babylon 5 mod WIP (BIG PICTURES)

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

Moderator: etheral walker

babylon 5 mod WIP (BIG PICTURES)

Postby etheral walker » Wed Jul 09, 2003 4:02 am

Is anybody interested in?
I'm looking for volunteers to help me creating a mod based on this universe
Last edited by etheral walker on Tue Aug 05, 2003 11:50 am, edited 4 times in total.
I see dead polygons....
User avatar
etheral walker
Elite
Elite
 
Posts: 1516
Topics: 123
Joined: Sat May 10, 2003 10:26 am
Location: into the depths

Share On:

Share on Facebook Facebook Share on Twitter Twitter Share on Digg Digg

Postby peteyg » Wed Jul 09, 2003 10:02 am

I am interested. Vega Strike and Babylon 5 would be a great mix. Plus, there's an already pretty well established B5 mod community.
http://www.firstones.com

The Star Trek mod is my priority now, though. Wouldn't mind talking about it, though. : )
peteyg
Elite
Elite
 
Posts: 1465
Topics: 76
Joined: Thu Jan 02, 2003 5:01 am
Location: Seattle, WA

Postby etheral walker » Wed Jul 09, 2003 4:51 pm

ok then let's go ;)
I'm looking on a nice way to modelise rounded shapes, but it seems ok
I see dead polygons....
User avatar
etheral walker
Elite
Elite
 
Posts: 1516
Topics: 123
Joined: Sat May 10, 2003 10:26 am
Location: into the depths

Postby peteyg » Wed Jul 09, 2003 4:55 pm

The first place I would start would be to try and find existing models to download from existing B5 mods.

I actually got a starfury model into wings months and months ago.
peteyg
Elite
Elite
 
Posts: 1465
Topics: 76
Joined: Thu Jan 02, 2003 5:01 am
Location: Seattle, WA

Postby etheral walker » Wed Jul 09, 2003 5:57 pm

.n
Last edited by etheral walker on Tue Nov 25, 2003 6:56 pm, edited 1 time in total.
I see dead polygons....
User avatar
etheral walker
Elite
Elite
 
Posts: 1516
Topics: 123
Joined: Sat May 10, 2003 10:26 am
Location: into the depths

Postby etheral walker » Thu Jul 10, 2003 8:15 am

&nbsp
Last edited by etheral walker on Tue Nov 25, 2003 6:57 pm, edited 1 time in total.
I see dead polygons....
User avatar
etheral walker
Elite
Elite
 
Posts: 1516
Topics: 123
Joined: Sat May 10, 2003 10:26 am
Location: into the depths

Postby etheral walker » Thu Jul 10, 2003 8:20 am

I see dead polygons....
User avatar
etheral walker
Elite
Elite
 
Posts: 1516
Topics: 123
Joined: Sat May 10, 2003 10:26 am
Location: into the depths

Postby etheral walker » Mon Jul 14, 2003 4:57 am

does any body knows where I can find some sketchs of cockpits interiors?
I foud some images for starfury, but for the others...
I see dead polygons....
User avatar
etheral walker
Elite
Elite
 
Posts: 1516
Topics: 123
Joined: Sat May 10, 2003 10:26 am
Location: into the depths

Postby etheral walker » Tue Jul 15, 2003 1:56 am

found my cockpit artworks ;)
http://www.babtech-onthe.net/
found many low poly models in lw format:
http://mods.firstones.com/buda5/
The only problem is IWAR tools don't seems to work on XP to convert back textures in jpg
I see dead polygons....
User avatar
etheral walker
Elite
Elite
 
Posts: 1516
Topics: 123
Joined: Sat May 10, 2003 10:26 am
Location: into the depths

Postby etheral walker » Sat Jul 26, 2003 6:54 am

Image
I see dead polygons....
User avatar
etheral walker
Elite
Elite
 
Posts: 1516
Topics: 123
Joined: Sat May 10, 2003 10:26 am
Location: into the depths

