Wing Commander Prophecy: Secret Ops Model Update Pack

Discussion in 'Fan Projects & Editing' started by DefianceIndustries, Nov 25, 2015.

  1. DefianceIndustries

    DefianceIndustries Commodore

    Messages:
    855
    Likes Received:
    1,053
    Trophy Points:
    14,835
    Gender:
    Male
    Location:
    Colorado
    Well as soon as I get it working again, I'll run Ella2 and see if the larger tbolts effect the cut scenes. in sim missions they work fine. about the only thing I can think of is that at their smaller size they're harder to hit, the new size might well reduce survivability against cap ships and squids.

    I have to assume that the size was a conscious choice on the part of the developers and not an error since the Excalibur was properly scaled.
     
    Last edited: Mar 2, 2016
  2. gr1mre4per

    gr1mre4per Rear Admiral

    Messages:
    189
    Likes Received:
    62
    Trophy Points:
    22,285
    Gender:
    Male
    Location:
    Evesham, UK
    Nice work that Bolt looks amazing. Glad the turret tool helped too.

    Curiously the Shrike is also scaled differently to the stats. The stats say 28 meters but both the in-game and FMV models are 18 meters.
     
    Last edited by a moderator: May 24, 2018
  3. DefianceIndustries

    DefianceIndustries Commodore

    Messages:
    855
    Likes Received:
    1,053
    Trophy Points:
    14,835
    Gender:
    Male
    Location:
    Colorado
    Bluh! Bluh! Bluh! Confed gets a class A Space Superiority fighter.

    Vampire_WIP1.jpg Vampire_WIP2.png Vampire_WIP3.jpg
     
  4. Quarto

    Quarto Unknown Enemy

    Messages:
    11,924
    Likes Received:
    290
    Trophy Points:
    69,385
    Location:
    Poland
    ...An untextured Class A Space Superiority fighter ;).
     
  5. Vidmaster

    Vidmaster Commodore

    Messages:
    115
    Likes Received:
    25
    Trophy Points:
    12,035
    I am so gonna replay Prophecy and Secret Ops (the former more eagerly) once we have all these shiny new models ingame... Hopefully including all the caps.
     
    DefianceIndustries and Lilja like this.
  6. DefianceIndustries

    DefianceIndustries Commodore

    Messages:
    855
    Likes Received:
    1,053
    Trophy Points:
    14,835
    Gender:
    Male
    Location:
    Colorado
    I'm fast, but not THAT fast...:)
     
  7. Shades2585

    Shades2585 none

    Messages:
    620
    Likes Received:
    22
    Trophy Points:
    26,785
    @DefianceIndustries

    On the SO backup disk is the file "WCP SO NewShips.doc" which states that the Vesuvius had:

    2 x Hull Mounted Anti-Matter Guns – N/A***
    24 x Dual Mount Heavy Laser Cannon – 800 DP***
    4 x Dual Mount Anti-Fighter Missile Turret – 800 DP***
    *** Not currently reflected in the game.. but since you never see it in a mission.. shouldn’t be an issue.. –JPG 12 July

    I don't know if this made it into the game but it also says for the Murphy:

    1 x Centerline Hull Mount Mk4 Heavy Plasma Cannon – N/A ***
    *** Not currently reflected in the game.. –JPG 12 July

    You never did answer my previous question. Will you make a MED tool update with all the new features you have been making?
     
  8. DefianceIndustries

    DefianceIndustries Commodore

    Messages:
    855
    Likes Received:
    1,053
    Trophy Points:
    14,835
    Gender:
    Male
    Location:
    Colorado
    I actually don't have a copy of MED so I honestly haven't tested its compatibility with the MUP. I do know that the MUP with WCP Unlimited does break WCPedit. MED compatibility wasn't originally in the plan since I'm not modifying any of the mission code, just the ship, mesh, and viewer .iffs. However, I probably will check it out at some point in the future, especially if some enterprising wing nuts want to use the assets to build future mods in Vision.
     
  9. DefianceIndustries

    DefianceIndustries Commodore

    Messages:
    855
    Likes Received:
    1,053
    Trophy Points:
    14,835
    Gender:
    Male
    Location:
    Colorado
    Quick update: I'm going on a much needed vacation so I won't be doing much on the MUP for the next week or so. But, here are a few work in progress shots to keep things interesting.

    Vampire: I rescaled the RCS pods on the fuselage to get it closer to the high-res model and finished adding greebles to the hull and engine pods. I also made some tweaks (long overdue I might add) to Dark Sentinel's awesome F-110 Wasp model. I added the missile and gun ports (I originally asked him not to add them when I was only working with 1,200 tri chunks) and modified the big rings on the side of the missile pods to make them look more like the original sketch. I've also got the start of a texture on it. So there! Enjoy.

