Hard Light Productions Forums
Hosted Projects - Standalone => Fate of the Galaxy => Topic started by: jacek on February 16, 2009, 06:30:04 pm
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I have very big request to all people for photos, nice screenshots or blueprints for this ship. I started model it but I need more references... Thanks a lot :)
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http://starwars.wikia.com/wiki/Action_VI_transport
I might be able to get you a basic mesh by extracting it from EAW.
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Action VI Refs (http://swc.fs2downloads.com/reference.php?subdir=Another_Site/Cargo/Actionvi/)
Not sure if they're on the Wookiee or not.
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The EaW mesh isn't very true to the references IMO.
It's a pretty heavily modified variant, especially at the back. Honestly, I don't see much of a resemblance between the Interceptor-IV and the Action-VI
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EAW actually has the variants as different ships: the Action VI transport, the pirate Interceptor frigate, and the Zann Interceptor IV frigate. They all have different meshes.
At least I think the original Action VI is in there.
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EaW just doesn't feel like a really good reference.
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EaW is a pile of crap. It looks and plays worse then Homeworld and Dawn of War in both its space and ground aspects, which is sad considering both games are significantly older then the aforementioned waste of money.
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So I get to hang out with the Wild Karrde?
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galemp: if You may please send me this mesh.. good or bad it may be also as part of reference ;))
BTW. I find another quite nice link about SW, there are some sketches, screenshots, photos and other:
http://www.chienworks.com/~aramisangel/sw/index1.html (http://www.chienworks.com/~aramisangel/sw/index1.html)
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galemp: if You may please send me this mesh.. good or bad it may be also as part of reference ;))
Just dug though the models, and no luck. The original Wild Karrde and its Action VI counterpart isn't in there. Sorry.
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Ok no problem :)
First update:
(http://img15.imageshack.us/img15/262/30865174rn7.jpg)
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If I may suggest, just from another perspective, Get the whole basic shape down first, and then start your greebling. That way you know how much detail you can go into to get a good polycount. It's looking nice though
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Ok. :) I've got one question how many polys should have this middle sized ship? 8,000-10,000?
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Well there's a lot more that goes into polycount than just size of the ship, you've got to consider how many will there be on screen, and how big are those greebles compared to the size of the ship (For example, a lot of the detail on the ISD is bigger than most fighters, so it should be modelled, while on a ship like this which is about 120m long or so, some of those things can be on the texture because they're fairly small)
But I would say that 8-10k sounds about right-ish.
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Ok thx :) I create basic shape with few little details and now I have 1200 polys so I have about 7000 polys for details :D sounds really good :D
here it is:
(http://img27.imageshack.us/img27/8563/89080390hg2.jpg)
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Just remember though, with polys, as in golf, subpar is always good. Looks pretty good so far.
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I know about it man ;)
another update:
(http://img3.imageshack.us/img3/1723/98374141.jpg)
(http://img54.imageshack.us/img54/1715/34103264.jpg)
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I've got question to people who know this ship.. How many engines does it have 2 or 3?
(http://img3.imageshack.us/img3/2201/wildkarrde.jpg)
BTW. I think that it will have finally between 5-6k polys :)
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I've got question to people who know this ship.. How many engines does it have 2 or 3?
I can't say for sure, but I did some quick research, and I'm going to say it has four.
For your viewing pleasure:
Antan Azzameen's Big Score (http://images3.wikia.nocookie.net/starwars/images/c/cf/Bigscore.jpg) suggest at least three, probably four, engines with the top two mounted horizontally
Wild Karrde schematics (http://images2.wikia.nocookie.net/starwars/images/4/4c/WildKarrde_schem.jpg) suggest at least two engines mounted vertically
More Wild Karrde (http://images3.wikia.nocookie.net/starwars/images/0/0d/Wild_Karrde_FF72_2.jpg) implies that the lower engine(s) were directly beneath the upper engines, instead of a triangular configuration.
Can anyone boot up XWA to get a shot of the Big Score from behind? Or is that not canonical enough?
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Hmmm, just going off of the pics that are easily available to us, I'd cast my vote to it having 3 - 2 on top and 1 on the bottom.
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I'm pretty sure it has 4.
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Looks like 4 to me, with the two on the top being closer together.
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Does the Action IV look like a shoe to anyone?
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Yay! :D
This is the kind of ship we're going to need to get any kinjd of missions made other than flat out battles. Traqnsports, freighters, civvy stuff, woot! :D And it looks good, and moves fairl speedily. This makes me happy :)
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For further reference, may I suggest the X-wing Alliance cutscene (Mustering the Fleet) after Tour of Duty #5? There's a close-up view of the Action VI there. It's pretty detailed. It may give you some inspiration for greebling.
