Author Topic: A few questions abot modelling...  (Read 1585 times)

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A few questions abot modelling...
Right, I'm new to this new modelling scene... I'm using the program SketchUp, it's really easy to use and the ship I'm making looks impressive (for a first try).

Anyways, how does FS2 calculate ship sizes? I assume it takes it directly from the model, but, according to sketchup my ship is around 5600mm long. That's about 56cm.

Now, is it something in the tables or do I have to make the ship the size I want it?

The ship in question is a scouting/recon/escort frigate thing, so, it's not going to be that big.

And how are turrets handled?

Are there any tutorials? I think there are... but I cannot find them. Search doesn't seem to work for me.

Thanks

 
A few questions abot modelling...
Here's the ship:



And what I did in Paint beforehand:



This sketch program sure is interesting. I'm not using that much of it, I made that model with only the pencil and rectangle tools.

The ship comes out to around 250 metres, a good size for a small frigate, IMO.

EDIT: And no, it isn't terribly detailed. It will be... eventually...
« Last Edit: October 09, 2005, 01:50:21 am by 1820 »

 

Offline karajorma

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A few questions abot modelling...
Size is purely the size you set the model to in your modelling program or the conversion factor that your pof converter uses.

If you're using PCS to convert models you can look in the options for a scaling factor. This allows you to change the number of freespace metres that equal a single Truespace metre (This is set to 20:1 by default).

With some detail that could be quite a nice ship :D
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A few questions abot modelling...
I've been detailing it since that post. I'll have some updated screenies soon.

Think of this ship as a Charybdis/Fenris equivilent. A cruiser with good sensors and reasonable guns. It's not based in FSverse, though. Just something I'm doing to get the hang of this program.

 
A few questions abot modelling...
Here it is: Crazy Sensor Combat Frigate Combat Ship. Or the TCS Exeter class.



Red Circles indicate where I am thinking of putting weaponry. It's anti fighter stuff, rapid firing guns...



Engines. W00t.



Profile view from the bottom of it.

All that stuff on the front are things like sensors, scanners, blinking lights, backup comms. The small tower on top of the bridge tower is the primary communications.

And that big circle thing is a dockpoint. Hopefully. :p

And, I dunno if this is a problem, but:

The program can only export it in the following:
.3ds
.dwg
.dxf
.fbx
.obj
.xsi
.wrl

it can save as:
.skp

Which one of those should I use?
« Last Edit: October 09, 2005, 03:51:58 am by 1820 »

 

Offline TrashMan

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A few questions abot modelling...
.3ds...Truespace can import 3ds :D

Looking great...
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Offline karajorma

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A few questions abot modelling...
TS can also import .obj and .dxf so if the export craps up as 3ds try those two before asking for more help. :)
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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

 
A few questions abot modelling...
I don't think I like Truespace terribly much. :p Those lights are hard to fix, I assume the ones from the 'display' options are the right ones?

 

Offline TrashMan

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A few questions abot modelling...
Just standard Local Lights (Icon looks like a light bulb) and you glue them to the object and name the new group accordingly.

easy..

DON'T forget about the axes - there is a axis bottun that shows the axeis of the currently selected object. in the same bottun group you will find the "Center axis to center of the objec" and "normalize axis" bottuns...highly usefull stuff :D
Nobody dies as a virgin - the life ****s us all!

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

 
A few questions abot modelling...
Well, I've got the ship and the turret models done, may be able to get it in game by next weekend...