    Vampire_WIP5.jpg Vampire_WIP4.jpg F-110_WIP1.jpg F-110_WIP2.jpg
     
  10. Dark Sentinel

    Dark Sentinel 1st Lieutenant

    Messages:
    83
    Likes Received:
    105
    Trophy Points:
    4,935
    Gender:
    Male
    Location:
    USSR, Moscow
    Decided not to wait for me? Shame on me, sure.
    But the Wasp looks good.
    Also final polycount, please.
     
  11. DefianceIndustries

    DefianceIndustries Commodore

    Messages:
    855
    Likes Received:
    1,053
    Trophy Points:
    14,835
    Gender:
    Male
    Location:
    Colorado
    No worries - I knew you were working on other projects and the changes weren't too significant. The final poly count comes in at 6,532 including the booster pack.
     
  12. DefianceIndustries

    DefianceIndustries Commodore

    Messages:
    855
    Likes Received:
    1,053
    Trophy Points:
    14,835
    Gender:
    Male
    Location:
    Colorado
    Update on the MUP. Finished off the fighter part of the F-110. It's ready for conversion into the game. Still putting the finishing touches on the booster pack, so I'll post in-game shots when I'm done. In the meantime: Here are the renders for the Wasp.

    Wasp_fighter_5.jpg Wasp_fighter_1.jpg Wasp_fighter_2.jpg Wasp_fighter_4.jpg Wasp_fighter_3.jpg
     
  13. Vidmaster

    Vidmaster Commodore

    Messages:
    115
    Likes Received:
    25
    Trophy Points:
    12,035
    this is going to be such much fun...
     
    Lilja and DefianceIndustries like this.
  14. Dark Sentinel

    Dark Sentinel 1st Lieutenant

    Messages:
    83
    Likes Received:
    105
    Trophy Points:
    4,935
    Gender:
    Male
    Location:
    USSR, Moscow
    A technical question for you.
    Can a ship be textured from two different sources? Like, the Ray Node - can the engine properly handle it if the ship uses two separate textures, one for Ray, one for Remoras?
     
  15. Quarto

    Quarto Unknown Enemy

    Messages:
    11,924
    Likes Received:
    290
    Trophy Points:
    69,385
    Location:
    Poland
    Yes. A ship mesh can have multiple texture files. I don't recall if there is any particular limit on the number of MATs that can be used on one ship, but it's definitely possible to use more than one.
     
  16. wcnut

    wcnut Rear Admiral

    Messages:
    466
    Likes Received:
    44
    Trophy Points:
    24,135
    Hmm XvT style flight colors for team multiplayer :)
     
    Whistler likes this.
  17. DefianceIndustries

    DefianceIndustries Commodore

    Messages:
    855
    Likes Received:
    1,053
    Trophy Points:
    14,835
    Gender:
    Male
    Location:
    Colorado
    I use multiple textures on the wasp (one for the fighter and another for the booster) and the vampire (hull and EPODS).

    The way the game handles this isn't as elegant as FS2 or XvT (allowing texture overrides on the models) as near as I can tell (and admittedly I'm not an expert here..yet) you would need multiple copies of the same model with different textures associated, so you would need wasp_normal, wasp_green, wasp_blue or something like that and then code the multiplayer missions to use them. Could be wrong though, haven't gotten that far in my vivisection of the engine. :D
     
  18. Quarto

    Quarto Unknown Enemy

    Messages:
    11,924
    Likes Received:
    290
    Trophy Points:
    69,385
    Location:
    Poland
    Well, yes, that's true, but... I'm 99.99% certain that if we can have a patch for specular maps, we could equally have another patch that overlays the ship's basic textures with an additional team-specific map. I'm very sceptical as to whether this is worthwhile in the context of multiplayer (does anyone actually play WCP multiplayer? I mean, sure, there's usually a game or two around the CIC's birthday, but apart from that?), but the same thing could be used for other purposes - for example, ace decals and the like.
     
  19. DefianceIndustries

    DefianceIndustries Commodore

    Messages:
    855
    Likes Received:
    1,053
    Trophy Points:
    14,835
    Gender:
    Male
    Location:
    Colorado
    Or if it could be extended and called in mission code you could use it to overlay a damaged texture on destroyed cap ships
     
    Lilja likes this.
  20. Dark Sentinel

    Dark Sentinel 1st Lieutenant

    Messages:
    83
    Likes Received:
    105
    Trophy Points:
    4,935
    Gender:
    Male
    Location:
    USSR, Moscow
    I'd absolutely prefer glow/self-illumination map.
     

Share This Page