - for quickly and easily making a very stable 4D mesh; then it's imported as a DXF into TS4 (TS4 has problems importing 3ds files stably). Finally I fiddle around in TS4 for about an age further stabilizing the model and turning coplanar triangles into quads.
I don't intend to texture any more, but when I did the Lintira, I made the texture from GKane's flyer model, then edited it repeatedly in Photoshop to make it all watercolour-y and clean up the texture seams. The u-v mapping was done in Lithunwrap, with extra help from UVmapper, and I also used 3DE to put it into Lithunwrap.

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Posted by aldo_14 on 10-15-2001 05:57 PM:

Re: Re: Re: Starfury Jinking

quote:
Originally posted by Kazan


NO!!!! REMOVE BLENDER!!!! NO!!!!

Blender writes out polycodes like a two year old draws with crayons!



Kazan... SHUT IT!!!

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Posted by Alphakiller on 10-15-2001 06:26 PM:

um ok kazan, you and aldo have a model competition: you try and make something better than his without blender, he'll use blender ... and we'll see who wins.

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Posted by tomcat on 10-15-2001 07:50 PM:

I only need TS for this purpose ..But 3ds LW is ok

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Posted by aldo_14 on 10-15-2001 08:44 PM:

quote:
Originally posted by Alphakiller
um ok kazan, you and aldo have a model competition: you try and make something better than his without blender, he'll use blender ... and we'll see who wins.




Can I pimp mine now?

Ah, screw it.....




Not B5, although the missile exhaust flaps are a bit like a Starfury i guess.

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Posted by Fuzzy Modem on 10-15-2001 08:47 PM:

I'm a Maya 4.0 man myself, though I dabble in Bryce...


Posted by IPAndrews on 10-15-2001 09:23 PM:

quote:
Originally posted by Ghost of Bobboau
lithunwrap is extreemly usefull and extreemly free.


True but LithUnwrap can make a right pig's ear of UV mapping some models. Which is why I do the bulk of my UV mapping in UVMapper, and handle the details with LithUnwrap.

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Posted by Xaphod_x on 10-16-2001 10:53 AM:

It's not about who's better than who.

quote:
Originally posted by Alphakiller
um ok kazan, you and aldo have a model competition: you try and make something better than his without blender, he'll use blender ... and we'll see who wins.




I am aware that Tomcat doesn't use blender, and neither do I. Personally I'm very impressed with Kazan's VPK.
It's not a case of who's better than who.

quote:
Originally posted by Kazan
Blender writes out polycodes like a two year old draws with crayons!


-- meaning that Kazan (who knows about a million times more about polycodes than I do) doesn't like the way it writes them. I deem that to be a fair comment, though if enough work is done in Truspace to sort the model out, then you're left with a model as stable as any TS model.

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Posted by aldo_14 on 10-16-2001 11:02 AM:

Re: It's not about who's better than who.

quote:
Originally posted by Xaphod_x


I am aware that Tomcat doesn't use blender, and neither do I. Personally I'm very impressed with Kazan's VPK.
It's not a case of who's better than who.





Damn! I could have won!! (j/k)

My preference is purely down to ease of use and lack of money.... I'd rather have 3ds MAX to use, but I'm happy with using blender, anyway.

As long as the model corrects properly with cob2fs2, I couldn't really care less.

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Posted by Xaphod_x on 10-16-2001 11:26 AM:

before Kazan does, I think I'll mention how amazingly bad cob2fs2 is. The collision detection made with it is.. well.. wrong.. and there's quite a lot of other problems that I'm only slightly aware of. Use PCS. It works better.

Actually I'm aware that PCS makes models with better collision detection than the original FS and FS2 models have. I completed the FS addon by hiding my fighter partly inside the Hades and sellotaping the fire button down. Then I went to the pub.

After realising that the shockwave killed me, I did it again but paid more attention.

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Posted by Alphakiller on 10-16-2001 03:28 PM:

Xaphod, I'm not trying to start a who's better competition, merely pointing out that aldo puts out some really sweet stuff with Blender, so Kazan screaming "BLENDER SUCKS!" is wrong. It's simple - there's good stuff out there made with blender, hence the program can't be awful. Now, it might not be the best tool, but he didn't say that, now did he?

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