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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: delta_7890 on June 12, 2001, 03:28:00 pm

Title: a new juggernaught
Post by: delta_7890 on June 12, 2001, 03:28:00 pm
well you've seen this thread a million times, but here it is again!  This is simply a render of what I hope will be, a new juggernaught.  The poly count is horrendous though.  what's the poly limit on juggernaughts?  otherwise, what do you think?

 www.geocities.com/delta_7890/ds.htm (//"http://www.geocities.com/delta_7890/ds.htm")

Delta
Title: a new juggernaught
Post by: Bushwacker on June 12, 2001, 03:30:00 pm
It looks like a...a...a giant pickle...
Title: a new juggernaught
Post by: delta_7890 on June 12, 2001, 03:46:00 pm
so...do you like it?  by the way, the poly count is 2129! *cringes*  I really can't go any lower.  I even had to remove about 20 turrets!  oh well.

Delta
Title: a new juggernaught
Post by: Fattony on June 12, 2001, 04:03:00 pm
If you post the model files to a site then maybe someone else can knock the poly's down.

Make the ridges blockier. It may look worse at first but once converted with some good textures it will look fin....err.... better.
Title: a new juggernaught
Post by: Nico on June 12, 2001, 04:08:00 pm
first, you can simplify a lot the turrets  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
hmm, as I see it, all the turrets looks like complete spheres, so you'll have lots of intersecting pbs, and it will end up with big clipping pb ingame...

------------------
venom2506
Member of the Robotech mod for FS2 ("http://robotechlan.com/freespace2/")

and of Hidden Terror, the Shivan campaign ("http://www.hiddenterror.f2s.com/index2.html")

and My own page ("http://www.geocities.com/venom250681/Venom2506.html")
Title: a new juggernaught
Post by: Jabu on June 12, 2001, 04:11:00 pm
If that's a juggernaut those turrets must be MASSIVE!
Title: a new juggernaught
Post by: delta_7890 on June 12, 2001, 04:51:00 pm
first off, that render was taken BEFORE I converted it from a polysurface to a mesh.  The turrets became pyramids instead of spheres, and now, I'm in a rut once again.

     When I put the model in TS, it read it all as ONE object.  hence, I was unable to any glueing (sp?) at all!  I found a way around it, but this is my concern:  all of the turret bodies are read as one object, and all of the arms are read as one object.  The hull, turret bodies and arms ae seperate objects, but are grouped by their type.  so, if I were to glue the turrets, it would glue all them at once.  is this a good thing to do?  I realize it's a bit confusing.  I'm worried that when I convert to a pof, it will be read that I only have one turret (which would be made up of all of my turrets.)  so, what do I do?  I guess I'll try glueing them all, if that works, great.  if it doesn't, than CRAP!

Delta
Title: a new juggernaught
Post by: Fattony on June 12, 2001, 04:54:00 pm
Use the "Move Up Heirarchy" button to isolate components and then Un-Glue them. Or you could port the turrets in from their own file.
Title: a new juggernaught
Post by: Nico on June 12, 2001, 04:55:00 pm
can't you go down the hierarchy and first unglue each turret, one by one? IO had that pb too when reading my 3ds files in ts, and solved the pb this way
Title: a new juggernaught
Post by: Nico on June 12, 2001, 04:56:00 pm
oups, posted the smae thing at the same time  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif)
Title: a new juggernaught
Post by: Fattony on June 12, 2001, 05:01:00 pm
Yeah but mine sounded more experienced and techncal.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)

------------------
"I hate fishes"---- Vasudan anarchist, Robert Hedzoff
Title: a new juggernaught
Post by: delta_7890 on June 12, 2001, 06:58:00 pm
there is no heirarchy!  perhaps its the way Rhino saves?

Delta
Title: a new juggernaught
Post by: delta_7890 on June 12, 2001, 07:02:00 pm
well, I even tried saving it in blender.  no go.  why there isn't a heirarchy, I don't know.  could someone take a look at my model if I sent it to them?

Delta
Title: a new juggernaught
Post by: delta_7890 on June 12, 2001, 07:03:00 pm
a little note:  keep in mind I'm using TS1.  perhaps that hs something to do with it.

Delta
Title: a new juggernaught
Post by: delta_7890 on June 12, 2001, 07:17:00 pm
well, I've figured out a little more to my problem:  Rhino saved model all as one subobject.  my remedy as to take the components (hull, turrets, turret arms) and save by group (hull would one file turrets would be another and turret arms would be the last).  when I did this it still saved all objects in a file as one object.  so in TS if I load the turrets file, I can't select individual turrets.  instead it selects them all and does whatever function I need.  because there are no individual objects to be selected, there's no heirarchy.  if anyone who models in Rhino and knows what I'm talking about, PLEASE HELP!  my only other option without help is to take every single object and make a file for it.  I really don't want to do this, but I will if I must.

