Author Topic: Shield Making  (Read 2885 times)

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Offline Stormkeeper

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Okay, so I read the wiki, and all it says about making shields is to

Quote from: Freespace Wiki
If you want your figher/bomber to have shields, you must make a triangulated sphere and name it as 'shield'. Also, you must apply a single colour on it.

Does it literally mean just creating a sphere, give it a single color flat texture and triangulating it, or is there more involved?
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Offline Water

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Okay, so I read the wiki, and all it says about making shields is to

Quote from: Freespace Wiki
If you want your figher/bomber to have shields, you must make a triangulated sphere and name it as 'shield'. Also, you must apply a single colour on it.

Does it literally mean just creating a sphere, give it a single color flat texture and triangulating it, or is there more involved?
That is about it - I think it was a 80 face sphere. Otherwise the hits would look a bit wierd - the effect would skip some polys etc.

 

Offline Stormkeeper

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Exactly 80, or more than 80?

While I'm at it;

I have this error. I modelled and textured the ship in Maya:


But in after importing it into Blender:


Any Ideas why?
« Last Edit: August 03, 2008, 08:07:02 am by Stormkeeper »
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Offline Water

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Exactly 80, or more than 80?

While I'm at it;

Any Ideas why?
80 - In Blender Icosphere - subdivision 2 = 80 faces

It would depend on the export type and import into Blender. Basically it is finding the texture image but not the image for the uv. If it is a problem you can use  Accutrans http://www.micromouse.ca/ to convert to collada and then import.

For Blender Freespace stuff I usually don't bother with applying materials.
In edit mode hit the A key to select all faces.
Set up a split window with the 2nd one set to UV/ImageEditor.
In the UV window hit A again so all the uv stuff is selected. Then image> load and choose your image.
alt z to switch between textured and solid mode
Ctrl uparrow to maximize window (toggle)

« Last Edit: August 03, 2008, 09:04:34 am by Water »

 

Offline Stormkeeper

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I tried, and I dunno how to map parts of the ship to different sections of the texture. I'll try using accutrans to import the whole shebang into Blender; although I used an auto-generated UV map for the model, i'm not sure if it that was the problem.
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Offline Aardwolf

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It looks like you're not in textured display mode.

 
I think you have to attatch it to the hull too. Also, make sure it is facing outwards. And you spelled shield correctly (I did that  :ick:)
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Offline Stormkeeper

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It looks like you're not in textured display mode.
I managed to do it, but it looks weird now, like the textures are all on the inside.

I think you have to attatch it to the hull too. Also, make sure it is facing outwards. And you spelled shield correctly (I did that  :ick:)
Facing outwards?
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Offline Water

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I managed to do it, but it looks weird now, like the textures are all on the inside.

Facing outwards?
Recalculate the face normals --- Ctrl N (in edit mode) select all faces first.

Game models have single sided faces. One side shows the texture, and the other side is see through.

 

Offline Stormkeeper

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Oh. Cool. It looks right now. Thanks.

My ship's textures appear in PCS, but not in modelview. Its a 512X512 PCX format, but doesn't appear. While we're at it, no way to reduce the size of the model in PCS, is there?
« Last Edit: August 04, 2008, 04:09:30 am by Stormkeeper »
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Offline Water

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Oh. Cool. It looks right now. Thanks.

My ship's textures appear in PCS, but not in modelview. Its a 512X512 PCX format, but doesn't appear. While we're at it, no way to reduce the size of the model in PCS, is there?
Make sure the pcx is 8 bit - 256 colours (not 24 bit - Gimp defaults to 24 bit) Other than that don't know. pcs and modelview have wireframe/solid and textured mode.
PCS1/2 have a scaling factor option only on import. eg..  set the scaling option, then import the model.

Just curious, why modelview? does PCS2 run on your machine?

 

Offline Stormkeeper

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Yea, it does. The texture does display in PCS2, but not in modelview. I finished marking weapon points and stuff, although I forgot to add a shield. But I'll save that for my next model. And I screwed up the dock path. Does a fighter need a dock path in the first place? I'm also not exactly sure why I opened it in modelview. It was outta impulse. Lucky I did, though.

Nevermind, I know how. And its 8-bit PCX file.
« Last Edit: August 04, 2008, 06:33:50 am by Stormkeeper »
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Offline Water

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Does a fighter need a dock path in the first place?
The dock path is for resupply. You can make a shield and export to cob. PCS2 has an import function. Just go to shield and hit load.

 

Offline Stormkeeper

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This topic has been moved to here.
« Last Edit: August 04, 2008, 09:30:54 pm by Stormkeeper »
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