Author Topic: Battlecruiser Operational  (Read 4894 times)

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Offline AqueousShadow

  • Devil
  • 28
  • Imperial Highway
Battlecruiser Operational
LOOK, LOOK!!! I finished my Battlecruiser model and it is WAY more precise than the wraith will ever be. :nod: I hope you guys liked it, and I figured why the wraith was being a pain when importing to Truespace and I made sure to take precautions so that my battlecruiser wouldn't end up the same. As for those of you waiting for my Protoss ships, keep waiting cause I am no expert at making smooth "Vasudan-like" ships.

copy the links and paste them into your address bar. Stupid geo****ties....*mumble* *mumble* And if the stupid thing doesn't work, give me your e-mail addresses and I'll send them to you. And actually texturing the ships would be very helpful :D I also have to learn how to turret it.....:sigh:

http://www.geocities.com/vietbboyraver/BC1.GIF
http://www.geocities.com/vietbboyraver/BC2.GIF
http://www.geocities.com/vietbboyraver/BC3.GIF

 

Offline Stryke 9

  • Village Person
    Reset count: 4
  • 211
Battlecruiser Operational
Not bad. This is the sort of ship that looks really fantastic with lots of detail, tho, if you can afford the poly count.

 

Offline AqueousShadow

  • Devil
  • 28
  • Imperial Highway
Battlecruiser Operational
Oh yea...I forgot to mention the poly count! That was the main thing I was supposed to put in the post! And what's worse, I can't even remember!!! I was wondering what the recommended poly count limit there was. I know it's about 500 for fighters, but I knew that was totally different from destroyers and the like. The BC is way upwards of 500 polys, but I sure hope it's not above it. Grrr....turrets....texturing...hierarchy....:sigh:

 

Offline vadar_1

  • Mr. Crispy
  • 29
  • .
    • http://dynamic4.gamespy.com/~freespace/hosted/fullcircle/
Battlecruiser Operational
it looks a little "squashed", or else the head is just out of proportion. The shaft connecting to the head is not supposed to be completly solid either. Engines are much too long, and need to be in more of a diamond shape.

Those are just suggested improvements... its a good start though. You can either detail it now, or give it detailed textures...
"Shockingly, checking Draw Lines Between Marked Icons draws lines between the marked icons. " -Volition quality help files

Projects;
The Full Circle Project (site down - server side problem)
Paradox (site down - server side problem)

 

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
Battlecruiser Operational
yeah, the head shpould be smaller, and the whole thing longer :)
SCREW CANON!

 

Offline Vasudan Admiral

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Quote
Engines are much too long, and need to be in more of a diamond shape.
dimond shape?????
just make the head a bit smaller and you got a pretty cool ship. if you want it to look sleekish mabey try getting rid of right angles.
and if that's only your second ship, well, wow. :D i think i took at least 5 trys to even begin to get my models looking like ships. nice start :)
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities

 

Offline AqueousShadow

  • Devil
  • 28
  • Imperial Highway
Battlecruiser Operational
Thanx for the suggestions vadar. But the engines should be, if anything, more circular, not triangular. Yes I know the shaft connecting the head and the body is not completely solid, but I needed to know the recommended poly limit so I didn't want to try at it. When I got to the end, I was like, screw it, so I added the side panels as well and got lazy so I didn't wanna change the shaft. I agree the ship should be longer and maybe the head should be a bit smaller. When I first finished the thing, the whole ship was practically "stubby." I then extended it a bit. I guess it could use some more "extending." :nod: Well...again, if anyone can help me texture it, add turrets and stuff, and help with the heirarchy, that would be cool. ;7

 

Offline Flipside

  • əp!sd!l£
  • 212
Battlecruiser Operational
Well, I think it looks good :) At the end of the day, Battleships are not going to be going in for speed races, leave that to the cruisers etc, my own idea of a Battleship is like a destroyer, but where the launch bays are, they have cunningly installed even more guns instead ;)
As for texturing..... To be honest, it's better to learn how to do it yourself, you'll never be 100% happy with someone elses work, just as no-one else will ever be 100% happy with yours, alas, it's a side effect of being human ;)

Actually this reminds me of a couple of questions.....

1 : Isn't there a patch to increase max polys, I'm sure I read about one somewhere?

