Author Topic: 158th Dev Renders!  (Read 6949 times)

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Offline Sandwich

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Quote
Originally posted by LtNarol
Much of the stuff for Exposition, because C&C design concepts fit so well, are partially derived on those Orcas; you will note the way the propellors are placed inside rings ;)

Why reinvent the wheel?


Yeah, but the Orca rotors were short and deep, with cool blue flames coming out the bottoms. These remind me of those toy plastic helicopters I used to have as a kid - the ones with the ring around the rotor so it didn't poke anyone's eyes out. :p
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"...The quintessential quality of our age is that of dreams coming true. Just think of it. For centuries we have dreamt of flying; recently we made that come true: we have always hankered for speed; now we have speeds greater than we can stand: we wanted to speak to far parts of the Earth; we can: we wanted to explore the sea bottom; we have: and so  on, and so on: and, too, we wanted the power to smash our enemies utterly; we have it. If we had truly wanted peace, we should have had that as well. But true peace has never been one of the genuine dreams - we have got little further than preaching against war in order to appease our consciences. The truly wishful dreams, the many-minded dreams are now irresistible - they become facts." - 'The Outward Urge' by John Wyndham

"The very essence of tolerance rests on the fact that we have to be intolerant of intolerance. Stretching right back to Kant, through the Frankfurt School and up to today, liberalism means that we can do anything we like as long as we don't hurt others. This means that if we are tolerant of others' intolerance - especially when that intolerance is a call for genocide - then all we are doing is allowing that intolerance to flourish, and allowing the violence that will spring from that intolerance to continue unabated." - Bren Carlill

 

Offline mikhael

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Quote
Originally posted by Sandwich


Yeah, but the Orca rotors were short and deep, with cool blue flames coming out the bottoms. These remind me of those toy plastic helicopters I used to have as a kid - the ones with the ring around the rotor so it didn't poke anyone's eyes out. :p


That's a problem with the Orca, Sandwich. For something big to use rotors for lift (not vectored thrust, which is far less fuel efficient) it has to have big rotors. I prefer to enclosed the rotors, myself.  Besides, they look cooler. :D Now, when I do the OTHER capships for the intro act, they're heavy duty vertical thrust kinda deals. I'll leave the rest of the info up to Narol to divulge. :D
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Offline EdrickV

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Eris: Cool, but looks more like a fighter/bomber, though I can't see it as Vasudan. (Would love to play with that mesh though, the front of it looks a lot like something for a VTOLish transport I tried to make that would have 4 engine struts like the two on the front of that but failed.)

Gar: Front looks nice and bulky (nice for a big ship) but the struts going to the engine pods look too delicate and in the first pic the bottom 2 don't look like they're attached at all due to the shadows and indents. Cool otherwise though.

Gar pic 5: Look! It's a man in a space suit! ;) :D
Seriously, from that angle it does kinda look humanish. (If you forget about the lower two engine pods and the spike comming out of the "back," neither of which are very visible in that pic.)

As for the truck: :wtf: Um. It's a truck. :)

Rhino: Interesting design. And I can see another humanish look in it's 5th pic, though it's not as noticable as the Gar. :)

The atmospheric ones with the fans are, in a word, odd. :) The Dragonfly looks like a helicopter that was retrofitted with that engine thing, replacing the rotors. That engine thing (at least I assume it's an engine) kinda looks like it was tacked on as an afterthought. I'd probably have made jet engine like pods built into the hull next to, but behind, the cockpit. Nice hull design, though the side pods could use either good texturing or some detail. (I assume they are weapon pods.) And I have no idea what the "Orca" is. Aside from the whale. :)

.oO(Hmm. Airwolf in space. Now there's an odd idea.)

As far as the Shivan ones, a lot of them looked like insects to me, which seems odd to me. But I can't say I'm fond of Shivan ships, even the ones :v: made. :) The back of the Yali (or at least I assume it's the back) reminds me of the front of the Rakshasa. Kinda hard to get a good idea what that one really would look like for me. (I'm not too good at picturing a 3D model from still images, at least when it comes to complex models like that. :) )
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Offline Sandwich

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Ok, for anyone who does not know what an Orca is, lookie here:

http://images.google.com/images?q=orca+C%26C&hl=en&lr=&ie=UTF-8&sa=N&tab=wi

Here's an overall good pic of an Orca, ala C&C:

