Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: EdrickV on October 09, 2002, 12:50:44 am
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I've decided that I may release some of my many meshes for people to play around with and, maybe, actually finish. Since I don't have any programs to texture in that I understand well enough, I probably won't be finishing any of them myself but figured maybe someone else would be interested in them. (Like the Raynor project.)
Rather then post all the pictures in this thread I figured I'd put together a little web page for them. If anyone's interested in finishing one or more of them, you can post in here and specify what format you'd rather have it in. (My modeller can export Nendo (.ndo), Wavefront (.obj), Renderman (.rib), VRML (.wrl) and I have LithUnwrap I could use to convert to other formats. Converting to 3DS could screw the geometry up so you might want to specify 2 formats if one of them is 3DS. I haven't tested most of these meshes in the game and some at least I'm sure will need work to stabilize them.
The full gallery is here:
http://members.aol.com/ariskalzar/Gallery.html
Some selected mesh pictures:
(http://members.aol.com/ariskalzar/Saber1.jpg)
The GTCv Saber. One of my newest meshes.
(http://members.aol.com/EdrickV/FS2/Valiant.jpg)
Some of you may have seen this before. It's the GTD Valiant I showed off before. I've decided I probably won't be getting around to finishing it anytime soon.
(http://members.aol.com/ariskalzar/Wraith.jpg)
The GTB Wraith. A heavy bomber with a compact design for minimal front profile.
(http://members.aol.com/ariskalzar/Wasp1.jpg)
This is probably my weirdest mesh. I call it the Wasp. I have no idea what I was thinking when I designed this thing. :)
The gallery linked to above has all 9 model pics. (Or 11 if you count two higher poly versions of one of the models not shown here.)
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mmm models
I could probably give em a shot, see what I can do with them. But they would need to be able to safely convert to cob before they can be loaded into the game. Otherwise your in trouble.
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For the few I've actually converted to POFs I usually convert them to Wavefront .obj files which I can then open in Truespace 1. And I usually use the .scn files rather then the .cob files when actually converting them. Converting to 3DS files, at least from Wings3D, means it has to go and triangulate all the faces that aren't already triangulated and that can do odd stuff to geometry. (Not to mention Wings3D doesn't handle 3DS files very well loading or saving.)
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:eek2: Wow! The Saber and the Marauder are cool!
Wish I had the time. I have about 10 of my own models that need to be finished!
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Can I steal the Saber and Valiant for the Swarm War?
They look more like transports to me.....at least they would in that universe! :D
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That Wraith is awesome!
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Groovy meshes. You apparently like holes in your ships.
I love these recessed surfaces!
(http://members.aol.com/EdrickV/FS2/Valiant2.jpg)
You could have a lot of fun texturing that in different ways.
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I'd like The GTC Dallas, GTSC Aristotle, the three version of GTB Whale. Really nice models. How high poly is the Whale? if it's not to high for fs, than it would be a sweet Vasuadan bomber.(http://members.aol.com/ariskalzar/Whale3.jpg)
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The high poly Whale is 1336 polys, and that's untriangulated. Triangulating it brings it to something like 2672. At the other end of the spectrum, the low poly version is 88 polys. The high poly version is the result of using "smooth" on all the faces twice. :)
As far as those recessed segments, I liked the one on the Deimos (that's textured with the lights texture) and Wings3D makes it easy to make them. Just select the faces and do Extrude Region|Normal and move the faces in rather then out. It makes an otherwise flat surface more detailed. :) I also like fly through hangers, which the Valiant has but the Saber doesn't. (The Saber does have 2 hangers though, one on the top as pictured and one on the underside.
A Zip file with all 6 models that people have expressed interest in (Saber, Aristotle, Dallas, Valiant, Whale, and the Wraith) is now available from the Gallery page and here:
http://members.aol.com/ArisKalzar/SixShips.zip
The file also includes turrets initially designed for the Valiant. I put them all in one file 'cause the total file size is so small I can easily fit them all in that screen name's remaining space. :) All the ships are in Wavefront .obj file. I know that LithUnwrap and Truespace 1 can open files in that format and tested each one in LithUnwrap. (To make sure I exported them right.)
