Author Topic: Robotech Mod  (Read 11258 times)

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got bored and needed a change
Four ships one is robotech 3 are bab5...


   First teh Zenteadi officer pod in a booster unit, second the Earth alliance heavy cargo transport (lots of cargo containers with 4 omega units in back), third Shadow Thunderbolts (these are grown and not built so they are spindly like the battlecrabs, and DAMN hard to see!), lastly a trio of drahk corvettes (I got like 8 or 9 more cool drahk looking ships lik these - a fleet) also Brakhiri and the centari battleship that pummeled Narn planet with railguns, problem is too high poly (also first ones beam cannon and saucer) need to make subobjects... hit me up.

Enjoy the pics...







Don't think of it as being outnumbered. Think of it as having a wide target selection !

ICQ#: 5256653
[email protected]

Projects: Gundam TC, Trek BTFF, REF, and Beyond Redemption
http://photo.starblvd.net/Star_Dragon

 
Pretty as ever.

I really liked that Drakh frigate.

How about going over at TBP and let them know of your warez.

As for the Robotech thingie, I hope you are packing up the lot of them for future use. I hope you have them somewhere all together.
If you want to be ready for Wing Commander Saga: The Darkest Dawn, then download and play the prologue first.

Here,

http://www.wcsaga.com/downloads/files/download/releases-prologue-setup-exe.html

Then, while waiting for the Darkest dawn, Download Starshatter 4.02

http://www.starshattermods.com/infusions/pro_download_panel/download.php?did=214

You 'll understand why once you have.

 
I got at most another 6 or 7 RT models to convert but after that I need a modeler to break down the rest. Best I can do at that point is decide on map names (if the model is mapped already) and get the textures ready before hand (8 bit pcx copies)...

   Now I got a hold of 50 or so B5 modelsl so I am just killing time (though a wonder why a peo model from homeworld sometimes loses a part when saving it as a .cob?) 1/3 of peo files do that... Problem is I can't edit peo with TS until I use 3D Exploration to save it as a .cob (catch 22)..

   Oh well I have a few days before my drill weekend and right after my 2 week tour (away from my computer and modding! Oh no!) :mad:

Here's a Brahkiri (sp?) Cruiser type and a Shadow BattleCrab (at long last!!!)





If the pictures look dark I don't know why. They look better on my comp then after I upload them... Here they look bright and awesome! L8tr!

[Edit] just noticed, the battlecrab is about to explode so teh targeting screen (lower left) says SB Vindactyl (I was using some of them to attack the Brahkiri convoy cause the BC's have no weapons yet! *cough* need modeler to put turrent on evil capship ;) )
« Last Edit: June 28, 2003, 04:42:36 pm by 622 »
Don't think of it as being outnumbered. Think of it as having a wide target selection !

ICQ#: 5256653
[email protected]

Projects: Gundam TC, Trek BTFF, REF, and Beyond Redemption
http://photo.starblvd.net/Star_Dragon

 
spent all night/day converting... This is what we got so far:

Zent Scout pod, Zent Missile Pod, REF ARMD2, New Zent Cruiser(male), New Zent cruiser Female), and a battleshot. Oh almost forgot earlier I converted teh Anti-Capship Ballistic Missile or (ACBM)... I didi the zent missiles but no pic yet. next time.. Hope you enjoy! :nervous:

http://photo.starblvd.net/Star_Dragon/6-1-1-1058192742?m=0&pg=5&ro=0&co=0

http://photo.starblvd.net/Star_Dragon/6-1-2-1058652704?m=0&pg=5&ro=0&co=1

http://photo.starblvd.net/Star_Dragon/6-1-3-1059017002?m=0&pg=5&ro=0&co=2

http://photo.starblvd.net/Star_Dragon/6-1-4-1059247716?m=0&pg=5&ro=0&co=3

http://photo.starblvd.net/Star_Dragon/6-1-5-1059396382?m=0&pg=5&ro=0&co=4

http://photo.starblvd.net/Star_Dragon/6-2-1-1059396471?m=0&pg=5&ro=1&co=0

http://photo.starblvd.net/Star_Dragon/6-2-2-1059396504?m=0&pg=5&ro=1&co=1

Oh yeah one last thing, say it with me people "WhiteStars RULE!!!"


http://photo.starblvd.net/Star_Dragon/6-2-3-1059398992?m=0&pg=5&ro=1&co=2

I got the  weapons to work but the trusters aren't showing up? oh well they STILL kick ass!
Don't think of it as being outnumbered. Think of it as having a wide target selection !

