Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Zeronet on December 24, 2001, 12:40:00 pm
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This is the intial basic model of the Capship, the textures are just their to help you see it. Their are two problems, one i do not know how to cut rectangular sections out of the hull for my hangers and two i need to get some turrets from someone as i cannot make them myself. I,ve added some docking rings, which in time, a Corvette will be able to fit into.
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How many polys are in those rings?
Humm yeah looks a lot like the concept...
like a big box - nice!
Im not very good with truespace... so don't ask me..
I USE MS3D! YAY!
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I dont actually know how to find out. They have around 256 faces. The ship has 2104 Faces.
EDIT:I,ve got Simply3d, made my first simple(very simple) ships in it.
[This message has been edited by Zeronet (edited 12-24-2001).]
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Simply 3D? eh? whats that
MS3D (YAY!) is Milkshape3D - Low poly HL model editor, I use it for ships... YAY!
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Mircofax Simply 3d. A relatively good 3d model maker. What i need to do now is get some turrets, work out how to make hangers and then get the ship scaled to 3.5km.
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Ok, if you want to make this good - add some scale to it and some more detail as well if you can - it looks good but like so many people have said - it looks like a box with a few bits of detail. Perhaps making it longer/thinner would help?
Other than that, it's a good design (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Im going to do that, once i,ve got this scale fiqured out. Seems 3500 metres is gonna be big.
EDIT: I need some serious help with this. Its all fine(cept the turrets and actual hangers) but this scale is causing a real headache. If i dont scale it, things i want not so big etc look funny once scaled and once scaled it becomes a pain to texture etc.
EDIT 2: Fully scaled(6km long now), you can see a Herc and a Demois next to it. The Blocks represent the size of each hanger and their will be a return hanger under the runway for returning craft. Also i need to know how many polys 2104 faces are.
[This message has been edited by Zeronet (edited 12-25-2001).]
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Does Simply 3D have boolean compounds? I forget.
If it does just make a hangar shaped block, stick it where you want the hangar and use an A-B (or a B-A) compound to cut it out. Dunno how well that will convert though.
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Im using Truespace though, not simply3d.
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(http://www.fattonys.com/images/hmmms.jpg)
(http://www.fattonys.com/images/hmmmc.jpg)
I got bored. I like PSP.
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In theory it's got an internal cavern linked to all three of its massive bays, two side and one top. I think I might have mis-collapsed some vertices though. I tried to take a 3D fly-through but my zooming and rotating in Max decided that they would like to take a leap off a cliff along with the rest of my crappy computer.
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Still nothing there solves any of the problems i have encountered when trying to make My Carrier.
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Originally posted by Zeronet:
I dont actually know how to find out. They have around 256 faces. The ship has 2104 Faces.
EDIT:I,ve got Simply3d, made my first simple(very simple) ships in it.
[This message has been edited by Zeronet (edited 12-24-2001).]
Heehee...i used to have that.
Made/rendered football stadiums with it...the only 3d program I'd ever used before I started modding FS last May.
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Still nothing there solves any of the problems i have encountered when trying to make My Carrier.
I am aware of this fact.
Poo-space must have boolean thingies. Make a box the shape you want the hangar then put it in the side of the ship where you want the hangar to be. Click on the ship and use a boolean a-b, pick operand b as the box and he presto, viola, muchos finito, you'll have a great gaping hangar shaped hole in the side of yer ship.
That is of course presuming Poo-space has boolean thingies.
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Ts deos have booleans, but they are abit evil...sometimes who lose massive chunks of the model for no apparent reason... also useless for boolean welding 2 objects (clipping / dissappearing faces).... and you need to re-triangulate the model.
Can be very dodgy, so booleans are a last resort.
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Originally posted by aldo_14:
Ts deos have booleans, but they are abit evil...sometimes who lose massive chunks of the model for no apparent reason... also useless for boolean welding 2 objects (clipping / dissappearing faces).... and you need to re-triangulate the model.
Can be very dodgy, so booleans are a last resort.
Which button is it?
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*pulls out Boo-Doo doll and chants*
Oh mighty Boolean god, smiteth the acursed Poo-space.
*throws a TS CD into the small fire. The CD bursts into flames spewing skull'n'crossbone shaped green smoke*
Cool!
*throws another onto the fire*
Hehehe, this is fun.
*arm catches fire*
AAAAAAARRGGGGGGGGGGGHHHHHHHHHH!!!!!!!!!!!!
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Those CDs must be made of some pretty nasty stuff if they light your arms up! LOL!
I USE MS3D! YAY! (For a reason! I do booleans by extruding then scaling the face in, then extuding it back inside its self! Also you have complete control over your verts and faces, you can build stuff with just the vertex and face tool... YAY!)
And it costs $20 or somet! (only prob is you need 3Dexploratino or simpilar to convert some kind of .obj file to .cob (inculdes textures also!) again...... YAY!
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I downloaded TS but i still havent found out which button is the boolean one.
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Which one? TS1? That one only has a fuction to do boolean operations with two polygons, not entire objects. The buttons will show when you click on the Polygon Tool button. But I'd rather not recommend using TS1, cause it simply sucks. In other TS versions there should be a button with red and green intersecting circles on it.
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You guys are still strange...
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Could i import the model into Blender or Gmax(if/when i download it)?
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Looks good. I like cubes. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)