Author Topic: shields-maybe stupid-  (Read 5630 times)

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Offline karajorma

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That could be a PCS limitation though. Have you tried converting the shield seperately (maybe with another converter) and then importing it?
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Offline Bobboau

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did anyone try what I just posted?
it has a poly count of 2930 and PCS had no problem converting it
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Offline Woomeister

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Quote
Originally posted by Bobboau
anyone done it yet?

actualy someone try this
it will not open up in any model veiwer, but I think it might work in game


:wtf:

 

Offline Bobboau

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hmm I must have done it sideways... :blah:
(we realy need one of thouse 'I am a tard' smilies)
how were you able to get MV to open it? speacal build?

try it again, hopefully I got it right this time
« Last Edit: May 26, 2003, 10:45:31 am by 57 »
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Offline Krom

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Seems to me the best way to do capship shields is to make then almost skin tight, rather then a large sphere around the ship.  Otherwise you would have to make ships and bombs collide with the shield instead of the ship.

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Offline Starks

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How were the Lucifer's shields made so loose?
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Offline Bobboau

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I updated my zip...
is anyone going to try it?
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Offline KARMA

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as soon as i return home i'll give it a try

 

Offline Galemp

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You guys might be interested to know that DTP made a conforming shield mesh for the Lucifer in the FSPORT. It's been sitting there the whole time. Take a look.
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Offline KARMA

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just gave a look at it, the model cant be opened by modelview (shield>1600) but in game works, result is a bit odd btw:
Your shields are smaller than original model and intersect the mesh, causing zbuffer/clippings near intersections, and not covering the hull when they are inside the model. Also the shield effect is wide (a bit too much, but still acceptable) in some areas and narrow in others, depending by edge density.
Also the shield effect  was looking like when you have low details(that's normal since my settings were low), but when i setted the shield details at max the effect remained low detial(somehow like a white glow). i don't think this is caused by the ship btw.

 

Offline Solatar

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Model opens fine in Modelview. No special build...

I think this is our problem:
Shield mesh is sized wrong.

 

Offline Solatar

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Resizing the shield to about 1.6 times it's size will do it, but modelview crashes when I try and save it.

 

Offline Bobboau

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damnit what the hell did I do to the model that I based the shield on
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Offline Kazan

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Quote
Originally posted by Bobboau
anyone done it yet?

actualy someone try this
it will not open up in any model veiwer, but I think it might work in game


correction - it will open in POF CS

btw the shield mesh is malesized (or perhaps i need to check my shield render code - checking... nope, it's right)
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Offline Bobboau

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yes it is mal sized, I should realy check scales when I use a cob that I havn't touched for a few years
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Offline KARMA

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btw althought the wrong size, we know that shields>1600 work in game, can't be too close or intersect the mesh or there will be clippings, the higher edge density, the smaller the effect
problems are
1: it can take a lot to make a shield mesh, you can't simply scale the hull mesh:
you have a use a certain edge density all over the mesh, or you will have effects of different sizes in different areas, and simply scaling an irregular mesh can cause the new enlarged mesh to intersect the hull mesh, you will have to create a completely new mesh or scale group of faces individually to avoid this.
2: th higher pcount will cause slowdowns?
« Last Edit: May 29, 2003, 04:17:45 am by 433 »

 

Offline Nico

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making shields in max is very easy, you have a modifier called push, it's about like scaling, excepted each poly follow s own normal. bah, it's hard to explain, just know that it works fine, it will fill holes and recessed areass w/o any pb, unlike a wild scaleup.
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Offline KARMA

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that's interesting