Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: DahBlount on September 22, 2013, 07:32:18 pm
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After a little bit of contemplation (Ie. Freaking out over what could go wrong), I decided to make my first ship and after a little bit I have some work to show of it and I want everyone's opinion.
The Gilgamesh is a Multi-role fighter that is designed with the balance of speed/maneuverability and payload in mind. It's most distinctive feature is the lack of a glass cockpit in favor of a COFFIN (Connection For Flight Interface) system. (Those who have played an of the Ace Combat games would know of it)
I don't really know how to go any further so I'll just shut up and show you guys some of the pictures. (Still not quite finished but basic shape is there)
I'm open to different name suggestions as well.
[attachment deleted by ninja]
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InB4 "This should be in Blue Planet."
The plane's shape looks nice.
The wings could use some insetting to give them more depth as well as divisions into several parts.
I'll see what else I can think of. :)
But plz plz plz, don't use a greek myth name if asked!
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InB4 "This should be in Blue Planet."
The plane's shape looks nice.
The wings could use some insetting to give them more depth as well as divisions into several parts.
Thanks. What is insetting, if I may ask?
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I like the style, it could really stand out as a atmo/space capable ship :yes:
Some other things:
The wings look a little fragile viewed from the front, maybe adding some thickness to them might work better.
Also, don't apply smoothing effects on the shape just yet, as it stands now it's hiding a lot of places where you could put modeled details.
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Stuff like this: http://blendermama.com/wp-content/uploads/2011/05/inset.jpg Pushing polygons inside a larger one inwards (or outwards.)
There are several ways to achieve this. Extending a selected part of a model to give place to a new set of polies to manipulate or by extruding a single polygon, for example.
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I like the style, it could really stand out as a atmo/space capable ship :yes:
Some other things:
The wings look a little fragile viewed from the front, maybe adding some thickness to them might work better.
Also, don't apply smoothing effects on the shape just yet, as it stands now it's hiding a lot of places where you could put modeled details.
Thanks for the input. It kind of was designed as space/atmo ship. I do agree that the wings do seem a little on the thin side.
There are several ways to achieve this. Extending a selected part of a model to give place to a new set of polies to manipulate or by extruding a single polygon, for example.
This could be a good way to fix the wings seeming frailness. Thanks. :D
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Do the wings look better now?
[attachment deleted by ninja]
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It does for me, just remember to keep a sharp edge on them.
Are you applying to the modeling contest?
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It does for me, just remember to keep a sharp edge on them.
Are you applying to the modeling contest?
Thanks. Should I apply? I still need to texture and do LODs/Debris. :shaking:
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Yes, you have a ton to do, still another competitor would not be a bad thing for the contest itself.
The only evident limit seems to be: Entries close @ 23:59:59 GMT, 30th Spetember 2013
original thread (http://www.hard-light.net/forums/index.php?topic=84897.0)
If there's nothing in the rules stopping you (AFAIK there isn't), and you think you might pull it of then by all means apply.
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Yes, you have a ton to do, still another competitor would not be a bad thing for the contest itself.
The only evident limit seems to be: Entries close @ 23:59:59 GMT, 30th Spetember 2013
original thread (http://www.hard-light.net/forums/index.php?topic=84897.0)
If there's nothing in the rules stopping you (AFAIK there isn't), and you think you might pull it of then by all means apply.
I may consider it. I should be done with detail0 by tuesday and I can make LODs easily from there. The problems are gonna be debris and texturing. I can't decide what color scheme I should use either (Thought about Gunmetal Gray and Red).
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unique design you have there (for a freespace fighter at least)
if you really want to finish this in time to enter the contest, here is what i would do:
create the textures first, it's more important than lods or debris
you can even tilemap-texture it and then run SmartUV and bake all the textures if you want to be really quick about it
i for one always bake my textures, because i'm just not talented at texturing at all, i think it works good enough
to create lods and debris, blender has a really useful modifier called Decimate, check it out, combined with a bit of common sense it works quite well
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unique design you have there (for a freespace fighter at least)
if you really want to finish this in time to enter the contest, here is what i would do:
create the textures first, it's more important than lods or debris
you can even tilemap-texture it and then run SmartUV and bake all the textures if you want to be really quick about it
i for one always bake my textures, because i'm just not talented at texturing at all, i think it works good enough
to create lods and debris, blender has a really useful modifier called Decimate, check it out, combined with a bit of common sense it works quite well
I will look into this. Thanks for the feedback!
