Author Topic: Ship creation guide updated  (Read 4463 times)

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Offline IPAndrews

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Ship creation guide updated
So there you go. It's probably fully of mistakes and I'd still recommend Rampage's FS2 Post Modding Manual as a better reference:

Rampage's FS2 Post Modding Manual:

http://pages.prodigy.net/descent_fan/Dump/FSManual.zip

My updated Ship Creation Guide

http://underworld.fortunecity.com/pacman/106/fs2mods/shipcreationguide/
« Last Edit: September 04, 2002, 11:21:12 am by 43 »
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Offline KARMA

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Ship creation guide updated
excellent, really excellent!
this is far the best guide about modelling for modding, if you want my opinion, since it isn't only a collection of infos but more important it "show the way"
there are also some tips i didnt know, like the rules 2 and 3 about stable geometry (actually i have some doubts about rule three, but i have to check)
there is only a thing missing that may improove your guide, the step by step modelling with screenshots, to show basic strategies and "how you have to think", i was building something like that from the model to the textures, but i never find time to do write it:p
good work:)

 

Offline IPAndrews

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Ship creation guide updated
Oh yes, rule 3 exists :). I did have a go at covering the "how you should think" question in trueSpace, since that's the second major problem I encountered after getting to grips with the hellish GUI. A tutorial would be nice. I'll see how much time I have. In fact taking a ship from modelling stage right through to completion might be fun.
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Offline tomcat

  • Dark Lord of Truespace
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Ship creation guide updated
No is not fun...is IP-DO
Truespace is the path of the Dark Side
-----------------------------------------------
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Offline Vasudan Admiral

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Ship creation guide updated
we need the :jaw: back. :eek2: & :eek: combined don't sufice.

that is heaps cool! i may now get uv mapping going :nod: dream come true.....

thanx heaps. MUCH better than the max sterling tute (although that was also good). fsw should have this as their main tute :) VERY helpful.

edit: couldn't get the cobra mk III d/l to work. :(
« Last Edit: September 05, 2002, 07:52:47 am by 815 »
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At least that solves the mystery of how people use other programs (besides TS) to get models into FS2 (exploration)... Hmmm now if only I can get the damn .cobs 2 pof (polygon liits exceded over 20 something)... ? Have to learn how to edit the models... L8tr... (I'd rather learn weapons first, I'm starting to get it)..
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Offline IPAndrews

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Ship creation guide updated
cobramk3 download fixed. Split your poly with >20 vertices into smaller polys which have <20 vertices by adding edges.
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Offline aldo_14

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Ship creation guide updated
Or, just triangulate the model. ;)

 

Offline Killfrenzy

  • Slaughter-class cruiser
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Ship creation guide updated
In the UV tutorial, what version of Lithunwrap are you using?
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Offline tomcat

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Ship creation guide updated
Aldo that is the worst thing u can do with your models...
Truespace is the path of the Dark Side
-----------------------------------------------
Dark Truespace Master Tomcat

  

Offline IPAndrews

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Ship creation guide updated
It's the last free version. The version number is 1.3. That means diddly squat as he didn't change his version numbers very often. Look on the what you'll need page.

I'm going to update soon with some more goodies. A demonstration of the fantastic model preview window which allows you to select polygons in 3D. Invaluable. Also, examples of the different types of projection and what circumstances they're most useful.
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Offline Killfrenzy

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Ship creation guide updated
Hmm.....well, I just can't get the UV maps to work....:(
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-Tomoe Hotaru (Sailor Saturn
------------
Founder of Shadows of Lylat

 

Offline aldo_14

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Ship creation guide updated
Quote
Originally posted by tomcat
Aldo that is the worst thing u can do with your models...


Max auto-triangulates them, anyway.  They're stable, the UV is tight (except when I screw it up, which is getting increasingly rare nowadays) and theres no shearing or warping effects..... besides which, I've never had a model I couldn't make to work within FS2's poly limits, and that includes the triangulation.

You may have the handicap of having to work with CGI models, but I don't.  And the rare occassion (once IIRC) where the hull is slightly polyrific (and by that I mean below the 3000 poly limit for all lods imposed by ModelView), I can easily LOd the model to a degree that prevents the problem from occuring.

And in rare cases, I make an extra LOD.   And I don't see how you can criticise triangulation for anything beyond the polycount increase it occurs.  Of course, if you have the handicap of using TS, I can uderstand how the GUI makes it much harder to make lower poly models.

 

Offline CODEDOG ND

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Ship creation guide updated
Andrew thanks man, now i know what some of my problems are
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Offline IPAndrews

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Ship creation guide updated
Quote
Originally posted by CODEDOG ND
Andrew thanks man, now i know what some of my problems are


My internet handle has nothing to do with urinating people called Andrew. Andrews is my surname. My first name and middle name are Ian and Paul.
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Offline Nico

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Ship creation guide updated
Quote
Originally posted by aldo_14


Max auto-triangulates them, anyway.  They're stable, the UV is tight (except when [etc etc etc] Of course, if you have the handicap of using TS, I can uderstand how the GUI makes it much harder to make lower poly models.


In fact, i'd say triangulating is good, that alone fixes many pbs with see/fly though, map distorsions, etc.
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Offline tomcat

  • Dark Lord of Truespace
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Ship creation guide updated
Full triagultion is for me the worst case..since I know how to use Quads..with Quads u have more Polygons at your disposal to use it for surface detais
Truespace is the path of the Dark Side
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Offline CP5670

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Ship creation guide updated
This looks very good; I will try reading through it sometime. Perhaps I can actually learn how to model stuff other than cubes or spheres... :D

 

Offline Killfrenzy

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Ship creation guide updated
What's wrong with triangulation? You can't have a BENDY face!
Death has more impact than life, for everyone dies, but not everyone lives. [/b]
-Tomoe Hotaru (Sailor Saturn
------------
Founder of Shadows of Lylat

 

Offline karajorma

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Ship creation guide updated
Quote
Originally posted by Killfrenzy
What's wrong with triangulation? You can't have a BENDY face!


The problem with triangulation is that it isn`t only the bendy faces it gets rid of.
 So your poly count shoots upwards. Manually getting rid of the problem faces takes longer but gives you more polys to do other things with.

That said I`ve only really worked with Truespace which is a rather bad modlling program.
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