TRIDACNA - Forsaken FTL Colony Ship
Moderator: pyramid
-
- Elite Venturer
- Posts: 725
- Joined: Mon Feb 26, 2007 6:01 pm
- Location: France, Paris
TRIDACNA - Forsaken FTL Colony Ship
i just make a little ship for Tricadna forsaken colonize (and sujet of escort?)ship .
for my idée "create multitude ship for diversify univers"
(can be if it are not perfect)
i hope is english.
[/img]
for my idée "create multitude ship for diversify univers"
(can be if it are not perfect)
i hope is english.
[/img]
-
- Merchant
- Posts: 52
- Joined: Sun Sep 28, 2003 10:06 pm
- Location: deep inside the figures of an alphabet
-
- Bounty Hunter
- Posts: 164
- Joined: Tue Jul 11, 2006 6:20 pm
- Location: Some small planet, Parallel Earth, Resources Negligeble
- Contact:
-
- Venturer
- Posts: 543
- Joined: Sun Jan 22, 2006 9:55 am
- Location: Baltic States
- Contact:
It requires splitting smoothing groups. See here: http://vegastrike.sourceforge.net/wiki/ ... oth_Groups
Otherwise I can't critique it, since I don't know much about VS factions.
Otherwise I can't critique it, since I don't know much about VS factions.
There are no stupid people on Earth; they are only alternatively thinking.
-
- Artisan Extraordinaire
- Posts: 1269
- Joined: Tue Mar 21, 2006 10:55 am
- Location: Philippines
Needs a GLow Map, but otherwise its GREAT, fits Vega STrike nocely. also some weird shading in the engines modules.
A Step Into Oblivion
Dreams of things that will never be,
Songs of thoughts only I can hear,
Leave me be to sleep forever,
To dream my dreams,
And sing my hymns,
Of things that will never be...
Dreams of things that will never be,
Songs of thoughts only I can hear,
Leave me be to sleep forever,
To dream my dreams,
And sing my hymns,
Of things that will never be...
-
- Elite Venturer
- Posts: 725
- Joined: Mon Feb 26, 2007 6:01 pm
- Location: France, Paris
Hello
i updating this unarmed model :
need bfxm and stats but i m not sure is some player want buy this (relatively) expensiv ship maybe just put the OX stats or something similar
for the size i thought : not so far too a big unit like Watson:
for Download the updating model:
DivShare File - TRIDACNAV2.zip
after working the map i have that in Blender:
i updating this unarmed model :
need bfxm and stats but i m not sure is some player want buy this (relatively) expensiv ship maybe just put the OX stats or something similar
for the size i thought : not so far too a big unit like Watson:
for Download the updating model:
DivShare File - TRIDACNAV2.zip
after working the map i have that in Blender:
-
- Elite Mercenary
- Posts: 1329
- Joined: Thu Mar 27, 2003 11:51 pm
- Location: Manchester, UK
- Contact:
Looks stunning Fendorin.
Free Gamer - free software games compendium and commentary!
FreeGameDev forum - open source game development community
FreeGameDev forum - open source game development community
-
- Trader
- Posts: 29
- Joined: Mon Aug 18, 2008 12:25 am
- Location: Lost on a patrol route...
- Contact:
-
- Expert Mercenary
- Posts: 988
- Joined: Thu Jun 15, 2006 1:02 am
- Location: Somewhere in the vastness of space
- Contact:
-
- Elite Venturer
- Posts: 725
- Joined: Mon Feb 26, 2007 6:01 pm
- Location: France, Paris
The updated model is now committed to svn. Would be great to have a LoD and shield mesh as well as the frontend (screen shots, wallpaper, external page).
but how to for LoD?
it s mean remake the mesh without details ??
and a tiny map?
and now what is the lod level?
Lod1=512 Vertices? +246 map
LoD2=1024 Vertices?+512 map
LoD3=2048 Vertices?+1024 map
LoD4=4096 vertices?+ 2048 map
-
- Expert Mercenary
- Posts: 988
- Joined: Thu Jun 15, 2006 1:02 am
- Location: Somewhere in the vastness of space
- Contact:
-
- Elite
- Posts: 1363
- Joined: Sat Aug 04, 2007 3:42 pm
Well I thought mipmapping took care of different map sizes, but scaling down maps in half manually is easy anyway.Fendorin wrote:but how to for LoD?
it s mean remake the mesh without details ??
and a tiny map?
and now what is the lod level?
