Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Wanderer on April 16, 2005, 12:27:21 pm
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This is my first ship design using TrueSpace (3.2) and it shows, I miss that old text-edited Pov-Ray with its 'superellipsoid' primitives so much...
It is ment to be ugly (mainly because my lack of modelling skills) freighter to carry on old Chronos' job while using that new multidocking ability. Unfortunately my TS fails utterly in using UV maps with it so i'll have to learn to use lithunwrap unless some one wants to texture it with later TS versions or with other programs...
(http://koti.mbnet.fi/vekkup/FS2/Pics/Freighter1.jpg)
EDIT: Image removed
(http://koti.mbnet.fi/vekkup/FS2/Pics/Freighterl1.jpg)
EDIT: Image removed
EDIT: Image removed
It still lacks everything else but the hull and even that will most likely change so this is more of an attempt to get opinions on this kind of a model than to actually show something amazing. Idea for such a design was stolen from IWar2. Those cargo docking areas should be large enough to handle other older containers in addition to cargo03.pof.
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Interesting design...but needs way more detail, and it's a little bit too much on the vertical axis ( never thought I'd say that, it's usually the opposite :))
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nice especaly for a first atempt. you might want to streach out the middle section giveing it two or three times the dockable area.
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Not to discourage you :nervous: but the general ship shape, minus the containers, is very similar to Caprica One in the new Battlestar Galactica.
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I thought to keep in Chronos lines, sort of, and Chronos is a bit vertical. And i thought that streching too, i think it would require adding a another 'superstructure' to the basic hull design, between cargo areas.
In the new series? Doesn't show in Finland, on the other hand nearly nothing shows in Finland, except CSIs...
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Nice, but IMO it should be slighty longer front section.
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I see much potential in this model. Keep at it.
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Wooooooooooo it's the Iceni Asteroid Advanced.
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Here somewhat more adcanced version. As i happen to like the engine section it has not suffered from changes. Front end has been extented, broadened and also cleaned up a bit.
(http://koti.mbnet.fi/vekkup/FS2/Pics/Freighter11.jpg)
(http://koti.mbnet.fi/vekkup/FS2/Pics/Freighter12.jpg)
(http://koti.mbnet.fi/vekkup/FS2/Pics/Freighter13.jpg)
(http://koti.mbnet.fi/vekkup/FS2/Pics/Freighter14.jpg)
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Ah. Now we're on going somewhere.
More polies Igor! More!
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Yeth Marthter!
Sorry :D
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Getting there, great WIP, keep it up. :yes:
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Well now i have made some attempts to get it work (untextured) with PCS and Modelview but i always end up with the same problem. LODs and debris are coming fine to pof but there is something in the rest of the subobjects that doesn't. When viewing the LOD0 with MW and looking with 'submodels' tab the submodels are listed just as in TS (3.2) but unlike FS2 or someone elses ships my subobjects are included into LOD0 model (AND selecting different subobject/models have no effect unlike standard models where you can simply view the radar alone for example). Bounding boxes are where they should be when viewed with submodel editor. If i set radar rotation to something the box rotates just as it should (even axis seems to be correct) but the fused in radar subobject won't. Now i presume this is an operator error (my first true model) so could someone help?
Turret and radar are glued with TView to LOD0 model and were glued before i added other LODs and debris.
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You don't have their lights/heirarchy set up correctly. What does the expanded trueview tree look like? It should be this:
hull_group
--detail1
----detail1_geo
----detail1_LocLight
--detail2
----detail2_geo
----detail2_LocLight
--detail3
----detail3_geo
----detail3_LocLight
--LocalLight
--Hull_geo
--TurretSubObject
----Turret_geo
----Turret_LocLight
--RadarSubobject
----Radar_geo
----Radar_LocLight
Remembering that Trueview lists things alphabetically rather than by order in the heirarchy.
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Well the list looks as follows:
Hull
--debris1
----debris1
----Light
--debris2
----debris2
----Light
--detail1
----detail1,1
----Light
--detail2
----detail2
----Light
--detail3
----cube
----light
--Hull
--LocLight
--radar
----cylinder
----light
--radar-destroyed
----cylinder
----light
--turret01
----cylinder
----turret01-fp_01
and four similar turrets, named 02, 03, 04, 05
Are there any rules how submodels should be placed on the actual model (not in hierarchy)? I might have fumbled there.
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Just tested with pure test model and it appears that there is something fundamentaly wrong with the model itself. Could some unstable or otherwise odd geometry issues cause this? But even if i triangulate both the model and all the submodels the problem still persist.
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Originally posted by Flipside
Yeth Marthter!
Sorry :D
...What hump?? :lol:
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If some one would bother to check this thing through i could mail it. i really can not figure out what have i done wrong. Only alternative seems to be complete rebuilding...
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On your subojects are there any parts intersecting the main hull? That sometimes gives me problems.
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It shouldn't. Sounds like overlapping polygons on objects getting fused to the main hull.
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Like using Booleans?
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Solution to the problem found. As i said i used untexturized model in converting attempt. As untexturized it had NO materials when converted! I gave it an overcoat of nice AWACtile2.tga and everything worked, except now have to remove all those edges created by triangulation...:(