brakri Crusiser for B5

Discuss the Babylon 5 mod(s) for the Vega Strike Engine

Moderator: etheral walker

Post Reply
ack2000
Bounty Hunter
Bounty Hunter
Posts: 128
Joined: Tue Apr 19, 2005 10:16 pm

brakri Crusiser for B5

Post by ack2000 »

This is my first captial ship I am trying to figure out the scaling. Currently I have it at the scale the size of wings3d grid.
Image
klauss
Elite
Elite
Posts: 7243
Joined: Mon Apr 18, 2005 2:40 pm
Location: LS87, Buenos Aires, República Argentina

Post by klauss »

Awesome!!!

It's been so much since I last saw B5 that I'm not sure...
But are you certain you got the shape right? It has a... different... quality. I can't say what it is precisely.

But looks great. It definitely is a Brakiri ship.
Oíd mortales, el grito sagrado...
Call me "Menes, lord of Cats"
Wing Commander Universe
ack2000
Bounty Hunter
Bounty Hunter
Posts: 128
Joined: Tue Apr 19, 2005 10:16 pm

Post by ack2000 »

its backwards :) I wasnt paying attention when i rendered it. OOPS
klauss
Elite
Elite
Posts: 7243
Joined: Mon Apr 18, 2005 2:40 pm
Location: LS87, Buenos Aires, República Argentina

Post by klauss »

About the scaling. There are guidelines somewhere in the forum, but if I recall correctly, you should normalize the model so that its size is 1. So, when you add it to VS, you use the scaling parameter to specify the size.
Oíd mortales, el grito sagrado...
Call me "Menes, lord of Cats"
Wing Commander Universe
ack2000
Bounty Hunter
Bounty Hunter
Posts: 128
Joined: Tue Apr 19, 2005 10:16 pm

Post by ack2000 »

What I did for testing was mesher a drayman to obj and imported to wings and scale to match size.
klauss
Elite
Elite
Posts: 7243
Joined: Mon Apr 18, 2005 2:40 pm
Location: LS87, Buenos Aires, República Argentina

Post by klauss »

That's a way.
Oíd mortales, el grito sagrado...
Call me "Menes, lord of Cats"
Wing Commander Universe
jackS
Minister of Information
Minister of Information
Posts: 1895
Joined: Fri Jan 31, 2003 9:40 pm
Location: The land of tenure (and diaper changes)

Post by jackS »

simplest way to do scaling -

mesher -dims <bfxmfile>

will spit out the min x,y,z and max x,y,z coordinates (in meters).

then, either just change then unit scale field in the units.csv file, or dump the bfxm to xmesh, change the mesh scaling factor, and turn it back into a bfxm.
etheral walker
Elite
Elite
Posts: 1516
Joined: Sat May 10, 2003 5:26 pm
Location: into the depths

Post by etheral walker »

nice! what's the polycount?
I see dead polygons....
ack2000
Bounty Hunter
Bounty Hunter
Posts: 128
Joined: Tue Apr 19, 2005 10:16 pm

Post by ack2000 »

about 7500 (triangles) inculding guns. I have no cockpit for Since I unable to find images to even model after. If anyone has links/resources for any cockpits of B5 please post them.
etheral walker
Elite
Elite
Posts: 1516
Joined: Sat May 10, 2003 5:26 pm
Location: into the depths

Post by etheral walker »

can you put the mesh somewhere?
I see dead polygons....
ack2000
Bounty Hunter
Bounty Hunter
Posts: 128
Joined: Tue Apr 19, 2005 10:16 pm

Post by ack2000 »

I am working on that. Want to finish brakiri fighter and the advanced crusier.

Make the cockpits and unit file. Then I will post them on my site. most likely by the end of the week almost finish with the fighter. Stupid fighter cockpit area keep un uving when I lower the polycount.
Messiah
Explorer
Explorer
Posts: 9
Joined: Wed Mar 30, 2005 11:44 am
Location: Darkest forests of Sweden

Post by Messiah »

What about the windows? They were always an integral part of the Brakiri cruiser..
ack2000
Bounty Hunter
Bounty Hunter
Posts: 128
Joined: Tue Apr 19, 2005 10:16 pm

Post by ack2000 »

I have a texture for that was debating on using it. Memory usage extra...
It would be a lighting map not to hard to add to a xmesh.
Post Reply