Irken ship development
Moderator: pyramid
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- Merchant
- Posts: 38
- Joined: Sat Jul 14, 2007 8:09 am
Irken ship development
if any one is an invader zim fan, then i have just began creating my first ship,
alot of time will be going into this. if any one wants to help im going to need it. Creating the 3D mapping of the ship won't be too difficult (being i am a graphic artist...unemployed) but when i get to the Compiling stage, i am going to need a little help, as i have never compiled anything before.
After the mapping and compiling, any one who would like the ships in question may have them freely to do with and mod as they please.
ill keep any one intersted in my little project posted as they ask.
alot of time will be going into this. if any one wants to help im going to need it. Creating the 3D mapping of the ship won't be too difficult (being i am a graphic artist...unemployed) but when i get to the Compiling stage, i am going to need a little help, as i have never compiled anything before.
After the mapping and compiling, any one who would like the ships in question may have them freely to do with and mod as they please.
ill keep any one intersted in my little project posted as they ask.
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- Developer
- Posts: 3980
- Joined: Fri Jan 03, 2003 4:53 am
- Location: Stanford, CA
- Contact:
are you in contact with jacks about which ship you will make---we have a lot of ships that need making --- we could really use help from a talented artist like yourself to make some of the ships needed for this and future releases
Vega Strike Lead Developer
http://vegastrike.sourceforge.net/
http://vegastrike.sourceforge.net/
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- Elite
- Posts: 1832
- Joined: Sat Jan 15, 2005 10:21 pm
- Location: State of Denial
- Contact:
GIR Says:
If by compiling you mean converting to the game-ready bfxm format, HowTo:Add
Ships on the wiki will guide you along the process.
If you get stuck, feel free to ask for help again in the contributor how-to section.
If by compiling you mean converting to the game-ready bfxm format, HowTo:Add
Ships on the wiki will guide you along the process.
If you get stuck, feel free to ask for help again in the contributor how-to section.
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- Merchant
- Posts: 38
- Joined: Sat Jul 14, 2007 8:09 am
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- Merchant
- Posts: 38
- Joined: Sat Jul 14, 2007 8:09 am
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- Merchant
- Posts: 38
- Joined: Sat Jul 14, 2007 8:09 am
ok here is the basic model shape, now comes the long tedius task of tweeking minor details, and texturung and all that technical stuff.
color was just added temp for making it look better right now
http://vegastrike.sourceforge.net/galle ... temId=7057
http://vegastrike.sourceforge.net/galle ... temId=7059
http://vegastrike.sourceforge.net/galle ... temId=7061
http://vegastrike.sourceforge.net/galle ... temId=7063
well wish me luck.
color was just added temp for making it look better right now
http://vegastrike.sourceforge.net/galle ... temId=7057
http://vegastrike.sourceforge.net/galle ... temId=7059
http://vegastrike.sourceforge.net/galle ... temId=7061
http://vegastrike.sourceforge.net/galle ... temId=7063
well wish me luck.
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- Elite
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- Location: State of Denial
- Contact:
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- Merchant
- Posts: 38
- Joined: Sat Jul 14, 2007 8:09 am
UPDATE: This converting buisness is hard, and i dont think it can be done by an amature (no knowledge of coding what so ever) such as my self.
I got the plug in for wings 3D but it does not appear to work. does any one know a way to convert with wings 3D? any other link where i could get the plug in that does work.
so anyways with xmesh conversion halted for a little while, a day or 3 i have just started the mamoth.
I got the plug in for wings 3D but it does not appear to work. does any one know a way to convert with wings 3D? any other link where i could get the plug in that does work.
so anyways with xmesh conversion halted for a little while, a day or 3 i have just started the mamoth.
after all i have learned i feel i have learned nothing. Therefore i am not a wise man but i know much about nothing.
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- Daredevil Venturer
- Posts: 593
- Joined: Mon Sep 26, 2005 3:59 am
Conversion's tricky and it's hard to get reliable results unless you've done it a lot - me, I just gave up after a few tries. Usually when it throws a rod it's because there's something wrong with the mesh, though, especially if you used some feature or modifier that's program-specific. Dunno what that'd be in WINGS, which doesn't even <i>have</i> features to speak of; try exporting and reimporting the file as a DXF, that'll kill your texture maps if any but it'll also usually take out anything that's not pure geometry.
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- Merchant
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- Merchant
- Posts: 38
- Joined: Sat Jul 14, 2007 8:09 am