Author Topic: Basic FS Ship Mod Guidelines?  (Read 5638 times)

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Offline mikhael

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Basic FS Ship Mod Guidelines?
I'm converting one of my models for Warlock. I'm wondering what are some basic guidlines for ships in FS?

I'm assuming that noplanar polys aren't allowed, but should the polys be purely triangles or can I have quadrangles? How about polys with more than four points?

Should the mesh be closed? Are polys allowed to overlap? Can they be coplanar/collocated? Should a mesh be a single object, or can it be multiple subobjects?



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Offline Nico

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Basic FS Ship Mod Guidelines?
you can have as many edges per poly you want, but then the poly must be a perfectly plane mesh.
No intersecting poly, never!

open meshes should work, but I don't really see what could be the use of that (well, that's up to you anyway).
A mesh can be multiple subobjects if you want.
Poly and vertice limit per subobject, about 820.
SCREW CANON!

 

Offline untouchable

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Basic FS Ship Mod Guidelines?
What are u modeling for?
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Untouchable has spoken :D

 

Offline mikhael

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Quote
Originally posted by venom2506:
you can have as many edges per poly you want, but then the poly must be a perfectly plane mesh.
No intersecting poly, never!

open meshes should work, but I don't really see what could be the use of that (well, that's up to you anyway).
A mesh can be multiple subobjects if you want.
Poly and vertice limit per subobject, about 820.

Open meshes allow you to get rid of lots of hidden polygons. I dropped nearly a thousand polys just by making the meshes open. That's at least half a modelling issue and half an optimization issue though.

Do these rules change for capships at all?


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--Mik
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[I am not really here. This post is entirely a figment of your imagination.]

 

Offline Nico

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Basic FS Ship Mod Guidelines?
 
Quote
Originally posted by mikhael:
Open meshes allow you to get rid of lots of hidden polygons. I dropped nearly a thousand polys just by making the meshes open. That's at least half a modelling issue and half an optimization issue though.

Do these rules change for capships at all?



yeah, both capships and fighters.
Btw, I see your point with open meshes, but wouldn't that work only with intersecting polys? Otherwise, when a model has too many polys, I'm obliged to break it into multiple smaller ojects, obviously, that makes open meshes   .

edit: just moved the text out of the quote part  

[This message has been edited by venom2506 (edited 12-21-2001).]
SCREW CANON!

 

Offline mikhael

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Quote
Originally posted by untouchable:
What are u modeling for?

You'd have to ask Warlock. I'm just tryin gto make the mesh low poly enough and high detail enough to look good when he does whatever he's going to do with it.


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Offline Warlock

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Basic FS Ship Mod Guidelines?
Check the siggy for the project info  

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Offline mikhael

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Quote
Originally posted by Warlock:
Check the siggy for the project info  


Seeing several Waterdancers in formation with the Helven-D will be groovy. *Grin*


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--Mik
http://www.404error.com
[I am not really here. This post is entirely a figment of your imagination.]

 

Offline Warlock

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Basic FS Ship Mod Guidelines?
That was my first plan  

Then one docking with Dunbar Station

then.......well...wait for the demo  
Warlock



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To Fly Exotic Ships, Meet Exotic People, and Kill Them.

We may rise and fall, but in the end
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Offline Bobboau

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Basic FS Ship Mod Guidelines?
make the hull out of one subobject
I would stay away from open meshes as much as posable
make the hull out of one subobject
try to make it out of triangles but you don't have to (but it looks beter if you make it out of triangles, and one subobject)
make the hull out of one subobject
polys shouldn't be in front of other polys (not big ones anyway)
and make the hull out of one subobject

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[This message has been edited by Bobboau (edited 12-20-2001).]
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Offline mikhael

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Basic FS Ship Mod Guidelines?
 
Quote
Originally posted by Bobboau:
make the hull out of one subobject
I would stay away from open meshes as much as posable
make the hull out of one subobject
try to make it out of triangles but you don't have to (but it looks beter if you make it out of triangles, and one subobject)
make the hull out of one subobject
polys shouldn't be in front of other polys (not big ones anyway)
and make the hull out of one subobject


I'm sensing... perhaps... Should the hull be more than one subobject?

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--Mik
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[I am not really here. This post is entirely a figment of your imagination.]

 

Offline Warlock

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Basic FS Ship Mod Guidelines?
Alot of the old school MODders swear by it. Honestly I've got a few caps with multiple subs for the hull and had no troubles,..I could see how it could be a problem with the game's engine.

I'd say a case of "safe or sorry"  
Warlock



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Do or Do Not,..There Is No Spoon

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We may rise and fall, but in the end
 We meet our fate together

 

Offline aldo_14

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Basic FS Ship Mod Guidelines?
There are possible clipping probs with multiple sub-objects - the engine doesn't know which to draw first - you can see this (a little bit) on the Deimos turrets at the base.