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Does the Action IV look like a shoe to anyone?
I always thought it looked like a dustbuster...
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TOPACE: Unfortunatelly I don't have joystick that's why I can't run XWA... so if you have it please send me this video because It will be very necessary..
BLACK WOLF: I happy that I can make You happy :D
ALL GUYS: thanks for your help :)
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Does the Action IV look like a shoe to anyone?
I always thought it looked like a dustbuster...
When I was a little younger, I remembered it as the Shoe-class ship. XD
Dustbuster never occurred to me, probably cause the ones in my house weren't shaped like normal dustbusters. o_o
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Your parents must have made you wear some very uncomfortable shoes...
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Hi, I was redoing this one for the mod before for the old team until real life sucked me down and theres a lack of refererence for the underside and rear. Far as I can remember the only pics of the rear are in the thrawn trilogy graphic novels which show 4 engines in a 2x2 configuration. Other than that theres the XWA model, the Big Score above which has the same configuration. Havent seen it with a configuration other than this so I'd go with that.
I've attached the old model but its pretty much at the same stage you are now so its not much use to you.
I have some other models as well in varying stages of completion if any of the team wants them.
[attachment deleted by admin]
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*saves*
Just in case your HD gets fried, too.
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I doubt it would hurt, maybe there's something we could turn into something useful.
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Thanks Gank :) I will make 4 engines.
BTW. Your model is quite good :)
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Jacek -> great model! Can't wait to kill it ^^
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Thanks Ziame :)
but You wrote:
Can't wait to kill it ^^
I must consider this :p It won't be easy!! I will make special heavy armed version comparable to little ISD :p :p :D
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I've finished middle section so here is update:
(http://img525.imageshack.us/img525/8792/17811566.jpg)
(http://img525.imageshack.us/img525/9345/57408984.jpg)
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:blah:
That is amazing.
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very nice, jacek
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Yeah, it's looking great Jacek. how many polies?
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snazzy Action VI
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Now it has about 4k :) final version should has between 5-7k :)
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Ok I add some details and now it has about 5100 polys I must add details on engines and on place near big gun. Here are two renders:
(http://img18.imageshack.us/img18/6730/31592720.jpg)
(http://img144.imageshack.us/img144/6388/57881904.jpg)
I also show You quick ingame screenshot (ship with baked AO):
(http://img144.imageshack.us/img144/8168/screen0002.jpg)
It gives me so much fun flying around those pipes, fins and other :D
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Whoa. HUD be nice.
But freighter be more nice.
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Hey, that's starting to look really nice! :yes:
I think I'm changing my mind on this ship and moving it into the good EU category...
It seems a lot more characterful than I remembered it being, and less like a floating toolbox.
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Whoa. HUD be nice.
But freighter be more nice.
That's the WCSaga HUD.
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Jacek, I see you successfully converted your model into the game. That's the skill that we're lacking at the moment. Will you be able to convert our models into the game?
By the way, it's looking really nice, even without textures.
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Jacek, I see you successfully converted your model into the game. That's the skill that we're lacking at the moment. Will you be able to convert our models into the game?
By the way, it's looking really nice, even without textures.
Converting it to game doesn't necessarily mean that it's got paths and etc.
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Narvi: of course it's WCsaga HUD not mine :) I'm owner of this ship only :)
Snail, TopAce: This ship hasn't got engines etc because I only would like to see how it looks in game but I could add fire points and engines. Problems may occure with bigger ships with turrets as separate models because I have never doing this before but If Top Ace means fighters I think I'll be able to do this :) So if You (TopAce) would like me to do this job send me models with textures. My email: [email protected]
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Talk with brandx0 or chief1983 to get some more details. All I know is that we need model converters to get our models into the game. I don't know at what stage these models are, from what file format we need to reach our POFs, or what are the special FotG-related requirements of making a POF. Only the leaders who can actually model can answer that. They discuss most of the stuff on IRC, which I cannot attend due to the differing time zones we're in.
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hmm.. unforunatelly I'm also in the same time zone as You because I come from Poland. I'm not the best in converting job I thought that at this dev stage You would like to see how yours models looks ingame..
BTW. I'm happy that You like it guys :D
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Ok another screenshot:
(http://img8.imageshack.us/img8/9889/screen0005p.jpg)
And old tie fighter ;P
(http://img10.imageshack.us/img10/1591/screen0004.jpg)
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I like what I'm seeing so far. Suggestion: Can you add some more recessed parts? I think there should be some balance between extended and recessed greebles.