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Mmmmm... the valiant is too damned sexy for words. :D I will play with this one... :D
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That high poly whale resembles ( slightly ) one of Ra's fighters from Stargate ( Think they are called Gliders ).
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ok, how about the medium poly model of the whale. And Hades, get the pack. Potential ships in there.
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The medium poly Whale is 334 polys which triangulated would be 668. (I'm still not entirely sure if FS2 ships have to be entirely triangulated before converting them.)
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I don't think so, but I could be wrong. Anyone else?
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You don`t have to triangulate before turning a ship into an FS2 model but if you can afford the polys it will save you the trouble of hunting down non-flat polys.
I guess it depends on how lazy you`re feeling :)
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EdriK ..can u actualy make those mesh CORRECT before posting them..in Saber I spoted at least 4 errors of FS2 modeling(breaking of the coliniar 3 vertexes Rule)..read the damn IP tutorial..And USE TS43 or 5(the demo of TS5 is timed demo..full feature for a month)..
re nice designs..but finish the mesh JOB first
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Originally posted by tomcat
EdriK ..can u actualy make those mesh CORRECT before posting them..in Saber I spoted at least 4 errors of FS2 modeling(breaking of the coliniar 3 vertexes Rule)..read the damn IP tutorial..And USE TS43 or 5(the demo of TS5 is timed demo..full feature for a month)..
re nice designs..but finish the mesh JOB first
OR you could go and do whatever you feel needs to be done yourself. That's a modeller giving up his work to the community to use for free and you're *****ing and moaning.
Seriously, when someone gives you a gift for free, you don't ***** about the color of the wrapping paper.
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*peers round from behind mikhael* YEAH! *hides behind mikhael again*
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(http://www.3dap.com/hlp/hosted/inferno/inf2/sbombertst.jpg)
(http://www.3dap.com/hlp/hosted/inferno/inf2/wraithtst03.jpg)
Wip of the Wraith I started this morning...
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shivan?
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These are unfinished meshes and I do not expect them to be stable. Trying to stabilize a mesh you're not through changing is likely to be an excercise in futility. These are not game ready models. Some may be more stable then others (the Saber being one least likely to be stable) as I have played around with some of them longer then others. I am absolutely sure the medium/high poly versions of the Whale aren't stable, but they triangulate pretty easily. The Hope's domes need work too. They're supposed to be seperate subobjects but in that version aren't seperated yet and will probably have to be triangulated. The Hope's main hull also has at least two groups of faces that need work. That's one of the few models I've actually tested in game.
As far as that tutorial, I'd never heard of that one until today (when I saw links to it in other posts) but will look through that. I did look at the stable geometry thing and I already knew about rules 1 and 2. (D3 modelling/level editing calls faces that break those rules non-planer faces and I have tried to avoid making them but haven't gone through and checked every single face to make sure they are planer yet. If I did that and edited the geometry more I'd have to go and do it again so I save that for the last step.) Rule 3 is something I never heard of before but I will keep it in mind.
For modelling I use Wings3D which is available for free and is a lot easier for me to use then Truespace 1/2. I do not have TS 3 or better, do not have the money to buy them even if I wanted to spend that kinda money on what is for me a minor hobby, and all the readmes, faqs, and posts about TS demos I've seen noted that saving files was disabled which would make the demo useless for ship building. And if it isn't, then when the demo period ran out I wouldn't be able to use the TS5 cobs anymore since I doubt LithUnwrap would be able to open cob files from TS versions newer then it. (Though I haven't tried that.) I will look into the demos again, but I will be surprised if they will be very helpful. (If the interface is as clumsy as TS1 then it'd likely take me more time to learn the program then the demo would allow.) Wings3D is much more intuitive then TS1 and mine actually has usable UV mapping stuff.
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Interesting Wraith pics, though except for the last one they're a little hard to see. :) (But having that last one to get an idea of the mapping you can get a better idea how the ones in the above pictures are oriented.)