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"...The quintessential quality of our age is that of dreams coming true. Just think of it. For centuries we have dreamt of flying; recently we made that come true: we have always hankered for speed; now we have speeds greater than we can stand: we wanted to speak to far parts of the Earth; we can: we wanted to explore the sea bottom; we have: and so  on, and so on: and, too, we wanted the power to smash our enemies utterly; we have it. If we had truly wanted peace, we should have had that as well. But true peace has never been one of the genuine dreams - we have got little further than preaching against war in order to appease our consciences. The truly wishful dreams, the many-minded dreams are now irresistible - they become facts." - 'The Outward Urge' by John Wyndham

"The very essence of tolerance rests on the fact that we have to be intolerant of intolerance. Stretching right back to Kant, through the Frankfurt School and up to today, liberalism means that we can do anything we like as long as we don't hurt others. This means that if we are tolerant of others' intolerance - especially when that intolerance is a call for genocide - then all we are doing is allowing that intolerance to flourish, and allowing the violence that will spring from that intolerance to continue unabated." - Bren Carlill

 

Offline LtNarol

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hmm, would you like to join the team?  mik's taste agrees with me for the most part, so everything that we do is kinda similar; would love to have another modeler on the team who has different thought patterns, get some variety.

 

Offline Sandwich

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Quote
Originally posted by LtNarol
hmm, would you like to join the team?  mik's taste agrees with me for the most part, so everything that we do is kinda similar; would love to have another modeler on the team who has different thought patterns, get some variety.


You were talking to EdrickV, right? :wtf:
SERIOUSLY...! | {The Sandvich Bar} - Rhino-FS2 Tutorial | CapShip Turret Upgrade | The Complete FS2 Ship List | System Background Package

"...The quintessential quality of our age is that of dreams coming true. Just think of it. For centuries we have dreamt of flying; recently we made that come true: we have always hankered for speed; now we have speeds greater than we can stand: we wanted to speak to far parts of the Earth; we can: we wanted to explore the sea bottom; we have: and so  on, and so on: and, too, we wanted the power to smash our enemies utterly; we have it. If we had truly wanted peace, we should have had that as well. But true peace has never been one of the genuine dreams - we have got little further than preaching against war in order to appease our consciences. The truly wishful dreams, the many-minded dreams are now irresistible - they become facts." - 'The Outward Urge' by John Wyndham

"The very essence of tolerance rests on the fact that we have to be intolerant of intolerance. Stretching right back to Kant, through the Frankfurt School and up to today, liberalism means that we can do anything we like as long as we don't hurt others. This means that if we are tolerant of others' intolerance - especially when that intolerance is a call for genocide - then all we are doing is allowing that intolerance to flourish, and allowing the violence that will spring from that intolerance to continue unabated." - Bren Carlill

 

Offline LtNarol

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Quote
Originally posted by Sandwich


You were talking to EdrickV, right? :wtf:
yuppers

 

Offline EdrickV

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Not really sure how much help I could be. What I do best is coding, but right now I can't do a whole lot with the FS2 code. When it comes to modelling, I haven't really done much of anything Shivan or Vasudan, the former for lack of interest and ideas, the latter due to the fact that any I've tried usually end up higher poly then I would like and/or just not look quite right. With an idea what a ship should do or look like I could try making a mesh for it. (and I've also got lots of meshes for various things that I made for the sake of making them.)

I'm not very good at texturing, though I can make a basic UV map that could be used in some other program to aid in texturing. As I don't have any Truespace versions better then 2, hierarchy stuff is particularly hard. (I'm not sure I could do hierarchy and texturing without one screwing up the other because I use LithUnwrap for texturing and I don't think it does TS1 hierarchy right.) Any texturing I do will be using already existing textures because I don't have the artistic knowledge and skill to make my own.

Other things I can do:

I can do some really creative stuff in missions with SEXPs. (Being a programmer has advantages when it comes to using scripting languages to do stuff they weren't meant to do.)

Crash FS2. And just about anything else. :)

Try and diagnose problems with models/POFs. (Learning by trial and error gives me some ideas on what not to do. :) )

I can do table editing, but I haven't had much experience with it. (And I don't mean just ship/weapon tables. I've looked at pretty much all of them and can get an idea what some of the undocumented tables/table entries do/don't do.)

Addendum: Keep an eye out for the GTT Brontes, my latest experiment in the world of texturing. (Need a better B name though.)
Ground - "Let me help you out, you're clear to taxi any way you can, to any runway you see."

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Offline LtNarol

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If you can model, we can use you; trust me on that one.  As for texturing, if you know how to split up maps for multi mapping, that'd be a great help (since im not so great at it).  If you want to join, we'll take you; I'm sure we can find something for you to do.

