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New Ship: Ragnarok

Here you can discuss building custom ships, texturing and 3D modeling in Freelancer

Post Wed Aug 11, 2004 8:05 am

New Ship: Ragnarok

And for my next trick! (The first being the Arwing)

http://www.fantasysquare.com/pic/ff8/ragnarok3.jpg

I present the Ragnarok... ok I present a publicity piccy of the Ragnarok made by Squaresoft. But I figured I should give you guys a head's up and open a development topic for everyone to give their feedback and ideas.

Naturally if anyone here know's how to make breakable parts or cockpits I'd be very happy to hear from you and get a little help achieving it.

The first big hurdle is "Scale", the Ragnarok is not a small ship, at a guess maybe 120ft long. The small glass bubble in the mid section is an entire flight deck complete with pilot, comms and gunnery seating and standing room for maybe half a dozen people. At a guess I'll have to scale the ship down a bit, the forward hold being able to hold a "Dragon" heavy fighter easily, and the passenger section mounted above that seating a good 30 or 40. Despite the size the ship should be able to use docking rings/land on planets... ho boy.

Still, count on me to pull it off *Gives a double thumbs up*



For the benefit of those who've been living udner a rock, the Ragnarok is an Esthar built heavy... "Thing" that is Final Fantasy 8's main aircraft (Traditionally FF games have airships, but FF8 has the ragnarok). It can carry passengers, copious amounts of cargo, even small vehicles, the "Proper" ragnarok only has two forward firing machine guns, and a gauss rifle/railgun and no shielding, but for the sake of FL we'll have to up the ante a bit. After all in FF8 there was little in the way of hostile airforces that could put one on the ragnarok, so weapon systems wern't it's first priority.

Post Wed Aug 11, 2004 10:05 am

i`m not sure .. but this should help for breakable parts, as i`ve read in the info.txt it can be done .. but never tried

here`s just the starting of the readme:


Freelancer VMesh Converter v0.7b
---------------------------------------------------------------

This utility accepts the VMeshData and VMeshRef sections from an exporter Freelancer .cmp file and modifies them so that different objects in the model are correctly defined. It also calculates the 'Bounding Box' (min/max x, y and z) values for each object and writes them to the VMeshRef file as these are missing from the originals.

By default it will read in each mesh (group in Milkshape) and rewrite it as a separate object. So a model with 5 groups in Milkshape will output the VMeshData file as being a model with 5 groups and 5 VMeshRef files will be written, one for each object in the .cmp.

...


and i`ve been wanting to try cockpits myself, almost ready with mesh (including some stuff like seats and modules ..) but somehow stopped due to other work that has to be done first ..

from what i think i know: you need the hpcockpit on the ship .. then data/cockpits folder in the ini will be reference to the cockpit mesh .. and in the cockpitmesh you need a camera object ..


good luck, like your perfect work

greetz

Post Thu Aug 12, 2004 1:02 am

Yo Ryuujin

Sounds badass dude, go for it.
Just wanna know if those pics i sent were good or bad, i can try to get better ones if you need me to.

Ive heard of the Ragnarok before, the pic of it looks nice

sincerly
AgentExeider

Post Thu Aug 12, 2004 2:39 am

Exeider : If you could find better then great, but I could probably inprovise with what I have. However I do't personally think a full mod as you would like is a good idea, it wouldn't really work unless you made loads of custom NPC models too.

RimShot : Thanks for bringing that one to my attention, I already have a pretty good knowledge of CMP editting, having the exporter break up the model parts ahead of time is the missing element in the puzzle, so thanks ^_^.

The bridge of the Ragnarok looks pretty cool, but from the pilot seat there isn't a great deal to see anyway since the entire cockpit is basiclly one large glass dome, no supports or anything, so a custom cockpit isn't really nessecary now that I think about it. Probably the Bretonia Freighter will serve well enough.

It looks a bit odd without the forward cargo hold or forward details, still quite a lot of mesh work to do, but you can see it's coming along nicely.

Ragnarok Blueprints (I drew them up to use as a template):
http://www.geocities.com/ryuujin_0/Sour ... arok_1.jpg

Work in progress:
http://www.geocities.com/ryuujin_0/Sour ... able_2.jpg

Post Thu Aug 12, 2004 9:02 am

Post Thu Aug 12, 2004 6:40 pm

Good job...you work fast

Post Fri Aug 13, 2004 4:45 am

Very nice work and I second parabolix you do work very fast. :-)

Post Fri Aug 13, 2004 5:44 am

i'm very impressive by your work .... congratulations !!!
i dream, if one day i could do one of this quality ...

best regards
and one more time .. congratulations !!!!!!!

i hope to see it soon ...

Post Fri Aug 13, 2004 8:47 am

The texturing is definatly bringing out the detail, but it's long going, taken a few hours just to do half the fins. Definatly gonna be the toughest cookie to date, but it'll be worth it.

If I can get the damage sections to work right I'm gonna script a special explosion fuse so it breaks up before exploding, like a gunship or cruiser - it' s a big ship. It fits (barely) into a berth, so no trouble there with clipping and getting stuck, however it looks a little goofy in some docking screens with fins stuck through walls. However if I made it smaller it wouldn't properly authentic.

Post Fri Aug 13, 2004 11:20 am

I was going by the net cafe this evening so I copied off a screeny of it partially textured for your drooling ^_^

Little detail goes a long way:
http://www.geocities.com/ryuujin_0/Sour ... able_4.jpg

Post Fri Aug 13, 2004 10:31 pm

not bad ryuujin , would go well with some custom invisible weapons

Post Fri Aug 13, 2004 10:35 pm

This is a very high poly/triangle model... right?


FIREBASE Technologies

Post Sat Aug 14, 2004 2:37 am

1700-1800 Polygons, a bit smaller than a gunship though, I was expecting closer to 4000 to be honest I was surpised when I was done and it only weighed 1760.

I'm going to keep the hardpoints as standard, so the player can customise stuff, the only custom weapon I'm going to add is the ship's gauss rifle which comes as part of the standard package and can't be replaced if destroyed (Or maybe I'll make it available at the place of sale?)

My current plans for the gauss rifle is that it uses 100% of your energy reserve when fired, but causes immense (Bit less than a sunslayer torpedo?) damage, with long range and high velocity, maybe make it have a limited ammo supply too.

Edited by - Ryuujin on 8/14/2004 3:40:35 AM

Edited by - Ryuujin on 8/14/2004 4:07:50 AM

Post Sun Aug 15, 2004 8:20 am

And heres some more screenies to sink your teeth into.

Unfinished but cool piccy anyway:
http://www.geocities.com/ryuujin_0/Sour ... able_5.jpg

Unfinished, in Game:
http://www.geocities.com/ryuujin_0/Sour ... able_6.jpg

Fins almost done, hull unfinished:
http://www.geocities.com/ryuujin_0/Sour ... arok_2.jpg

While I was doing the upper fins I took screenies and notes and wrote a tutorial covering the basics of how skin for peoples benefit. So keep an eye out for that too.

Edited by - Ryuujin on 8/15/2004 9:21:01 AM

Post Sun Aug 15, 2004 2:19 pm

well okay maybe a total mod maynot be possible but It would still be a great idea if you could make those ships that you can choose from in the lylat system which I'm making.

I'd love to fly bill's ship or even the wolfen.

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