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The model is finished but now the UV mapping is giving me flak. This may take a bit longer than I would like.
Update: UV layout is now finished. Texture in the works.
[attachment deleted by ninja]
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Looks really good. You're off to a rockin start.
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Looks really good. You're off to a rockin start.
Thanks. I have a picture of a texture candidate. You could say it is kind of a radical texture.
[attachment deleted by ninja]
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That looks disgusting, sorry.
It also looks like you don't even want to try and texture it, and just want to slap an auto-gen'd noise or whatnot on it and say it's done because 'texturing is hard work' or something. I sincerely hope that is not the case. With that you may as well not have UVmapped it, not like anyone could tell.
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That looks disgusting, sorry.
It also looks like you don't even want to try and texture it, and just want to slap an auto-gen'd noise or whatnot on it and say it's done because 'texturing is hard work' or something. I sincerely hope that is not the case. With that you may as well not have UVmapped it, not like anyone could tell.
That's what I figured. I'll fix up a new thing.
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Looks nice (besides the texture, admittedly). Keep going! If you're also entering the competition, then may the best model win!
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Looks nice (besides the texture, admittedly). Keep going! If you're also entering the competition, then may the best model win!
Actually here is a better texture (Not even closed to finished of course, still have lot's of detail to go over).
[attachment deleted by ninja]
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Now that, looks pretty damn awesome.
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Now that, looks pretty damn awesome.
Guess we have a keeper then. :)
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What do you think of the texture now?
[attachment deleted by ninja]
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lookin' good
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I can't help but feel like it needs a bit more grunge and while I know how to add it I want someones opinion on it first.
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Could also use some panel lines and metal-texture. Depends what you want the material to be.
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The ship is going to be painted over, so I believe maybe some grunge, panel lines, and bolts are in order.
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What do you think of the texture now?
This looks very similar to certain (https://dl.dropboxusercontent.com/u/17350885/frees2-20120518-194507.png) fighters (https://dl.dropboxusercontent.com/u/17350885/frees2-20120518-194513.png). I like that. Gives a very Yukikaze vibe to it.
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The Gilgamesh is a Multi-role fighter that is designed with the balance of speed/maneuverability and payload in mind. It's most distinctive feature is the lack of a glass cockpit in favor of a COFFIN (Connection For Flight Interface) system. (Those who have played an of the Ace Combat games would know of it)
My sincere :yes: for this one! Seems a compromise between the XFA-36 and the R-100 Delphinus Family. Thank you for bringing such a concept to FreeSpace! :)
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Thanks everyone! Can't wait to get it all exported and in-game. :D
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So for LOD2 I sealed off the gun and missile ports. This wont be a problem if it is set to appear at 160m right?
[attachment deleted by ninja]
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Shouldn't, given you'll be too far away from it to notice.
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Okay then, thanks.
Here is an update on the texture.
[attachment deleted by ninja]
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Now it seems a tribute to the FALKEN. :)
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Now it seems a tribute to the FALKEN. :)
It was one of my favorites back in the day. :p
You could say it is a tribute to the ACES project itself.
P.S.: The texture is pretty much finished. Prepare yourself.
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Anybody mind telling me why I can't import .dae with PCS?
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Probably because you're not using the right version of PCS2.
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you are using pcs 2.1?
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I'm using PCS 2.0.3, at least, that's what it says when I run it.
Edit: Got PCS 2.1 and it works now. I need to keep up to date with all this stuff.
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Please make sure it's the correct PCS 2.1 (this one (https://googledrive.com/host/0B_qLK7VGhoIydUY1RFlzOVNMdGc/pcs2.7z)), and not the one from this thread (http://www.hard-light.net/forums/index.php?topic=77292.0), which links to a version that spits out buggy models on DAE->pmf/pof conversion.
I really wish someone would update the sticky, or un-sticky it, because the last thing I want to hear is people complaining about lag when the ship explodes, rapidly spinning debris, and/or other crashes that result from using that version which likes to set radii on random subobjects to arbitrary small numbers, and sometimes even negative numbers (yes, negative radius...which by how FSO uses radii, is entirely non-physical...hence crashes).