 

Offline Knight Templar

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I love the orca :)

Mandrake: :eek2: :eek2: :D              :yes: :yes:

I love this ship. Its like a Freespace Arwing. Awesome! probably one of the best fighters i've seen, i'd love to fly that baby.

Eris

Bomber, a good bomber, but a bomber.

And the shivan space supierority one is great :)
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Offline Stryke 9

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I like the hovercraft. I'm gonna assume that's what all the fan-centric things are, because they'd make good hovercraft, but wouldn't get very far in deep space or the upper stratosphere. They're cool. As is that one Shivany thing I don't recall the name for and ain't gonna try.

You got enough rocket models there?:D

 

Offline EdrickV

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Quote
Originally posted by LtNarol
If you can model, we can use you; trust me on that one.  As for texturing, if you know how to split up maps for multi mapping, that'd be a great help (since im not so great at it).  If you want to join, we'll take you; I'm sure we can find something for you to do.


Sure, I'd love to join. :) And as for mapping, I'm not entirely sure what you mean so here's an example of what Wings3D lets me make for a UV map and lots of info on what I do to make and use it: :)


On the left you see the actual model. Wings3D doesn't really have any support for texturing other then single map texturing in it. (And all the UV/texture support it does have is due to a 3rd party plug-in.) It does let you assign materials (colors) to faces. I can then create a UV map by material. An example of that is on the right. When I export the model (in Wavefront .obj format) the UV map gets saved as a tga texture that, in theory, I could open up in a graphics editor and paint over. (Much like some games do ship skins.) What I do though is open it up in LithUnwrap, select the faces I want (the color coding helps now 'cause I can check the preview window to see what color the faces I want are if I can't guess) and assign a material (texture) to those faces. I can also then edit the UV coordinates up to and including moving individual UV coordinate verts around for fine tuning. If I'm just going to convert a single object, I can save it right into cob format and not bother with TS1/2 which like to crash/reboot my computer and do weird stuff with the UV maps. :)
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Mesh Gallery/Downloads:
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Offline LtNarol

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Stryke: They're not completely hovercraft, the fans are for lift but they all have standard combustion engines (not fusion)

The missiles form the entire secondary arsenals for Acts 3 and 5; I've decided that I'll add a few for 4 but not an entire arsenal, and 6...well...6 you'll understand once you play it.

Edrick: That mapping is exactly what i mean by multi mapping, you're hired :D I'll ask the admins to get you an avatar and internal access.

 

Offline an0n

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http://www.wings3d.com

If anyone cares. It's open source (IE free).
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Offline Stealth

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Offline an0n

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How'd you get it to export the textures as TGA's? All I get is crappy-ass mtl's.
"I.....don't.....CARE!!!!!" ---- an0n
"an0n's right. He's crazy, an asshole, not to be trusted, rarely to be taken seriously, and never to be allowed near your mother. But, he's got a knack for being right. In the worst possible way he can find." ---- Yuppygoat
~-=~!@!~=-~ : Nodewar.com

 

Offline EdrickV

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With the older auto-uv plugin I used it was automatic I think. With the current one, after you create the UV map and are in the uv editor, select all the uv map pieces, right click and chose "apply texture." Your model ought to be colored again and when you export it, the program will save the "texture" as a tga with the object's name. For an object I renamed to be "TestCube" I got: TestCube_cube105_auv_map_Kd.tga. (Don't ask me why it makes such an odd name. It just does.) The mtl file tells programs (like LithUnwrap) what files to use as textures. And note: To rename an object you have to go into the object menu and then the submenu for the particular object. If you want to use the tga as a skinning guide (for single map ships) you probably want to turn on border lines or all lines in the uv mapper drawing options.
Ground - "Let me help you out, you're clear to taxi any way you can, to any runway you see."

Mesh Gallery/Downloads:
http://members.aol.com/ArisKalzar/Gallery.html
Turreting 101:
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Offline an0n

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Plugin links?
"I.....don't.....CARE!!!!!" ---- an0n
"an0n's right. He's crazy, an asshole, not to be trusted, rarely to be taken seriously, and never to be allowed near your mother. But, he's got a knack for being right. In the worst possible way he can find." ---- Yuppygoat
~-=~!@!~=-~ : Nodewar.com

 

Offline EdrickV

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The link's on the main Wings3D homepage. :)

To use the plugin you set materials, (colors optional but very useful) switch to object mode, select one or more objects, and in the right click menu you will see the UV options you can use.
Ground - "Let me help you out, you're clear to taxi any way you can, to any runway you see."

Mesh Gallery/Downloads:
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Offline LtNarol

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