ICQ#: 5256653
[email protected]

Projects: Gundam TC, Trek BTFF, REF, and Beyond Redemption
http://photo.starblvd.net/Star_Dragon

 

Offline Xelion

  • 28
  • In the Ether
Nice Pics :yes:;) Star Dragon

btw e-mail me: [email protected] or pm your e-mail to me so I can forward the response you requested...

Thanx ;)

 

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
http://photo.starblvd.net/Star_Dragon/2-2-5-1059154817?m=0&pg=1&ro=1&co=4

as you can see, intersecting polys are bad, that's what lead to this big clipping problems ( which is why I'm battling for that to be fixed by the SCP people, coz intersecting polys saves a LOT on the polycount, and hence could help for better frame rates ).
where do you find you zentraedi bitmaps?
edit: I've received your mdels, Stardragon, but I have no idea what kind of format they are :p
« Last Edit: June 30, 2003, 02:34:15 am by 83 »
SCREW CANON!

 
I always assume that HLP old timers (ie every users before me ;) ) has tools and stuff.  

Do you need me to convert them? I figured you would want to do it from scratch cause of mapping issues (mapping is unknown to me I thought converting .peo to another format might mess up mapping later). I use 3de so I can open them and make them into .3ds or .lwo or .cob HOWEVER %50 of .peo (homeworld's format) make the main model object dissapear and all you end up with in a .cob is turrents or extraneous parts (like arms legs, head for mechs)... Anyone know how to get around this?
Don't think of it as being outnumbered. Think of it as having a wide target selection !

ICQ#: 5256653
[email protected]

Projects: Gundam TC, Trek BTFF, REF, and Beyond Redemption
http://photo.starblvd.net/Star_Dragon

 

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
well, for a starter, pof would be nice. if possible, apply a planar UVmapping from top with a differnt map for the polys on top and those under the plane? if not it's no biggy.
as for your main mesh disappearing, have you tried making a dummy main mesh taht would disappear instead of the eral one? sounds stupid, but...
SCREW CANON!

 
See at this point I am in over my head cause I have no idea what that means. I have no mapping programs, also I only have TS with cannot open a .peo on it's own (catch-22) to open the model I have to use 3de and make it a cob with ruins it which mean mesh is not there to be altered... I am just a converted/text changer, not a modler... But I do what I can.

NOW to clarify, this problem ONLY happens with .cob format! The mesh looks fine in .low and .3ds however sometimes the mapping is lost (if there was any). However when reconverting from .3ds or .lwo it still happens with that model!  Now on closer examination this occurs with around 40-50% of the peo format models that I have.
Don't think of it as being outnumbered. Think of it as having a wide target selection !

ICQ#: 5256653
[email protected]

Projects: Gundam TC, Trek BTFF, REF, and Beyond Redemption
http://photo.starblvd.net/Star_Dragon

 

Offline Unknown Target

  • Get off my lawn!
  • 212
  • Push.Pull?
Star Dragon, Gortef said it was OK for you to use our files. So, no offense, but that scout pod = very bad textures :D

 
Then you should have seen it BEFORE I changed like 2-3 of them...  It took some time finding a combination that worked well enough to feel comfortable to post. After all it's in game isn't it? It can always be re-mapped later. But it blows up nicely! ;7
Don't think of it as being outnumbered. Think of it as having a wide target selection !

ICQ#: 5256653
[email protected]

Projects: Gundam TC, Trek BTFF, REF, and Beyond Redemption
http://photo.starblvd.net/Star_Dragon

 

Offline aldo_14

  • Gunnery Control
  • 213
Quote
Originally posted by Venom
http://photo.starblvd.net/Star_Dragon/2-2-5-1059154817?m=0&pg=1&ro=1&co=4

as you can see, intersecting polys are bad, that's what lead to this big clipping problems ( which is why I'm battling for that to be fixed by the SCP people, coz intersecting polys saves a LOT on the polycount, and hence could help for better frame rates ).
 