Delta
Title: a new juggernaught
Post by: delta_7890 on June 12, 2001, 07:27:00 pm
 (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

I think I fixed it!  it was easier than I thought.  All I had to do was select the decompose into surfaces button, and it released the polygons!  I'll be hard at work tonight, glueing those turrets!

Delta
Title: a new juggernaught
Post by: Snipes on June 12, 2001, 07:31:00 pm
Holy grandfather of everything holy!

5 posts in a row =-o
Title: a new juggernaught
Post by: Martinus on June 12, 2001, 09:17:00 pm
Keep in mind that rhino is pretty crappy at optimising meshes, there is probably a great deal of overfacing. i.e. there will be parts of it where one face could take the place of many smaller ones.

Ummm, looking at it I recon that you have masses of overlapping surfaces, I doubt that it will even convert without horrendous clipping. Rhino is a good modelling program but if you want to build models that will work in FS you need to steer clear of NURBS and use face tools.

[This message has been edited by Maeglamor (edited 06-12-2001).]
Title: a new juggernaught
Post by: Starwing on June 13, 2001, 12:29:00 am
To make Rhino save as different objects you must either:

1. Save as .3dm and use 3D Exploration to convert to .cob,

or

2. Select each group that is going to become one subobject, go to the mesh properties panel (the colorful circle button) and give them an own unique name.
Title: a new juggernaught
Post by: delta_7890 on June 13, 2001, 06:04:00 am
thanks Starwing.  I'll probably do the latter.  seeing I don't have 3D Exploration.

Delta
Title: a new juggernaught
Post by: aldo_14 on June 13, 2001, 08:14:00 am
 
Quote
Originally posted by delta_7890:
so...do you like it?  by the way, the poly count is 2129! *cringes*  I really can't go any lower.  I even had to remove about 20 turrets!  oh well.

Delta


heehee.. my record's 2400 polys for an unfinished model... and i only had 17 turrets  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/eek.gif)
Title: a new juggernaught
Post by: delta_7890 on June 13, 2001, 08:48:00 am
well, I'm getting closer and closer to getting this thing to work right.  I named all of the turrets to give individual identities.  still TS regarded them as one object.  by decomposing into surfaces though, I'll get the individual turrets back.  my hope is that the turrets will retain the names I gave them in Rhino.  even so, there's still a possibilty that even if they do retain their names, the conversion will group them up again.  this is a very tedious process, but I have to get it right, otherwise I'll be limited to makeing fighters without thrusters!  I'll have to wait  3:00 pm (my time, I live in New Hampshire ,USA).  Its currently 10:00 am, so I'll be pretty ancy to get out of school.  otherwise, no new news.

Delta
Title: a new juggernaught
Post by: delta_7890 on June 14, 2001, 06:09:00 am
*breaks into tears*  it's not fair!  I spent an entire hour or so, taking all of the turrets, naming them, and glueing them to my model.  I textured it, converted, and what happened?  it became all ONE subobject!  what did I do wrong?  *sighs*  is it my converter tool?  (I use cob2pof high limits 1.0)  or is it TS1?  is there a certain way I have to save?  *sighs*  will I ever figure this out, and am I the only one who's had this problem?

Delta
Title: a new juggernaught
Post by: delta_7890 on June 14, 2001, 08:24:00 am
wait, i think I know what the problem is.  I didn't add lights to the turrets!  what are lights though, and are they necessary?

Delta
Title: a new juggernaught
Post by: aldo_14 on June 14, 2001, 08:30:00 am
 
Quote
Originally posted by delta_7890:
wait, i think I know what the problem is.  I didn't add lights to the turrets!  what are lights though, and are they necessary?

Delta

Thye are used to break up the heirarchy, so the turret barrel is on a different level to the main hull, etc.  Also, you have to name the object light combo, not the object alone.

Title: a new juggernaught
Post by: delta_7890 on June 14, 2001, 08:33:00 am
ah, thanks.  maybe now all of my troubles will be over!  with my luck though...

Delta
Title: a new juggernaught
Post by: aldo_14 on June 14, 2001, 08:50:00 am
 
Quote
Originally posted by delta_7890:
ah, thanks.  maybe now all of my troubles will be over!  with my luck though...

Delta

And never ever glue everything together as child - glue as sibling.

Title: a new juggernaught
Post by: delta_7890 on June 14, 2001, 11:35:00 am
oops.

Delta
Title: a new juggernaught
Post by: aldo_14 on June 14, 2001, 12:23:00 pm
 
Quote
Originally posted by delta_7890:
oops.

Delta

Yeah, that one took me totally by surprise... took me 2 weeks to sort.