Postby etheral walker » Sat Jul 26, 2003 7:05 am

Image
I see dead polygons....
User avatar
etheral walker
Elite
Elite
 
Posts: 1516
Topics: 123
Joined: Sat May 10, 2003 10:26 am
Location: into the depths

Postby etheral walker » Sat Jul 26, 2003 8:39 am

Image

what Babylon 5 ships are the most appreciated ? (don't ask me for whitestar right now, It's one of the harder to modelise ;) )
I see dead polygons....
User avatar
etheral walker
Elite
Elite
 
Posts: 1516
Topics: 123
Joined: Sat May 10, 2003 10:26 am
Location: into the depths

Postby etheral walker » Sun Jul 27, 2003 8:43 am

finally succeded in texturing whitestar, with enlightement plugin for lightwave
Image
I see dead polygons....
User avatar
etheral walker
Elite
Elite
 
Posts: 1516
Topics: 123
Joined: Sat May 10, 2003 10:26 am
Location: into the depths

Postby etheral walker » Sun Jul 27, 2003 10:29 am

excalibur:
Image
I see dead polygons....
User avatar
etheral walker
Elite
Elite
 
Posts: 1516
Topics: 123
Joined: Sat May 10, 2003 10:26 am
Location: into the depths

Postby FlyingAce » Sun Jul 27, 2003 11:18 am

:cry: I wish crusade hadn't been canceled by Sci-Fi :(
FlyingAce
ISO Party Member
ISO Party Member
 
Posts: 398
Topics: 51
Joined: Thu Apr 10, 2003 6:17 pm

Postby etheral walker » Sun Jul 27, 2003 11:36 am

didn't understood :oops:
I see dead polygons....
User avatar
etheral walker
Elite
Elite
 
Posts: 1516
Topics: 123
Joined: Sat May 10, 2003 10:26 am
Location: into the depths

Postby FlyingAce » Sun Jul 27, 2003 12:12 pm

crusade was to be a babylon5 sequel where in the future the shadow things let a plague loose on earth that will kill everyone in 5 years. earth built the excalibur ship to go and find a cure and bring it back. it had 11 episodes (half of which the new TNN tried to turn into baywatch uncensored meets wrestlemania) It was considered by Sci-fi and got good ratings but they never decided to continue the series. :cry:
FlyingAce
ISO Party Member
ISO Party Member
 
Posts: 398
Topics: 51
Joined: Thu Apr 10, 2003 6:17 pm

Postby etheral walker » Sun Jul 27, 2003 12:36 pm

found an awfull workaround for exporting engines with lw plugin, guns and turrets:
drawing some little cubes on a special layer where I want thoses parts to be placed, deleting ship layer, exporting placement layer as .obj, load it in wings, put the tags, deleting the cubes and exporting xmesh.
After that, I edit unit§.blank generated by wings and put the informations in in the unit.blank generated by lw.

If somebody has a better idea ...
I see dead polygons....
User avatar
etheral walker
Elite
Elite
 
Posts: 1516
Topics: 123
Joined: Sat May 10, 2003 10:26 am
Location: into the depths

Postby pontiac » Sun Jul 27, 2003 12:55 pm

etheral walker wrote:found an awfull workaround for exporting engines with lw plugin, guns and turrets:
drawing some little cubes on a special layer where I want thoses parts to be placed, deleting ship layer, exporting placement layer as .obj, load it in wings, put the tags, deleting the cubes and exporting xmesh.
After that, I edit unit§.blank generated by wings and put the informations in in the unit.blank generated by lw.

If somebody has a better idea ...


I think the fist steps (the cubes) could be skipped if you place each tag in wings and export it into obj (for later use too). Does this work in lw?
Then import them into lightwave, save the whole thing as obj again.
Import it in wings.
Export as xmesh.

I don't know what the lw-plugin actually do (just the mesh or more), so i wrote the way i would take.
The drawback (and at the same time the advantage) is that you must have the config-data for the wings-plugin.