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Yeah they tend to just look stuck on otherwise.
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Man, that old TIE model looks pretty unfinished. Needs better textures, anyway.
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Also, your conversion process seems to be destroying any smooth groups, that would need to be looked at. Anything that looks rounded in your Action VI renders is noticeably polygonal in the in-game shots. But I'd worry about finishing the model before putting it in game :)
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You right chief1983... I lost smooth grups it is because that PCS2 can properly open .pof I try to import mesh in .cob but always appear error and system kill this program.. So I use another method:
-in 3ds max 2009 save mesh as .obj
-open it in deep exploration 5 and save as .cob
-open it in modelview32 and save as .pof (I notice that in this step I lose smooth groups)
-open it in PCS2 adding lods, firepoints, enginepoints, paths, subsystems and save.
Narvi: Now I'm spending all my time on making action6, this tie fighter screenshot I post only for fun :)
TopAce: Recessed parts are big problem because it increase a lot of polygon count.. so I try to keep it low but If chief1983 who is the boss here though that I should add more this kind of stuff I may do this..
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Anything that should be recessed, and would not go on a normal map, should be recessed. You can't help it if the guy who brainstormed that thing did not decide to give it any holes, and just bolted a bunch of stuff onto the sides :)
Also, ideally you would not have Modelview in your conversion process. It is a fairly unstable application. Hopefully the Collada version of PCS2 can be stabilized and that could be used instead.
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I install PCS2 with collada support, do everything what was writing on wiki but when I choose import geometry, select .dae file nad press ok my winVista shut down this application because of error... I don't know why..
BTW. I agree with chief1983 but You know the same or more about action6 as me so if You think that something should be recessed please take my render and use red circle or other shape :p and show me which part....
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If you have issues with the converter, you might try posting on the PCS2 Collada thread (http://www.hard-light.net/forums/index.php/topic,54757.480.html). Or just read that thread carefully, but it's pretty long. It may also be an issue with the model, some conversion processes will get a pretty broken model into the game while others can be a bit more picky, but the picky ones are probably the best to use as they'll save you trouble in the long run. What does the hierarchy of that model look like?
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what do You mean? I'm not sure that I properly understand Your question but action6 is single object with reseted pivot and it still doesn't work... BTW. I write my question about .cob files in PCS2 thread but nobody reply... so I've got a little problem.
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Looking good.
It may be a little late, but it seemed to me that there wasn't a definitive decision on how many engines it should have in the thread. Want me to fire up XWA real quick and fly behind one, or did you get it figured out?
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I saw that post. It's a bit of an older thread, someone might notice it though. Might just have to keep modeling it for now and maybe someone can take a look at it later.
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If nobody knows...
...why would anybody care?
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Yeah Galemp's right, if there's no canon setup then whatever looks good will probably do.
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the only pics of the rear are in the thrawn trilogy graphic novels which show 4 engines in a 2x2 configuration. Other than that theres the XWA model, the Big Score above which has the same configuration.
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I add some dirt :)
Here are renders of action6 convoy :D
(http://img144.imageshack.us/img144/3053/21382927.jpg)
(http://img3.imageshack.us/img3/5750/39744747.jpg)
Renegade Paladin: A lot of sources say that action6 has 4 engines so I chose this configuration :)
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I think the way the engines are attached will need some work, something to make seem like they're actually attached to the ship. They seemed a bit too plain before. Renders look good though.
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Yeah I know I will add details in engines section but I had few minutes yesterday so I would like to to do some tests with texture and dirt ;)
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I think the way the engines are attached will need some work, something to make seem like they're actually attached to the ship.
I agree. I'd actually recommend modeling the back as a 'shell' like the nose, and burying the base of the engines deeper inside.
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Ok I add some details and now it has about 5100 polys I must add details on engines and on place near big gun. Here are two renders:
Calm down mates :D I will do this soon..
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It's looking good so far. I especially like that it doesn't need a hi-res texture to look good in-game. Lighting is weird in the picture, though, but it's probably not related to your model.
Quick suggestion: Please add some greebles to the nose.
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It will need a significantly high enough resolution texture if it's going to be normal mapped, otherwise they'd look pretty bad. And if that's the case I'm sure someone can find things to put on the base map to make it worthwhile.
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It will need one big texture 2048*2048 because I want AO baked on texture. And last good news :D I know how to import .cob to PCS2 with smooth groups :D :D :D look at this screenshot from game with fixed action6 and working smooth groups :D
(http://img140.imageshack.us/img140/1231/screen0006b.jpg)
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2048*2048 eh?
