Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: aldo_14 on May 21, 2001, 11:01:00 am
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Just wondering about some things i'm not too clear on to do with capship modelling, would appreciate some help...
1/How exactly do I go about making the various LODs with TS1? (It's a low poly model for it's size, but I'll still need to do this). And is it generally necessary to create turrets for the various LODS - if they won't be visable form that LODs' distance?
2/When I've been using the U/V offsets in TS to alter the textures maps, the offset is wiped out when I save as cob - i.e. the texture is restored to the position it would be if the offsets are 0,0. Is there any way to counteract / avoid this?
3/How do i create a 'destroyed' element for a turret / sub-model (re: gluing as child to 'undamaged' subobject model?)
4/Is there a version of Segletuch above 0.3.4 available? I've looked both here and VWatch, but can't find anything.
Ok, cheers. I knows its a big list, but hopefully it'll be of some use to others apart from me. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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1: You have to make each LOD a sub-object of the main one, and call it DetailX (where X=LOD)
2: Sorry ma, but if u look at my thread, i think might have found a viable alternative...
3: It's a sub-object (although I don't think it needs to be) slightly smaller than the original (so it don't show through). When the original is destroyed, it leaves this.
4: Don't know, sorry dude...
5: Don't think so
6: Maybe, but I'm not sure.
No worries dude (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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Originally posted by The Claw:
1: You have to make each LOD a sub-object of the main one, and call it DetailX (where X=LOD)
2: Sorry ma, but if u look at my thread, i think might have found a viable alternative...
3: It's a sub-object (although I don't think it needs to be) slightly smaller than the original (so it don't show through). When the original is destroyed, it leaves this.
4: Don't know, sorry dude...
5: Don't think so
6: Maybe, but I'm not sure.
No worries dude (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
got some follow up questions;
- How should the various LODs be glued together?
- what's the best way top reduce the poly count of the various LODS? (hopefully without having to partly rebuild the model - I need to half it to 200 polys for LOD3)
- How should debris be glued to the main object (LOD1)
[This message has been edited by aldo_14 (edited 05-23-2001).]
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Oh, come on - I'm desperate now (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)
I have all the LODs, debris, etc done in TrueSPace and I just need to know how to glue them together properly.... please please please!
[This message has been edited by aldo_14 (edited 05-23-2001).]
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Originally posted by aldo_14:
Oh, come on - I'm desperate now (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)
I have all the LODs, debris, etc done in TrueSPace and I just need to know how to glue them together properly.... please please please!
[This message has been edited by aldo_14 (edited 05-23-2001).]
You have to glue them as child to the main subobject.
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Are you sure? I've had problems when I glue turrets etc as child instead of as sibling. I've seen people saying it should be done both ways, its a little confusing.
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wow... this is an old topic.
i always glue everything (lods, turrets, etc) as sibling. I'm not sure what works for other people, but if I glue as child for +2 turrets, it crashes Freespace 2 and FRED2.
Everything I've got working uses glue as sibling.
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How the hell do you designate turrets? You need the children in the heirarchy for them to be recognised as sub-objects.
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Originally posted by Fattony:
How the hell do you designate turrets? You need the children in the heirarchy for them to be recognised as sub-objects.
when you glue the light to the turret / barrel, it creates it on a seperate level on the heirarchy. Same goes for debris / LODs
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Clever boy.