Author Topic: ACTION VI transport  (Read 35694 times)

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Offline jacek

  • 26
Now it has about 4k  :) final version should has between 5-7k  :)
« Last Edit: February 27, 2009, 07:20:27 pm by jacek »

  

Offline jacek

  • 26
Ok I add some details and now it has about 5100 polys I must add details on engines and on place near big gun. Here are two renders:





I also show You quick ingame screenshot (ship with baked AO):



It gives me so much fun flying around those pipes, fins and other  :D

 

Offline Snail

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Whoa. HUD be nice.

But freighter be more nice.

 

Offline swashmebuckle

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Hey, that's starting to look really nice!  :yes:
I think I'm changing my mind on this ship and moving it into the good EU category...
It seems a lot more characterful than I remembered it being, and less like a floating toolbox.

 

Offline Narvi

  • 28
Whoa. HUD be nice.

But freighter be more nice.

That's the WCSaga HUD.

 

Offline TopAce

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Jacek, I see you successfully converted your model into the game. That's the skill that we're lacking at the moment. Will you be able to convert our models into the game?

By the way, it's looking really nice, even without textures.
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Offline Snail

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Jacek, I see you successfully converted your model into the game. That's the skill that we're lacking at the moment. Will you be able to convert our models into the game?

By the way, it's looking really nice, even without textures.
Converting it to game doesn't necessarily mean that it's got paths and etc.

 

Offline jacek

  • 26
Narvi: of course it's WCsaga HUD not mine  :) I'm owner of this ship only :)

Snail, TopAce: This ship hasn't got engines etc because I only would like to see how it looks in game but I could add fire points and engines. Problems may occure with bigger ships with turrets as separate models because I have never doing this before but If Top Ace means fighters I think I'll be able to do this  :) So if You (TopAce) would like me to do this job send me models with textures. My email: [email protected]

 

Offline TopAce

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Talk with brandx0 or chief1983 to get some more details. All I know is that we need model converters to get our models into the game. I don't know at what stage these models are, from what file format we need to reach our POFs, or what are the special FotG-related requirements of making a POF. Only the leaders who can actually model can answer that. They discuss most of the stuff on IRC, which I cannot attend due to the differing time zones we're in.
« Last Edit: March 01, 2009, 07:02:06 am by TopAce »
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Offline jacek

  • 26
hmm.. unforunatelly I'm also in the same time zone as You because I come from Poland. I'm not the best in converting job I thought that at this dev stage You would like to see how yours models looks ingame..

BTW. I'm happy that You like it guys  :D
« Last Edit: March 01, 2009, 09:26:02 am by jacek »

 

Offline jacek

  • 26
Ok another screenshot:



And old tie fighter ;P


 

Offline TopAce

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I like what I'm seeing so far. Suggestion: Can you add some more recessed parts? I think there should be some balance between extended and recessed greebles.
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Offline chief1983

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Yeah they tend to just look stuck on otherwise.
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Offline Narvi

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Man, that old TIE model looks pretty unfinished. Needs better textures, anyway.

 

Offline chief1983

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Also, your conversion process seems to be destroying any smooth groups, that would need to be looked at.  Anything that looks rounded in your Action VI renders is noticeably polygonal in the in-game shots.  But I'd worry about finishing the model before putting it in game :)
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline jacek

  • 26
You right chief1983... I lost smooth grups it is because that PCS2 can properly open .pof I try to import mesh in .cob but always appear error and system kill this program.. So I use another method:

-in 3ds max 2009 save mesh as .obj
-open it in deep exploration 5 and save as .cob
-open it in modelview32 and save as .pof (I notice that in this step I lose smooth groups)
-open it in PCS2 adding lods, firepoints, enginepoints, paths, subsystems and save.

Narvi: Now I'm spending all my time on making action6, this tie fighter screenshot I post only for fun  :)

TopAce: Recessed parts are big problem because it increase a lot of polygon count.. so I try to keep it low but If chief1983 who is the boss here though that I should add more this kind of stuff I may do this..
« Last Edit: March 02, 2009, 03:38:18 pm by jacek »

 

Offline chief1983

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Anything that should be recessed, and would not go on a normal map, should be recessed.  You can't help it if the guy who brainstormed that thing did not decide to give it any holes, and just bolted a bunch of stuff onto the sides :)

Also, ideally you would not have Modelview in your conversion process.  It is a fairly unstable application.  Hopefully the Collada version of PCS2 can be stabilized and that could be used instead.
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline jacek

  • 26
I install PCS2 with collada support, do everything what was writing on wiki but when I choose import geometry, select .dae file nad press ok my winVista shut down this application because of error... I don't know why..

BTW. I agree with chief1983 but You know the same or more about action6 as me so if You think that something should be recessed please take my render and use red circle or other shape :p and show me which part....  
« Last Edit: March 03, 2009, 12:49:57 pm by jacek »

 

Offline chief1983

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If you have issues with the converter, you might try posting on the PCS2 Collada thread.  Or just read that thread carefully, but it's pretty long.  It may also be an issue with the model, some conversion processes will get a pretty broken model into the game while others can be a bit more picky, but the picky ones are probably the best to use as they'll save you trouble in the long run.  What does the hierarchy of that model look like?
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
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#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline jacek

  • 26
what do You mean? I'm not sure that I properly understand Your question but action6 is single object with reseted pivot and it still doesn't work... BTW. I write my question about .cob files in PCS2 thread but nobody reply... so I've got a little problem.
« Last Edit: March 04, 2009, 09:36:00 am by jacek »