Author Topic: Ship engines  (Read 3670 times)

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Offline HotSnoJ

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How do i get the blue stuff on to my models?
I have big plans, now if only I could see them through.

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------------------------------
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Offline LAW ENFORCER

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the glows are done in a .pof editor and the thruster flame itself has to be modeled then mapped with texture.
Conflict GRDLA:
Operation Return To Riker
www.ARMOUREDSTAR.com - the latest site is not finished yet!
[What we have here is the source to the Freespace ENGINE, not the Freespace GAME. By allowing the ENGINE to support all kinds of cool stuff, we're allowing the creation of all new GAMES] - TurboNed

 

Offline HotSnoJ

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ok. BUT HOW DO YOU DO THAT?! What program do you use to do that?
I have big plans, now if only I could see them through.

LiberCapacitas duo quiasemper
------------------------------
Nav buoy - They mark things

 

Offline LAW ENFORCER

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a modeling program.... you model a thruster, map it then convert it (with the rest of the model into a .pof with PCS)
Conflict GRDLA:
Operation Return To Riker
www.ARMOUREDSTAR.com - the latest site is not finished yet!
[What we have here is the source to the Freespace ENGINE, not the Freespace GAME. By allowing the ENGINE to support all kinds of cool stuff, we're allowing the creation of all new GAMES] - TurboNed

 

Offline HotSnoJ

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ok. can i do that in truespace 2. Do i extract the engine ani and save a frame as a bmp and the file name and in MODView change it to ani for that tex.

------------------
You CAN thank me NOW!
Valkyrie MK3(first one)
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I have big plans, now if only I could see them through.

LiberCapacitas duo quiasemper
------------------------------
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Offline aldo_14

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Specifics;

1 - Create an object for your thruster
2 - extract the first frame of the ani to BMP, and use it - the conversion program recognises this as a special case and sets it to the ani when converting
3 - texture it.  You'll want to try and use per-face mapping if possible - the thruster texture will be aligned exactly as the object is mapped (i.e. if your BMP is the wrong way round, so is the thruster)
4 - set the axis to the base of the thruster - the tip on the flame at 0% power
5 - glue a light to the object, name it thrusterxxa, and glue to your main hull.

Note; xx = number
Also, for LODs, thrusterxxa is the level 0 detail (most detailed), thrusterxxb is LOD1, etc.  glue the thruster to its LOD parent (i.e. glue thrusterxxb to detail1 object).

ONe final thing - try and avoid having a white 'tip' to the thrusters - something my earlier models (Pre-Valkyrie 2, methinks)  have, which annnoys the hell out of me.

 

Starwing

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Quote
Originally posted by aldo_14:
ONe final thing - try and avoid having a white 'tip' to the thrusters - something my earlier models (Pre-Valkyrie 2, methinks)  have, which annnoys the hell out of me.

Does anyone know where this comes from? It also happens when I render thrusters in TS. And it annoys me too.

 

Offline Anaz

  • 210
it is because the flame is too long, and you are getting the base of the flame on the timp (follow? it is tiled)

I know this for a fact, I tried to put thruster flames on a cruiser  
Arrr. I'm a pirate.

AotD, DatDB, TVWP, LM. Ph34r.

You WILL go to warpstorm...

 

Offline HotSnoJ

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Ok thanx for the help.

Now on to LOD. How do I get differant levels of detail (ie model wise)
I have big plans, now if only I could see them through.

LiberCapacitas duo quiasemper
------------------------------
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Offline LAW ENFORCER

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make the LOD
gule it to a light
call it detail XX (number)
(normal other stuff here, glue to hull etc)
convert....
it should be it MV32
When I do it, the LODs end up in whatever order I glued them in, although this may be because I use letters....

[This message has been edited by LAW ENFORCER (edited 01-31-2002).]
Conflict GRDLA:
Operation Return To Riker
www.ARMOUREDSTAR.com - the latest site is not finished yet!
[What we have here is the source to the Freespace ENGINE, not the Freespace GAME. By allowing the ENGINE to support all kinds of cool stuff, we're allowing the creation of all new GAMES] - TurboNed

 

Offline HotSnoJ

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HOW do I glue things in Truespace?
I have big plans, now if only I could see them through.

LiberCapacitas duo quiasemper
------------------------------
Nav buoy - They mark things

 

Offline LAW ENFORCER

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look a few buttons along from left, one that says glue as child (default)
click and hold, (pull out menu) let go on 'glue as sibling'

Click items you want to be toghter.... easy...
Conflict GRDLA:
Operation Return To Riker
www.ARMOUREDSTAR.com - the latest site is not finished yet!
[What we have here is the source to the Freespace ENGINE, not the Freespace GAME. By allowing the ENGINE to support all kinds of cool stuff, we're allowing the creation of all new GAMES] - TurboNed

 

Offline USS Alexander

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Quote
Originally posted by hotsnoj
ok. can i do that in truespace 2.



TS2 = BAD for fs use 4.2 or higher
icq 127261564
www.ngproductions.nl
Tapping I3****

 

Offline mikhael

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Quote
Originally posted by USS Alexander
Quote
Originally posted by hotsnoj
ok. can i do that in truespace 2.



TS2 = BAD for fs use 4.2 or higher


Why is TS2 bad? Straight question, as I don't have TS4 (and don't intend to buy it, I'm content with TS3 and LW6).
[I am not really here. This post is entirely a figment of your imagination.]

 

Offline USS Alexander

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Well my exoirience is that ts is bad cause it ****s up the textures in ts, and some don't apply at all, although referd in pof data.

I only had problems with ts2 so.
icq 127261564
www.ngproductions.nl
Tapping I3****

 

Offline LAW ENFORCER

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I don't model OR texture in TS2 - just glue.... (and axis):p
Conflict GRDLA:
Operation Return To Riker
www.ARMOUREDSTAR.com - the latest site is not finished yet!
[What we have here is the source to the Freespace ENGINE, not the Freespace GAME. By allowing the ENGINE to support all kinds of cool stuff, we're allowing the creation of all new GAMES] - TurboNed

 

Offline HotSnoJ

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What do you use to map it then?
I have big plans, now if only I could see them through.

LiberCapacitas duo quiasemper
------------------------------
Nav buoy - They mark things

 

Offline LAW ENFORCER

  • Turret Fiend
  • 210
    • http://www.armouredstar.com
Conflict GRDLA:
Operation Return To Riker
www.ARMOUREDSTAR.com - the latest site is not finished yet!
[What we have here is the source to the Freespace ENGINE, not the Freespace GAME. By allowing the ENGINE to support all kinds of cool stuff, we're allowing the creation of all new GAMES] - TurboNed

  

Offline aldo_14

  • Gunnery Control
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Quote
Originally posted by Starwing


Does anyone know where this comes from? It also happens when I render thrusters in TS. And it annoys me too.


Either the axis (tip) of the flame is set badly, or it's simply that the flame model is a 'cube' type - namely that the tip is a flat face at the 'back' of the model, and the thruster maps badly onto it.... look at (eg) the Vesuvius in wireframe mode in modelview, for example.

Unfortunately, I'm far too lazy to actually fix this, as it's not a major prob for me.

Oh, and TS2 is bad for FS2 because (AFAIK);
1/ It uses DOS (8 character) names to store textures and sub-objects.
2/  It doesn't have box-mapping
3/ I don't think you can do UV be face, either.... (not sure, though)