Author Topic: rejoice modelers, you're limits have been killed  (Read 40389 times)

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Offline aldo_14

  • Gunnery Control
  • 213
rejoice modelers, you're limits have been killed
Turrets & lod / debris subobjects don't smooth atall, actually - even on the V models IIRC.  Possibly simply to save drawing/rendering time by not doing the shading algorithm (most turrets are only a few faces, and the lod / debris aren't seen at close enough range to notice the change in lighting, etc)

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
rejoice modelers, you're limits have been killed
uhm, yeah they do...
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Setekh

  • Jar of Clay
  • 215
    • Hard Light Productions
rejoice modelers, you're limits have been killed
Quote
Originally posted by aldo_14
Turrets & lod / debris subobjects don't smooth atall, actually - even on the V models IIRC.  Possibly simply to save drawing/rendering time by not doing the shading algorithm (most turrets are only a few faces, and the lod / debris aren't seen at close enough range to notice the change in lighting, etc)


:blah:

Are you sure? I was almost certain they smoothed too.
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
THE HARD LIGHT ARRAY. Always makes you say wow.

 

Offline Bobboau

  • Just a MODern kinda guy
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    And MODest too
  • 213
rejoice modelers, you're limits have been killed
I know for a fact that they do, all models use the same rendering method
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline aldo_14

  • Gunnery Control
  • 213
rejoice modelers, you're limits have been killed
Er...yeah..... you're right.  Should probably wait till i can get home & check before I type stuff like that........

Although every PCS converted model I have has wierd smoothing on the lower lods and turrets, and I'm positive I make sure the maps are smoothed on those.....I'm a bit confused now.

Bugger.

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
rejoice modelers, you're limits have been killed
when looking at it in game, or in model view?
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline aldo_14

  • Gunnery Control
  • 213
rejoice modelers, you're limits have been killed
Modelview.  I can understand it if I forgot to do the turrets, but i'm sure I did the LOD smoothing....

 

Offline Ryx

  • Twilight Falling
  • 29
  • Away in RL land. Back later.
rejoice modelers, you're limits have been killed
Anyone have any good tips on how to model turrets (with barrels). Should the barrels be seperate objects, or do I do  a boolean union or...?
Intel C2D E6850|4Gb RAM|Abit IP35 PRO|ATI X1900 XT

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
rejoice modelers, you're limits have been killed
You can join the barrels with a Boolean Union, but don't join them to the casing.  It really doesn't matter that much, if the heirarchy is set up correctly for conversion.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
rejoice modelers, you're limits have been killed
If you make each barrell seperate, just make sure you have the three objects glued together, and as a subgroup (with one light only) of the base. And it should work. I made 2-part turrets into one parters this way for my/aldo's Suaria destroyer/corvette.
Freelance Modeler | Amateur Artist

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
rejoice modelers, you're limits have been killed
actualy if there are more than one objects, you don't need the light
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Ryx

  • Twilight Falling
  • 29
  • Away in RL land. Back later.
rejoice modelers, you're limits have been killed
ok, Thanks :)
Intel C2D E6850|4Gb RAM|Abit IP35 PRO|ATI X1900 XT

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
rejoice modelers, you're limits have been killed
Ryx, Keep making models like this, and I'll join your fan club. ;7

Smooth Shaded and working turrets. :D

Freelance Modeler | Amateur Artist

 

Offline aldi

  • 26
rejoice modelers, you're limits have been killed
ARE YOU GOING TO release IT.

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
rejoice modelers, you're limits have been killed
Actually, It's being reskinned and put in AotD, as far as I know...

But if he makes a few more high caliber models like that, I may get them FS-worthy... :)
Freelance Modeler | Amateur Artist

 

Offline Ryx

  • Twilight Falling
  • 29
  • Away in RL land. Back later.
rejoice modelers, you're limits have been killed
Quote
Originally posted by Raa Tor'h
....
But if he makes a few more high caliber models like that, I may get them FS-worthy... :)


I shall endeavor to do so.

Also, If you don't like the name of the ship (as I generally just name them something), change it. Just mention it in the credits file that you changed it. :)
Intel C2D E6850|4Gb RAM|Abit IP35 PRO|ATI X1900 XT

 

Offline KARMA

  • Darth Hutt
  • 211
    • http://members.fortunecity.com/aranbanjo
rejoice modelers, you're limits have been killed
just to let you know, (so to avoid working on the same thing at the same time with others) I started an high poly fenris (IIRC cruiser01.pof), wich is turning out pretty good. I'm not going to texture she, but althought minor modifications, I think that a good unwrapper will/should be able to map 99% of the ship with the old original maps

btw.....
I browsed other times on sparky archive, but I really never noticed before the pirate ship!  :)
lol, we should make a fleet with stuff like this ship eheh

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
rejoice modelers, you're limits have been killed
Quote
Originally posted by Ryx


I shall endeavor to do so.


Sweet. :D
Quote
Also Originally posted by Ryx
Also, If you don't like the name of the ship (as I generally just name them something), change it. Just mention it in the credits file that you changed it. :)


What was the name of this vessel? I'm sure KT won't object to having the ship class named whatever it is, since it's individual names of each vessel that are memorable.
Freelance Modeler | Amateur Artist

 

Offline Ryx

  • Twilight Falling
  • 29
  • Away in RL land. Back later.
rejoice modelers, you're limits have been killed
I'm calling it "Nero". It's not really a name for the ship/class, but more of a way to seperate it out from the next mesh.

Ok, that was a bit redundant. :D
Intel C2D E6850|4Gb RAM|Abit IP35 PRO|ATI X1900 XT

 

Offline Knight Templar

  • Stealth
  • 212
  • I'm a magic man, I've got magic hands.
rejoice modelers, you're limits have been killed
I can't garauntee names will stay the same, but credit will always be shown where credit is due. :)
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