2 : For one of my own projects, I think somewhere on this forum, theres a Registry patch that lets you use larger than 256 x 256 textures for fighters etc in FS2?

Any help would be appreciated

Flipside

 

Offline AqueousShadow

  • Devil
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  • Imperial Highway
Battlecruiser Operational
ditto :rolleyes:

 

Offline Vasudan Admiral

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    • Twisted Infinities
Battlecruiser Operational
haven't heard of the poly patch, the reg thing is around here somewhere (it was in the news) but it didn't work for me. said it had to be a valid registery file. although, it seemed to work for everyone else. :doh:
and for the poly max, the limit is effectively 3500 polys alltogether. as you need modview, unless you use pcs to do all the pofing then it's fs's limit of 5000. (and if kazan perfects pcs's new viewer, most people probably will. :) )
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities

 

Offline karajorma

  • King Louie - Jungle VIP
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Battlecruiser Operational
For the reg altering have a look here
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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

 

Offline Vasudan Admiral

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Battlecruiser Operational
even reading all that, i'm still not sure what they do. how d they make the textures better?
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities

 

Offline AqueousShadow

  • Devil
  • 28
  • Imperial Highway
Battlecruiser Operational
Haven't actually tried it, but it makes sense. lolz I dunno, I'm perfectly fine using my 3dfx Glide option ;7 The game runs perfectly with all details up at maximum resolution and...guess wut? My computer is only 300 Mhz! :rolleyes: But of course, I'm gonna get a new motherboard and processor for it. Welp...still tweaking my battlecruiser:sigh:

 

Offline Knight Templar

  • Stealth
  • 212
  • I'm a magic man, I've got magic hands.
Battlecruiser Operational
cool model should look good w/ some of the above suggested improvements, otherwise,

   excellence
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Offline Flipside

  • əp!sd!l£
  • 212
Battlecruiser Operational
It's texture divider and use large textures I'm interested in, Since Freespace only allows a maximum texture size of 256 x 256 (I think it can use larger ones if they are tiled, but that's not good for fighters). I have 512 x 512 textures for my models, which I tend to have to scale down, I thought it would be great if I could use them, even if only for LOD 0 on my new models :) I use a GeForce 4 on a 1700XP, so I think it should just be able to handle it ;) hehehehehehehe
I'll give it a try, and if my computer is still working afterwards, I'll let you know what happens ;)

Flipside :)

 

Offline AqueousShadow

  • Devil
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  • Imperial Highway
Battlecruiser Operational
cool :D

 

Offline vadar_1

  • Mr. Crispy
  • 29
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    • http://dynamic4.gamespy.com/~freespace/hosted/fullcircle/
Battlecruiser Operational
shadow, please stop making posts with no useful content...

anyways, just to clarify on my previous post, I meant the engines should be arranged to more of a diamond then diamond-shaped. I beleave it should also be possible to hollow out some of the neck while still keeping poly count down, but right now its pretty low as it is, so I dont see where the problem is.
"Shockingly, checking Draw Lines Between Marked Icons draws lines between the marked icons. " -Volition quality help files

Projects;
The Full Circle Project (site down - server side problem)
Paradox (site down - server side problem)

 

Offline Kitsune

  • 27
Battlecruiser Operational
The poly limit per object is about 850-890.
Subobjects can have that many as well provided they don't break that limit of 3.5k.

As for the model itself, yeah, the head is too big, or the body too small.  Take your pick.
~Space Kitsuné
6-Tailed RPG Nut.

"Why the hell don't we have any missles on this damn boat?!"
"But Sir, we have Tempests, Rockeyes, and unknown bombs."
"Like I said ensign, 'Why don't we have any missles on this damn boat?!"

"I went to a fight last night and a hockey game broke out."  -Groucho Marx

 

Offline Vasudan Admiral

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Battlecruiser Operational
a 3.5k limit? never heard of that one before. :confused:
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities

 

Offline Kitsune

  • 27
Battlecruiser Operational
3,500 pollies total for a ship, including sub-models and  other junk.

Hell, I'm quoting YOU.
~Space Kitsuné
6-Tailed RPG Nut.

"Why the hell don't we have any missles on this damn boat?!"
"But Sir, we have Tempests, Rockeyes, and unknown bombs."
"Like I said ensign, 'Why don't we have any missles on this damn boat?!"

"I went to a fight last night and a hockey game broke out."  -Groucho Marx