Pontiac

PS: You can also construct the tags for for yourself. The tag geometry (triangle) is supposed to have three vertices one rectangular angle and one cathetus should be longer than the other (mine are 1 to 2). The scale is irrelevant.
User avatar
pontiac
Elite
Elite
 
Posts: 1454
Topics: 93
Joined: Sun Jan 12, 2003 11:24 am
Location: Far out in the uncharted backwaters of the unfashionable end of the western spiral arm of the Galaxy

Postby peteyg » Sun Jul 27, 2003 1:42 pm

Looks cool. Why'd you have to retitle the thread though, I was all confused. : )

I believe that TNT was the tv channel that was running Crusade. Since they're the cowboys and action-type movie channel, they wanted a cool, actionpacked, sexy scifi show. They didn't entirely understand what Babylon 5 or Crusade was all about.

So they kept forcing things on the show, like having alien porn, more violence, and just generally screwing with the show (some of the TNT-influenced weirdness in the show is hysterical when you hear the backstory). Eventually, after 13 episodes, JMS (the B5 dude) refused to compromise his vision any more, and the show got canceled.

Sci-Fi actually wanted to pick it up themselves, (cause it was a damn cool show), but they didn't have the money that year. They got rights to broadcast it, though, (in the proper order no less!).

It would be dang cool to have a B5 mod that followed a fan interpretation of where Crusade was going! That would need a heck of a lot of new features, though. : P
peteyg
Elite
Elite
 
Posts: 1465
Topics: 76
Joined: Thu Jan 02, 2003 5:01 am
Location: Seattle, WA

Postby etheral walker » Sun Jul 27, 2003 1:51 pm

You know, in france, we only have heard about B5 by the film ;)
Plus I lived many years abroad, then my knowledge of B5 is not perfect ;)
I mainly work with starshipmodeller marvellous blueprints, but I'm in lack of cockpits, if somebody knows some nices picts?
I retitled post to see that some news things has appears, but I will change it back ;)
I see dead polygons....
User avatar
etheral walker
Elite
Elite
 
Posts: 1516
Topics: 123
Joined: Sat May 10, 2003 10:26 am
Location: into the depths

Postby peteyg » Sun Jul 27, 2003 2:36 pm

Here are some examples of Starfury cockpits...

It'd be hard to do the actual display and stuff that goes along with it. The one that has a wireframe representation of whatever is in front. I don't think cockpits are the most important thing, though.

http://hyperspace.isnnews.net/ea/eafury-a_lg6.jpg
http://www.gkane.de/artwork/cockpit_raiders.jpg
peteyg
Elite
Elite
 
Posts: 1465
Topics: 76
Joined: Thu Jan 02, 2003 5:01 am
Location: Seattle, WA

Postby etheral walker » Sun Jul 27, 2003 2:51 pm

I already got a meshe for starfury cockpit, but many others are missing, and I cannot found any nice shot for others ships
I see dead polygons....
User avatar
etheral walker
Elite
Elite
 
Posts: 1516
Topics: 123
Joined: Sat May 10, 2003 10:26 am
Location: into the depths

Postby FlyingAce » Sun Jul 27, 2003 3:09 pm

yah you're right, it was TNT. I saw it on sci-fi once and thought it was cool. then I found this site all too late :x http://www.astro.umd.edu/~fleming/
FlyingAce
ISO Party Member
ISO Party Member
 
Posts: 398
Topics: 51
Joined: Thu Apr 10, 2003 6:17 pm

Postby mkruer » Sun Jul 27, 2003 9:57 pm

Yeah, I though that sucked too. Looking at that site, you have to wonder why? I Hate to say (im lying) I think it was Star Trek. That’s been UPN's bread and butter, and i would not be surprised if some of the ST head honchos said dump B5 or else…

Then again I hate Star Trek. The original was good and so was TNG, but even it started to loose it.
I know you believe you understand what you think I said.
But I am not sure you realize that what you heard is not what I meant.

Wing Commander Universe Forum | Wiki
Wing Commander: The Wasteland Incident
User avatar
mkruer
Site Administrator
Site Administrator
 
Posts: 1089
Topics: 43
Joined: Thu Jan 02, 2003 3:07 am


Next

Return to Babylon 5 Universe

Who is online

Users browsing this forum: No registered users and 1 guest

cron