Author Topic: Model Parts Program blows me away!  (Read 1366 times)

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Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Model Parts Program blows me away!
All details HERE! http://freespaceserver.cjb.net/forum/showthread.php?p=731#post731

Instead of writing word for word this is the thread. I want to see what the community's  reaction to this idea and the fact that this program exists here and now and most important of all IT WORKS!
 
And shame on AXEM for not speaking up sooner! (kidding!!!) ;)
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

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[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline Solatar

  • 211
Model Parts Program blows me away!
If we could put Freespace parts into it, it'd be nice for creating some more of those funky pieced together pirate fighters.

Then again, it could be used to make simple alterations to ships. Like adding a cannon here and a missile launcher there while sticking the arse-end of an orion over there....

EDIT: It says that it's not good for game models though, and anybody who has just enough knowledge to use this won't be able to clean up a model for use in-game (which reminds me...does it texture?). Are you advertising the program itself, or the possibility of the concept?

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
you posted before my update! Like I said I got the model working in game but blowing one up causes a crash, yes it appears to hold textures (if you noticed my horrendous scheme!) Apparently you map the part before making it useable in the library, however that is done. So after you have assembled and saved/converted you model to something you can alter in a 3d progems (lwo, cob, whatever) it already has texture slots and you just play around until you get a combo you like...

I'm just excited that in like 30 minutes I had a design I threw together that looked like something I wanted to see in game and (poof!) there it was in my reticle ready for destruction! he he

It may not solved all problems or have a bizillion features , BUT it is neat IMHO and people with skills don't need to feel threatened cause they will be needed even more! No use in having an mega-ultra kitbash no matter how interesting or detailed it looks if it won't work in game fuly cause of the construction method! Modlers will still be needed to clean these meshes, guts or geometry up so they are stable in game and can be killed, act the way they are supposed to , ect...

It's just a new tool in the arsenal of modding, but damn what a tool!!! :D
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline Axem

  • 211
Model Parts Program blows me away!
Uh, go me. *Waves little flag*

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Model Parts Program blows me away!
You can find it at http://doga.co.jp/
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 
Model Parts Program blows me away!
Actually, that program works pretty much as i do. I make stuff in modules, that i save as objects and import them to add to whatever project i´m doing, as i need them. Mostly turrets, engine blocks and stuff like that. When i need one of those "parts",  i don´t need to make them from scratch, i just import.
Judging from the panel screen posted on the other thread, the parts are pretty much simple stuff. It wouldn´t take more than a few minutes for an experienced modeller to make them.
Plus the fact that to get it all working in-game you need to glue those parts together wich opens the model to:
a) excess in redundant unnecessary polys;
b)geometry errors;
and
c) you are restricted to the existing "parts" in file.

If you had a mesh edit tool in the program itself, it could be worth while. But as far as i know, all you can do is resize, rotate, and not much else...
It might be usefull for people who don´t know how to model yet, but my advice would be to learn using a real modelling program instead.
The problem is that when people want to learn how to model, they try 3D Studio Max first. And then, when they find that the program is excessivelly hard to master, they give up. I sure did! Had it sitting on my HDD for years, without being able to build a simple shape. Then i tried TS, and stuff began to happen...
No Freespace 3 ?!? Oh, bugger...

 

Offline TrashMan

  • T-tower Avenger. srsly.
  • 213
  • God-Emperor of your kind!
    • FLAMES OF WAR
Model Parts Program blows me away!
Interesting...alltough I too sometimes save specific ship parts os objects to re-use them later, I prefer to do things in detail..

anyway, GRG, you forgot to tell me one thing - teh SDF-1 soldier mode - do you want the main cannon normal (up, 90°) or fire position (facing forward, 0°)
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline Grimloq

  • 29
  • Backslash enthusiast
you can save object libraries in truespace.

it works basicly like this. you find/make a model you want, load it into truespace, then create/add it to a library. eventually you get massive and very well-compiled libraries.

or, you can just make a folder and fill it with objects. either works.
A alphabetically be in organised sentences should words.

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Make Both! That way in some scenes they use either one... Both looks cool but the upright version'f firing points need to bechanged for the main guns to either the middle or 1/3rd lower, or so, as in the show. That's about the position where you see the charge up and beam initiation.

The forward facing ones will work just like in cruiser mode so besides the orienting of the main body the mainguns are fine as they are!

I'm still thinking of ways to make deadelus attack work.... Just call me crazy!

  :nervous:
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)