Author Topic: FSF's Shipbuilding tutorial (image-heavy warning)  (Read 27029 times)

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Re: FSF's Shipbuilding tutorial (image-heavy warning)
Go to the FS Tools board, look for a guy called "Spicious" - the links to the bleeding edge PCS2 build and DLL pack are in his signature.

Glad it's of some use :)

There should really be a more prominent link location to the current PCS2 build. Can an admin insert the link into "Important PCS2 Threads" under the FS Tools board? That's where it belongs imho.

 
Re: FSF's Shipbuilding tutorial (image-heavy warning)
Cheers on where to find it -- found it, and it makes a heck of a difference!  :D
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Offline rhettro

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Re: FSF's Shipbuilding tutorial (image-heavy warning)
Great post FSF!

A couple of questions. The AO Bake texture is to be used for the difuse map correct?  So we can start drawing on it directly? Is the correct procedure then to create the matching shine, glow, normal maps at 4096 res as well and then scale them down prior to porting to PC2?  On the topic of Blender, I can't find the script loader in the mesh menu on version 2.59.  Is that something that is still 2.49 only?  Thanks again.

 
Re: FSF's Shipbuilding tutorial (image-heavy warning)
Yes, the AO bake is the base of your diffuse map; however, drawing on it directly would be the wrong way of using it. Just make the diffuse texture as you normally would, then use the AO as a multiply layer over it. Shine, glow and normal maps should NOT have the AO.

Personally I prefer working on all four maps in high resolution and keeping the working copies somewhere, in case you want to get back to a texture later, or for rendering purposes. But 4096x4096 textures would be triple overkill for a fighter/bomber; in most cases, 1024 looks just as good in-game.

Since Blender 2.56 or something you first have to enable the scripts you want to use - in the User Preferences window, Add-Ons tab. When you expand a script, it will tell you where you can find it when enabled. However, the script collection for 2.5 seems to currently be much smaller than that of 2.49 - the poly reducer, for instance, appears to be missing.

 

Offline rhettro

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Re: FSF's Shipbuilding tutorial (image-heavy warning)
Awesome! I think I'm finally on the right track. 

 

Offline yuezhi

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Re: FSF's Shipbuilding tutorial (image-heavy warning)
when can we expect to see tips for turrets and capships? you pretty much skipped the turrets entirely. i'm dying to know how because the only tutorial about turrets is for 3ds max.
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Re: FSF's Shipbuilding tutorial (image-heavy warning)
Hm, I kinda assumed that by the time you want turrets, you'd be familiar enough with Blender and the conversion process to follow the Blender to POF guide on the Wiki. It's not a step-by-step tutorial, but close enough that it should be easy to follow when you're through with mine.

 
Re: FSF's Shipbuilding tutorial (image-heavy warning)
Just a note that blender has an excellent fracture script that helped me immensely when creating debris.  It's disabled by default, and you can enable it in user preferences. 

 

Offline mandobardanjusik

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Re: FSF's Shipbuilding tutorial (image-heavy warning)
I use max, and this tut was helpful to me for the setup and using pofsc2, so I just want to say thanks

 

Offline Nyctaeus

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Re: FSF's Shipbuilding tutorial (image-heavy warning)
when can we expect to see tips for turrets and capships? you pretty much skipped the turrets entirely. i'm dying to know how because the only tutorial about turrets is for 3ds max.
F$%&% turreting in Blender, Max etc. Make them in PCS2.
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Re: FSF's Shipbuilding tutorial (image-heavy warning)
when can we expect to see tips for turrets and capships? you pretty much skipped the turrets entirely. i'm dying to know how because the only tutorial about turrets is for 3ds max.
F$%&% turreting in Blender, Max etc. Make them in PCS2.
just because you cannot do that does not mean somebody else couldnt either.
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Re: FSF's Shipbuilding tutorial (image-heavy warning)
I cant speak for other programs but in blender it is much easier to do firepoints and paths in PCS2.  For starters you need an empty to set turret, primary or secondary bank, then one for each bank , then you one empty for each firepoint.

then unless you clear the scale, rotation and relative positions properly they mess up their positioning in conversion.  Then if you do clear the properties the normals get barfed up requiring them to be reset.

Sorry it is easier in PCS2 despite the interesting control scheme for moving the camera.
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Offline The E

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Re: FSF's Shipbuilding tutorial (image-heavy warning)
This issue is being dealt with in this dedicated thread.

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