Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: The Claw on May 17, 2001, 06:25:00 pm
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Ok, I have 3 q's:
1: How do I invert faces in Blender (I'm also using TS1)
2: Does the texture map on a model made in Blender export with the DXF file?
3: Is there a way to a) get fighters to dock with a cruiser and b) get the cruiser/fighters to warp in as one?
Thanx dudes (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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"Supernova, ya supernova, supernova goes pop
supernova, ya think it's over but the supernova don't stop" PM5K
Death:"Arnold Judas Rimmer... your life is over. You will travel with me to the-"
#knees death in the groin#
Rimmer:"Remember matey, it's only the good that die young"
"Do not fear the chickens. Become one with the chickens. Respect the chickens and... #BOK!# LEG IT!!!"
The Claw... project coordinater of Alternate Reality and Story-line help-guy of The Perfect Storm.
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1: use the 'flip normals' button, its over near the right hand side of the edit panel. YOu have to turn OFF 'double sided', however, which is in the far upper right of the edit panel, as its default setting is on (very stupid).
2: I think so, but I haven't done a lot of experimenting with this. let me know if you figure it out =)
3: Sorry =( I know naught of Fred, but i'm pretty sure that only any ship can only have one thing docked with it at one time, so the cruiser might be able to dock with a fighter, but only one.
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2. DXF generally doesn't support textures.
3. Only one ship at a time, and even the classes of ships that can dock with each other are restricted IIRC.
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I think if you have a transport docked with a destroyer and the destroyer jumps out, it'll go with it.
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It does. Anyone remember the capture of Arjuna 1 by the Charon support ship? Or the capture of the Rasputin? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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The thing is, one of the models I'm working on, the GTC Andromeda, has a fighter bay at the front, but it's very small and so can only hold a wing of fighters (4) ...
I wanted the fighters to be docked to points inside the ship instead of actually having a fighterbay...
You'll see what I mean when I get this finished. So far, the mesh is 60% complete and only needs to have the rotating subsystem and turrets finished (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
------------------
"Supernova, ya supernova, supernova goes pop
supernova, ya think it's over but the supernova don't stop" PM5K
Death:"Arnold Judas Rimmer... your life is over. You will travel with me to the-"
#knees death in the groin#
Rimmer:"Remember matey, it's only the good that die young"
"Do not fear the chickens. Become one with the chickens. Respect the chickens and... #BOK!# LEG IT!!!"
The Claw... project coordinater of Alternate Reality and Story-line help-guy of The Perfect Storm.
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I think I know what you mean, like the fighters are dropping off of the pylons... very coll idea if it works. Good Luck (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Ok, I really need answers here (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
If I can't use Blender to create a UV map, is there any way to texture in TS1 without all the stretched textures?
Also, how do you create a Fighterbay? (just in case I can't get the craft to drop off pylons)
At the moment, the Andromeda is just slightly larger than a Fenris, but will have better coverage. Armament at the mo is:
2 Front beam turrets (Probably S-Greens)
4 AAAf's
5-6 Flak turrets.
Just thought I'd move in exactly the different direction from everybody making Super-dreadnaughts (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
------------------
"Supernova, ya supernova, supernova goes pop
supernova, ya think it's over but the supernova don't stop" PM5K
Death:"Arnold Judas Rimmer... your life is over. You will travel with me to the-"
#knees death in the groin#
Rimmer:"Remember matey, it's only the good that die young"
"Do not fear the chickens. Become one with the chickens. Respect the chickens and... #BOK!# LEG IT!!!"
The Claw- Project Coordinator and modeller of Alternate Reality ("http://members.tripod.co.uk/sPaZm") and official spare wheel of The Perfect Storm...
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I just had a peek at the Hades fighter bay (in ModelView) and, from the looks of it, the fighter bay is defined as a subsystem with a large radius (i.e. so it goes outside the hull, next to the appropriate texture) - that's probably why you can't end a mission by entering a fighter bay. I believe that a bright green texture (0,0,255 or similar) is used in the game to create a transparent 'hole' to loom through (albeit you'd have to create a 'box' behind it to look like a fighterbay.
As for UV mapping in TS, try cylindrical, depending on what your ship's shaped like. If it's long (like mine), that might help.
NB: If you're using TS1 for texture mapping, it only saves textures files in 8-letter Win 3.1 format, so you get DOCT~1 for example. If you have 3D Exploration you can use it to laod up the same texture map with it's full name (i.e. Doc3TileA). this is useful if you (like me) are using texture maps in the main FS2 vp file.