Well then I guess I'll never be able to even see that ship at all since ATI graphicks cards make FS crash on seeing anything bigger than 4 pixels.
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That does seem a bit large for a cargo ship, but maybe the ship is bigger than I think. Still, are you going to use a similar method to baking the AO map like Brand-X does?
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2048 is way too big for a transport. Pare it down to 1024 and I guarantee you won't be able to tell the difference in-game. It will make a huge difference in performance however.
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This ship should be bigger because now its size is comarable to fighter but it is easy to change so I will do this soon :) I don't know what kind of method use brand-x but I do this in 6 steps:
1. modeling ship
2. unwrapped it
3. render to texture only diffuse map
3. adding some details on texture in gimp or photoshop
4. apply this texture to model
5. add lights
6. again render to texture with baked shadows.
sometimes I use AO also baked on texture and use it as kind of dirt map :)
Galemp: 2048 isn't too big in my opinion because this ship has about 150m so it's so much bigger than for example Tie/In which has about 8m.. I don't think that brand-x will use texture for Tie lower than 1024 :p when I finish this ship I will send it to You so when You think that 2048 is too big You may easy change it to 1024 :) BTW. I use only one texture of course and maybe I add another one normal texture.
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My workflow is slightly different, but similar.
1. Model ship
2. Unwrap
3. Render AO on a white material with a spherical dome light
4. Create Diffuse, Shine and Normal maps together, using the AO map as a multiplier layer
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add drive scorching on the engines and blaster scars to where ever
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That kind of stuff would only normally be on a 'dirty' texture. We tend to start with a clean one, fresh out of the shop, and then add the wear and tear afterwards.
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Galemp: 2048 isn't too big in my opinion because this ship has about 150m so it's so much bigger than for example Tie/In which has about 8m.. I don't think that brand-x will use texture for Tie lower than 1024 :p when I finish this ship I will send it to You so when You think that 2048 is too big You may easy change it to 1024 :) BTW. I use only one texture of course and maybe I add another one normal texture.
My graphics card (and a few other people's) will piss its pants upon seeing a map that big.
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One map that big shouldn't hurt anyone, but at the same time, the TIE has more intricate detail that it currently looks like the Action VI will have, since most of it will probably be fairly smooth flat surfaces. To warrant a 2048^2 map, that thing would have to be really detailed in the texture and normal map.
Edit: Large Texture Support (http://www.vterrain.org/LargeTextures/)
2048 is support by most modern cards, even the Rage 128 and first gen Geforce cards could.
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Today I have about 1.5h so I add few details in engine section. Here is results:
(http://img5.imageshack.us/img5/9219/37457773.jpg)
(http://img5.imageshack.us/img5/7068/64582272.jpg)
(http://img7.imageshack.us/img7/1096/94146515.jpg)
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That looks spiffy. Keep it up!
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Very nice. :nod:
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Significantly more interesting!
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It no longer looks like a shoebox! Bravo!
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You might want to check out this link. http://deckplans.00sf.com/CEC/Action6.html
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Its coming along great, the updates to the engine block really makes for nice ass shots.
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Thank You guys :)
bkd86: I've got this blueprint and it has helped me something in recreating this ship. thanks :)
new ingame screenshots:
(http://img11.imageshack.us/img11/8169/ss2x.jpg)
(http://img25.imageshack.us/img25/4713/ss1i.jpg)
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(http://img14.imageshack.us/img14/8383/bajow.jpg)
I'm finishing this ship (only few details on nose is needed) so if You think that I should change something in geometry please tell me about it.
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Hey, that looks great! The only thing I can think of is that there should probably be something on those flat ventral surfaces to make them fit a bit better with the model's general level of detail. Of course, it has to be able to look like it can land on a planet, so nothing too fine. If it's already been taken care of or is something that should be done with a normal map, please ignore this. :yes:
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Thanks swashmebuckle :)
In nose section I will add few details but in other section I will use textures to make illusion of details.. I forget about landing gear.. :p but I will draw few lines/panels on texture cause in space it has landing gear close :)
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update:
(http://img18.imageshack.us/img18/4499/actiono.jpg)
chief1983: I sent You PM
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Lookin' purty good.
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You know, I'd just like to say that I enjoyed the april fools joke this year.
I was reading the last few posts here, and I actually thought "your mom" was a legitimate modeling term. Like parent group and children groups or something :)
(Every "you" and "your" on the site was replaced by "your mom" for a couple of days, in case you didn't notice)