As above, the limits are (roughly) 850 polys per sub-object, with (I think) a max limit of 5000 for all LODs.  

It's a good idea to triangulate all the model faces - otherwise you can get texture 'oozing', and some flythrough faces (where curved).

Also avoid booleans like the plague, I've had some probs with this thanks to intersecting places (as stated above).

I think there is a limit for 'points per face' of 20 - I believe it was mentioned on IPAndrews tutorial.

Hope that's helpful.

 

Offline KARMA

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Basic FS Ship Mod Guidelines?
 
Quote
Also avoid booleans like the plague, I've had some probs with this thanks to intersecting places (as stated above).

i know what u are talking about, ehehehh

....... don't use booleans expexially when the intersecting meshes aren't planar... i mean....if u use booleans with a sphere for example, you will find that about a 70% of the intersecting faces aren't recognized by the game....
i've found an interesting way to solve this problem with ts5.... i create the models to be unified with booleans separately, and i apply the booleans when the two objects have no junction point, then i select one of the objects as a group of face and move it in position. As result there will be intersection between some faces...i still have to test this in game but with FRED it works fine...VERY fine since it allows me to reduce the number of polys and more important to avoid almost all the problem that booleans usually generates.
others told me that the same can be done with other  3d programs like 3ds in easyer ways...

 

Offline Nico

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Basic FS Ship Mod Guidelines?
bah, you can make the hull more of one subobject: if it had more before and you brak it into subparts, then, you won't have clipping (maybe sahring same vert coordinates on the intersecting points help, dunno).

For boolean, I tend to avoid it at much has possible, tho my Tau capships are done out of that. You just have to be ready to weld a lot of useless verts, and delete many polys that should have disappeard insinde the model and haven't, plus (the worst) polys that don't have even been cut by the operation, you delete a vertice inside the moel and boum! it's a whole side of the mesh that disapears (only choice, creating a new poly by hand)... Who said modelling was easy? d'uh  
SCREW CANON!

 

Offline mikhael

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Basic FS Ship Mod Guidelines?
I built the Molly without booleans, almost entirely polygon by polygon. I'm doing the same for the Waterdancer rebuild. Along the way, I'm still removing useless vertices, two-point polys, and the like. I think alot of people just use booleans or whatever, without a concious idea of what using them entails.

When I look at the Waterdancer's original mesh, the one made in Truespace, using booleans, I'm utterly shocked that the geometry doesn't crash the renderer. Its honestly sick and painful to look at. I must have pulled 200 hidden polygons out of the main fuselage alone. There were these seemingly random bits of model just floating in the middle, serving no purpose, except to show the scars of misapplied booleans.

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--Mik
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[I am not really here. This post is entirely a figment of your imagination.]

 

Offline Nico

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Basic FS Ship Mod Guidelines?
when I was using 3ds3, I was building my ships triangle by triangle. Was damn long, but at least, you have control at 100% on the mesh.
SCREW CANON!

 

Offline Warlock

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Basic FS Ship Mod Guidelines?
I really should learn to model one of these days LOL

ts4.2

3ds max r3

Rhino 3d

Ya think I could model a box or something by now at least lmao
Warlock



DeathAngel Squadron, Forever remembered.


Do or Do Not,..There Is No Spoon

To Fly Exotic Ships, Meet Exotic People, and Kill Them.

We may rise and fall, but in the end
 We meet our fate together

 

Offline Shrike

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Basic FS Ship Mod Guidelines?
 
Quote
Originally posted by Warlock:
I really should learn to model one of these days LOL

ts4.2

3ds max r3

Rhino 3d

Ya think I could model a box or something by now at least lmao

I've been after you for how long to start using MAX?  
WE ARE HARD LIGHT PRODUCTIONS. YOU WILL LOWER YOUR FIREWALLS AND SURRENDER YOUR KEYBOARDS. WE WILL ADD YOUR INTELLECTUAL AND VERNACULAR DISTINCTIVENESS TO OUR OWN. YOUR FORUMS WILL ADAPT TO SERVICE US. RESISTANCE IS FUTILE.

 

Offline Warlock

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Basic FS Ship Mod Guidelines?
Hey I started using it  

That's what I've been doing my planetary back drops in,..I just can't MODEL anything lmao

Course in max I'm STILL learning how to get myself around in it lol
Warlock



DeathAngel Squadron, Forever remembered.


Do or Do Not,..There Is No Spoon

To Fly Exotic Ships, Meet Exotic People, and Kill Them.

We may rise and fall, but in the end
 We meet our fate together