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Please make sure it's the correct PCS 2.1 (this one (https://googledrive.com/host/0B_qLK7VGhoIydUY1RFlzOVNMdGc/pcs2.7z.)), and not the one from this thread, which links to a version that spits out buggy models on DAE->pmf/pof conversion.
(http://www.hard-light.net/forums/index.php?topic=77292.0)
Well crap, that was the one I got, thanks for the heads up.
However the link you gave me leads to a 404 page.
Wait, are you talking about the binary in Spicious' signature? I already have that one.
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Yes that one.
The 404 is because i derped and added a entier extra .
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Ah okay. I replaced the binary, now to get to work.
Do I have to manually enter the textures in or should it automatically compile them when I load the .dae into PCS?
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I'm no expert with blender (never used it, in fact), but it should automatically have the textures specified when you open the DAE.
Doesn't really matter though, as long as you have your textures assigned properly, you can just edit the names in PCS2 easily. Just make sure PCS2 recognizes that the right number of textures (however many different ones you may be using) are assigned.
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I'm no expert with blender (never used it, in fact), but it should automatically have the textures specified when you open the DAE.
Doesn't really matter though, as long as you have your textures assigned properly, you can just edit the names in PCS2 easily. Just make sure PCS2 recognizes that the right number of textures (however many different ones you may be using) are assigned.
Ah, okay. It didn't have any listed when I brought up the model. So if I use two textures, GilgameshText.dds and GilgameshDebris.dds, I would enter their file names under textures and tell which sub-objects use which one.
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I would enter their file names under textures and tell which sub-objects use which one.
Can't do that in PCS2.
You have to make sure they're assigned already, in some way that will export from blender (no idea how, ask an actual blender user).
What I meant is that if the texture names end up being something like 1_Gilga and 2_Gilga (due to a hypothetical 8-character truncation and auto-number of some sort), as long as in PCS2 you see the pink marks over the correct polies, it doesn't matter, simply rename, but you have to ensure that you have at least 8some* texture assigned to the polies already which you can see the pink lines in PCS2 when selecting the texture name, otherwise it no work.
I mentioned this because I just assign dummytextures from a set that I know exports correctly, then put the correct name afterwards in PCS2, since the 3d studio max exporter likes adding the 1_ and 2_ before the textures anyway and doesn't like certain texture names (for example, it hates the names 3DS max autogens for AO bakes for whatever reason and refuses to export it with that texture assigned, but this is getting to be an aside). HOWEVER, this probably is not relevant to you, since the Blender DAE exporter presumably behaves differently.
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check lepanto's Ammit thread for tips how to export textures from blender
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Thanks guys. The textures are there now. Time to get to work before the 30th comes around.
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So I re-read the model contest and there is a snag.
While the ship is being released individually, it is not meant to be exactly part of the FS Universe. hint hint
So under these circumstances I believe my ship may not be eligible for entry.
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How about you just release it now as the GTF Something-or-other, to make it eligible for the contest? You can then just use it under a different name/designation in your original mod.
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So I re-read the model contest and there is a snag.
While the ship is being released individually, it is not meant to be exactly part of the FS Universe. hint hint
So under these circumstances I believe my ship may not be eligible for entry.
That is commendable when you stand such a good chance to make some money.
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That may just work.Thanks!
So what are some ways to push the limits of the model to check for any bugs? So far it runs well on several pre-FREDed missions.
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How about you just release it now as the GTF Something-or-other, to make it eligible for the contest? You can then just use it under a different name/designation in your original mod.
yea, that's exactly what you should do, your ship would absolutely work as terren craft in the freespace universe
there is no need to restrict it's use to only one universe at all
here are the tools to create .anis as you wanted to know btw:
http://www.hard-light.net/forums/index.php?topic=74636.msg1475207#msg1475207
That may just work.Thanks!
So what are some ways to push the limits of the model to check for any bugs? So far it runs well on several pre-FREDed missions.
have you tryed if docking works? that is probably the most likely thing to break
just call a resupply ship and see if it works
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Thanks guys.
No I have not checked to see if docking works. I will get back to you on that.
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:mad: So yeah I may have broke the table or something has gone horribly wrong. After changing the table to make the ship a canon terran ship, whenever I load the mission is says it is missing 4 ship classes.
Edit: Or PERHAPS I should have gone back and changed the mission. *facepalm*
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After a brief fix, docking DOES work. As far as I can see, there are no bugs with the model. But now I'm gonna have to FRED a true mission for it.