Complicates z-buffering, IIRC.  Because you have to subdivide the polygons to try and resolve occlusion.... in other words, you need to create more polygons (during the z0buffer process) to ensure one is clearly behind another.

I think (going from memory), the z-buffer process works roughly like this;

1 - All faces are sorted in order of their max -z-depth (i.e. furthest away is the top of a stack, and draw first)

2 - ambiguities are resolved (see below)

3 - Faces on the stack are drawn - wiuth the furthest away first, and the next furthest, etc.  aka 'painters algorithm', because the close polygons are drawn on top of the far away ones.

Z-buffer tests
(stack ordering)
- 5 tests, to resolve if P is behind Q and thus drawn first (NB:  I tend to get P & Q mixed up... but the principle is clear).  If a test fails, then P is defintely behind Q and drawn first.  If all test fail, it is ambigous whether P is behind, so P & Q are reversed and the tests re-ran (to see if Q is behind P) -  aflag is also set*.

Tests are;
1/ Check if the x-extents overlap
2/ Check if y-extents overlap
3/Check if one object is completely closest to the camera (z extents)
4/Check if one object is completely closest from the camera (z extents)
 5/ Check if the projections (conversion to 2d screen co-ords) overlap

*- If the test fails a second time (i.e. if the z-order is ambigious - i.e. intersecting polies), the z-buffer needs to divide P & Q in half (into 2 seperate polys), and rerun the z-buffer algorithm.
- In other words, it needs to keep subdiving the faces until it has a set of faces with ambiguities.  I think in the case of intersecting polygons, you might need quite a few subdivisions at the intersecting points, so I'd imagine it wouldn't have the performance improvement you might want.   someone with a bit of experience in this (I've never coded 3d, only done theory....) and probably correct me or give a better opinion......

 

Offline KARMA

  • Darth Hutt
  • 211
    • http://members.fortunecity.com/aranbanjo
actually i never saw a game working without z-buffer errors when there are intercepting polys (unless you play in glide), so i would be happy enough if the scp guys will be able to solve the major zbuffer problems on models without interesecting polys, since this is probably the most weird thing in the fs2 3d engine, and limits a lot our possibilities to build more complex ships

 

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
let see... play descent. at least 10 years old, intersecting polys everywhere ( all the bots ), not a single graphical bug. Seems Parallax coders were magicians? ;)
SCREW CANON!

 

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
Quote
Originally posted by Unknown Target
Star Dragon, Gortef said it was OK for you to use our files. So, no offense, but that scout pod = very bad textures :D


that said, ours came from quake3, so it had to have good textures ;)
SCREW CANON!

 

Offline KARMA

  • Darth Hutt
  • 211
    • http://members.fortunecity.com/aranbanjo
Quote
Originally posted by Venom
Seems Parallax coders were magicians? ;)

well, maybe:)
but i've seen other recent games with this prob, i don't say ALL, but in all the( few )games i verified there were zbuffer problems.
Seems "modern" coders are all idiots?
i don't think so, but if this happen well probably there is a reason.

 

Offline Anaz

  • 210
well, just to offer a guess, perhaps paralax coded their own graphics API for decent, and thus it handled intersecting polies quite a bit better, but writing your own API takes forever, so when DX came out, even though it had its flaws, it was a lot easier just to use it, instead of writing your own API :p
Arrr. I'm a pirate.

AotD, DatDB, TVWP, LM. Ph34r.

You WILL go to warpstorm...

 

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
funny thing is, isn't the FS engine born from the descent engine? :p
SCREW CANON!

 

Offline Anaz

  • 210
well, we know that (base)FS2 uses DX 5, so mebby not :p
Arrr. I'm a pirate.

AotD, DatDB, TVWP, LM. Ph34r.

You WILL go to warpstorm...

 

Offline Roy fokker

  • Flaming FREDder
  • 29
o this brings back memories :d iwa spart of the original staff for RT mod but as gortef said we got to old collages,studies etc stopped me which was a big shame but still if it's fredding youe look for, am willing to get back into things after seeing your models star -dragon you really have a telent.
Roy Fokker
Mission designer for  Inferno and Wing Commander Saga