(of course 3d Ex just expired on me - damn!)
[This message has been edited by aldo_14 (edited 05-20-2001).]
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Nope, putting UV on cylindrical doesn't work (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif) I'd have finished the ship by now if it wasn't for the damn UV mapping.
Ah wells, looks like the Andromeda is again gonna be delayed...
------------------
"Supernova, ya supernova, supernova goes pop
supernova, ya think it's over but the supernova don't stop" PM5K
Death:"Arnold Judas Rimmer... your life is over. You will travel with me to the-"
#knees death in the groin#
Rimmer:"Remember matey, it's only the good that die young"
"Do not fear the chickens. Become one with the chickens. Respect the chickens and... #BOK!# LEG IT!!!"
The Claw- Project Coordinator and modeller of Alternate Reality ("http://members.tripod.co.uk/sPaZm") and official spare wheel of The Perfect Storm...
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Doesn't TS1 have cubic UV mapping? That's, IMHO, is pretty much the best one.
Of course, it always depends on what shape the ship is.
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BTW, was I right about the fighter bay thing? Seeing as i want to do it for my ship.
TS1 has 3 kinds of mapping - spherical (distorted), cylindrical (fine on the sides, ripped up on the front/back flat faces) and cubic/rectangular (tiles the front/back flat faces, and totally screws ut the sides). It ain't exactly great, especially if you have a complex model.
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Havn't tried it yet, but I think that's the way to make fighterbays. Also the cubic mapping don't work either (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)
------------------
"Supernova, ya supernova, supernova goes pop
supernova, ya think it's over but the supernova don't stop" PM5K
Death:"Arnold Judas Rimmer... your life is over. You will travel with me to the-"
#knees death in the groin#
Rimmer:"Remember matey, it's only the good that die young"
"Do not fear the chickens. Become one with the chickens. Respect the chickens and... #BOK!# LEG IT!!!"
The Claw- Project Coordinator and modeller of Alternate Reality ("http://members.tripod.co.uk/sPaZm") and official spare wheel of The Perfect Storm...
-
Originally posted by The Claw:
The thing is, one of the models I'm working on, the GTC Andromeda, has a fighter bay at the front, but it's very small and so can only hold a wing of fighters (4) ...
I wanted the fighters to be docked to points inside the ship instead of actually having a fighterbay...
You know that ships can only be docked to one other ship at any one time, right?
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I was hoping that by putting in multiple dockpoints...
Ah wells, need to get the textures fixes first anyways.
------------------
"Supernova, ya supernova, supernova goes pop
supernova, ya think it's over but the supernova don't stop" PM5K
Death:"Arnold Judas Rimmer... your life is over. You will travel with me to the-"
#knees death in the groin#
Rimmer:"Remember matey, it's only the good that die young"
"Do not fear the chickens. Become one with the chickens. Respect the chickens and... #BOK!# LEG IT!!!"
The Claw- Project Coordinator and modeller of Alternate Reality ("http://members.tripod.co.uk/sPaZm") and official spare wheel of The Perfect Storm...
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Originally posted by The Claw:
Havn't tried it yet, but I think that's the way to make fighterbays. Also the cubic mapping don't work either (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)
Maybe you could break you model into seperate sub-objects and apply an appropriate UV map to each individually - not exactly ideal but if you're desperate....
Either that or get someone else with a better proggy to texture it for you - I'd offer but I only have TS1 anyway (someone suggested Milkshape as an alternative but I've yet to check it out).
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Last time I checked, Milkshape couldn't do textures... mind u, that was ages ago.
I have, however, found an alternative (I think).
If I make my model in Blender, the use crossroads to convert to .3ds file (or go via Truespace and crossroads if crossroads can't handle the file), use Anim8or to apply the UV map and then just load up the .3ds file in Truespace and re save. Complicated, full of faults, but hey, I had to find SOME way!
------------------
"Supernova, ya supernova, supernova goes pop
supernova, ya think it's over but the supernova don't stop" PM5K
Death:"Arnold Judas Rimmer... your life is over. You will travel with me to the-"
#knees death in the groin#
Rimmer:"Remember matey, it's only the good that die young"
"Do not fear the chickens. Become one with the chickens. Respect the chickens and... #BOK!# LEG IT!!!"
The Claw- Project Coordinator and modeller of Alternate Reality ("http://members.tripod.co.uk/sPaZm") and official spare wheel of The Perfect Storm...