Lod1=512 Vertices? +246 map
LoD2=1024 Vertices?+512 map
LoD3=2048 Vertices?+1024 map
LoD4=4096 vertices?+ 2048 map
Making lower LOD meshes can require more skill though, because you have to reduce the number of polygons in your mesh and then unwrap it again to fill in the holes without changing you UVs so that the texture wraps around your lower LOD in a obviously different way.
Fortunately, what you can do in blender is "Pin" the UVs down so that they don't move, before doing the second unwrap.
-
- Elite Venturer
- Posts: 725
- Joined: Mon Feb 26, 2007 6:01 pm
- Location: France, Paris
DivShare File - TRIDACNA-shield.obj
the shield mesh in obj.
Pyramid:
Hmmm..i look the 3d to do list you ask me to make a HUD picture it is in the package i post up? no?
and no subunit is a colonization vessel and i hope the forsaken is smart for use this ship in controlled and quite safe space!
Maybe a deck you can see a little door in the front of the "barber"
in front of the "block" on the barber
the shield mesh in obj.
Pyramid:
Hmmm..i look the 3d to do list you ask me to make a HUD picture it is in the package i post up? no?
and no subunit is a colonization vessel and i hope the forsaken is smart for use this ship in controlled and quite safe space!
Maybe a deck you can see a little door in the front of the "barber"
in front of the "block" on the barber
-
- Expert Mercenary
- Posts: 988
- Joined: Thu Jun 15, 2006 1:02 am
- Location: Somewhere in the vastness of space
- Contact:
Very good to have the shield, too.
The reason is that the cockpit has only 2d correspondence of an octet of shield faces, and to make it represent better the direction the ship should be turned with the front to bottom-left. See this topic for discussion.
Also subunits are not really required.
Actually you can see my name after the ASSIGNED status. Means it's for me to make a new hud image. Mirroring the existing one will bug the perspective.Fendorin wrote:Hmmm..i look the 3d to do list you ask me to make a HUD picture it is in the package i post up? no?
The reason is that the cockpit has only 2d correspondence of an octet of shield faces, and to make it represent better the direction the ship should be turned with the front to bottom-left. See this topic for discussion.
Also subunits are not really required.
-
- Expert Mercenary
- Posts: 988
- Joined: Thu Jun 15, 2006 1:02 am
- Location: Somewhere in the vastness of space
- Contact:
Tried to put the shield in-game, but it seems there is a sizing problem, similar to the one on the Knight interceptor, just the shield mesh is way larger than the Tridacna. See image for effect.
Are you by any chance applying any factor when exporting the mesh to bfxm?
Anybody knows if there is a reliable way to scale the shield exactly to vessel size (blender/wings3d/units.csv)?
Are you by any chance applying any factor when exporting the mesh to bfxm?
Anybody knows if there is a reliable way to scale the shield exactly to vessel size (blender/wings3d/units.csv)?
-
- Elite Venturer
- Posts: 725
- Joined: Mon Feb 26, 2007 6:01 pm
- Location: France, Paris
-
- Elite Venturer
- Posts: 725
- Joined: Mon Feb 26, 2007 6:01 pm
- Location: France, Paris
The normal map is bad for this ship it should to be a Bump map for be better
i m apologize i did all for loose your time.
because this ship is over symetrical and multiplied object
i made a mistake too and when you do a render in blender the same pattern near the seams have a opposite light reflexion but is not so visible
i check again but for this kind of size shipe the effect is not so visible maybe you will never see it!
who knows?
i m apologize i did all for loose your time.
because this ship is over symetrical and multiplied object
i made a mistake too and when you do a render in blender the same pattern near the seams have a opposite light reflexion but is not so visible
i check again but for this kind of size shipe the effect is not so visible maybe you will never see it!
who knows?
-
- Expert Mercenary
- Posts: 988
- Joined: Thu Jun 15, 2006 1:02 am
- Location: Somewhere in the vastness of space
- Contact: