Propose KNIGHT interceptor (ULN)

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Fendorin
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Propose KNIGHT interceptor (ULN)

Post by Fendorin »

hello

New ship for ULN (for simple pilot -the boss of uln never use this kind of ship):

Image
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Re: Propose KNIGHT interceptor (ULN)

Post by pyramid »

Funny ship. *wish I had your imagination*
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Post by charlieg »

Looks cool although I'm not too sure about the texture.
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Post by Keller »

ULN textures are "meant" to be disturbing. ;)

Would like to see the ship without the background though. Kind of hard to figure out exactly what it looks like. At first glance it looks like a Frank Lloyd Wright house in space. :D
Nothing is uninteresting. ;)
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Post by Fendorin »

hello the final texrure for approval:

Image
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Post by loki1950 »

Beautiful Fendorin i like the bridge colour 8)

Enjoy the Choice :)
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Post by HoodedWraith »

Wow that's pretty. I guess that's a good example of texture quality over million-poly-count meshing.
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Post by pyramid »

Absolutely amazing and definitely adding variety to the game.
*bows in reverence*
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Post by Fendorin »

Hello Pyramid

We need to wait Jacks for approval or maybe he Pm you about this first Uln concept?

you can't be a minister of executive approbation??


*and this ship is not over million poly just less 500 AFTER be triangulate*
(or maybe it was a joke; my english is poor for understanding subtile joke)
but it more easy with uln to made less poly ship
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Post by Phlogios »

Funny looking ship :)

@Fendorin: He meant that you made a ship with very good textures, and that a ship with good textures can look better than a ship with many polygons.

500 triangles + Fendorin texture = :)

100,000 triangles + Phlogios texture = :(
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Post by Fendorin »

ok i understand now
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Post by pyramid »

Fendorin wrote:you can't be a minister of executive approbation??
I'd rather not (though privately I have already approved it with my bows :) )

I've sent jackS an email 2 days ago. He's probably very busy since he didn't come back with a reply yet. Let's practice some more Zen of Patience.
Last edited by pyramid on Thu Aug 28, 2008 7:47 pm, edited 1 time in total.
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Post by HoodedWraith »

Phlogios wrote:Funny looking ship :)

@Fendorin: He meant that you made a ship with very good textures, and that a ship with good textures can look better than a ship with many polygons.

500 triangles + Fendorin texture = :)

100,000 triangles + Phlogios texture = :(
Ayup! Sorry for the confusion... I thought the texture made it look very nice, and better than quite a few game models I've seen with awful high poly counts elsewhere without making it overpoly`d for us poor suckers with low end chipsets ;)
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Post by Fendorin »

for us poor suckers with low end chipsets
i m exactly under this kind of situation!!
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Post by jackS »

Works for me :)

Looking forward to seeing the Uln fly something other than a cargo tug :)
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Post by loki1950 »

Hopefully we can get the to AI stop the Uln bump and grind tactic :wink: as a bump from this bad boy could be fatal.

Enjoy the Choice :)
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Post by pyramid »

jackS wrote:Works for me :)
Yupie. Model, model, model! LoDed, and textures, and shield mesh, pleeeeese.
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Post by Fendorin »

LODed ?? is already Less than500 polycount.....ho no is exactly :290 triangles!!!!
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Post by Phlogios »

So give it higher LODs! :)
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Post by pyramid »

Then fine. I thought that was a joke. :roll:
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Post by Fendorin »

DivShare File - KNIGHT.zip


i let somebody do the HUD pics i didn't understood the thread about the HUD
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Post by Keller »

Very nice as usual, Fendorin.
Nothing is uninteresting. ;)
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Post by pyramid »

@Fendorin
I'll do the HUD image, no problem here.

When testing the integration, I had to export from the blender file, since the supplied obj and the wings file were giving problems with textures (no texture shown) probably due to inverted normals, since when zooming in on the ship I could see the textures actually inside the ship.

Further, the shield mesh has no blender file and the supplied obj file doesn't seem to match the size of the ship mesh. See this pic for effect.
Could you please redo the shield mesh or even both to match the sizes.

I also can't see the glow on my win machine (pic above), but this might be due to my GPU only having 3 texture units or some other unknown problem. My test setup just isn't working well in addition to missing new binaries for vegastrike and mesher on windows. Hopefully after test on the latest build on linux all will be smoth.

Also what is the texture that is named "ulnknight_hard.png"?

Integration is approaching...
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Post by chuck_starchaser »

pyramid wrote:... were giving problems with textures (no texture shown) probably due to inverted normals, since when zooming in on the ship I could see the textures actually inside the ship.
Fendorin, make sure for every new object in Blender you change the default settings right away, like this:

Image
  • 1- Turn OFF the [Double Sided] button. Otherwise, you can have inverted normals and not know it.
  • 2- Turn OFF Auto-Smooth, but max out the angle to 80. Otherwise your renders might show sharp edges where you did not indicate them sharp.
  • 3- Add the Edge Split attribute and turn OFF the [From Angles] button.
These three things are universal to-do's; no exceptions.

In Edit Mode, you can click Draw Normals, in the Mesh Tools panel, in F9 towards the right. Each face then has a little blue line coming out. If a face normal is inverted, you'll see just a blue dot in the middle.

To fix the normals, you can hit Ctrl-N to have them fixed automatically; but it doesn't always work. Manually, you can highlight faces that are flipped, then hit W -> Flip Normals.
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Post by Fendorin »

OK i will check and repost the files

-Knight DivShare File - knight.blend
Normaly you have two mesh inside the blend. file (shield&craft)
and i put the setting like chuck said
and i check the Normal: the little blue stick came to the face for going outside not inside
&

next time say me if you prefer i put the shield in the same .blend files?

and Pyramid the map called Hard is : it's a mistake i forgot to rename the file
i did that for specularity color map

if somebody (Chuck) could help me for that:

the good setting in blender for each map?:
-Specularity( the color of reflexion):set*: spec & Csp? mix
-shininess(the quantity of reflexion):set*: hard? mix
-diffuse/damage: set*: col? mix
-Glow: set*: col & emit? lighten+enable use alpha?
-bump/normal: set*norm? mix down to 0
*SET: means push the button

i am right??
Last edited by Fendorin on Mon Sep 01, 2008 7:23 pm, edited 1 time in total.
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