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Warb_Null
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Thanks.

I'll try to explain what i mean. It's a lot simpler than i make it sound.

When you select the model in XSI you can select the "edge" button on the right side menu. The wireframe will turn yellow and cyan. The cyan edges are "hard edges" meaning they don't get smoothed over and will stay sharp. The yellow ones will get smoothed. Some edges are yellow but should have been sharp too, like some of the terrasses on the preator. You can select the edges you want sharpened and select under the "model" menu on the left side under modify--> component--> Mark hard edge / vertex. The edge now turns blue and will stay sharp.

 

I finished the Capital shipyard. It uses the same texture as the other Telgorn shipyard.

I also finished the Heavy lifter.

http://speedy.sh/dRUj9/Shipyard.rar

I included the praetor texture without the logo and with teamcolor.

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  • 3 weeks later...
Thanks! I'm going to be doing some more rigging today as I'm sick and tired of waiting for SD/IC to release the rest of the ForgeTools, assuming they plan to release them at all. I'll probably get in the Arquitens in today.
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Also, I took a look at the Tector today. It looks nice, however it's tangents got absolutely botched when it was exported. I've tried reverse importing via 3DS Max, however for some reason that does not import the various polygon groups (i.e. the bridge, engines, etc). Would it be possible for you to send me the original .max file Warb?

 

Edit: With regards to the Victory SD skin, could you take a look at place where the Open Circle insignia's used to be? It's somewhat distorted, comparison here.

Edit: Could you remove the Open Circle insignia from the Arquitens?

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The max file probably has the tangent problems too, I fixed it in XSI or so i thought. It looked as it should in entrenchement. Did rebellion somehow mess it up?

Did you try the new version of the mesh exporter? It is supposed to export smoothing groups correctly. I can't get it to run, probably because i'm using an old max version.

 

http://speedy.sh/XrX9s/tector.rar

victory and arquitens texture also included

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The max file probably has the tangent problems too, I fixed it in XSI or so i thought. It looked as it should in entrenchement. Did rebellion somehow mess it up?

It looked really odd in Rebellion. The bottom of the mesh was fine, but the top was bright white. At first I thought it might be the skyboxes, but the ISD2 did not have the same effect.

 

Did you try the new version of the mesh exporter? It is supposed to export smoothing groups correctly. I can't get it to run, probably because i'm using an old max version.

I don't tend to use the max exporters, prefer to open up the mesh in Softimage in order to do the tangents myself.

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  • 3 weeks later...
While I haven't rigged it up yet, the new Providence mesh will be used on the mainstay/common Providence, which will have different armament than the elite/hero/whatever you want to call it Providence (once ion cannons make their appearance).
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  • 3 weeks later...
So I have taken a look at the Providence meshes, finally, and I must say, they're downright gorgeous! The game renders their shadows perfectly. I also very much appreciate the inclusion of multiple textures; the main one looks perfect for the "elite" Providence, while providence-2_CL.dds looks very fitting for the mainstream Providence. As I am tired of hoping for SD/IC to release a new convertXSI, I shall begin mesh work once more, with the Providence and CIS Supply Ship being what I will toy with.
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Glad you like them. I can't wait to see them ingame.

Sorry for the lack of models lately, I'm trying to devide my time between several projects.

You might be interested in one of the models i finished recently

http://www.moddb.com/mods/republic-at-war/images/rothan-destroyer

It's the Rothana Destroyer based on my own design since it doesn't have an oficial picture.

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No need to apologize! In fact, I'd say devoting time to other projects right now is a very good idea, mainly as I have a backlog of models, and come September I will have extremely little time to rig, it'll be awhile before I finish the current crop of models.

 

That Rothana Destroyer looks very nice! Hrmm, the Republic has a very well rounded heavy ship roster, and a good deal of frigates. However, it lacks much beyond those, so perhaps as something more akin to the Strike Cruiser, medium health but with heavy armor and lots of firepower for it's size? I can imagine it being somewhat similar to the Acclamator-II, however it would have no missile armament, less shielding, but a lot of turbolasers, and even ion cannons. Actually yeah that would do nicely, as other than the VSD-II, Praetor, and Mandator, the Republic doesn't have many ships with ion cannons, this could greatly help round out the Republic's fleet.

 

Would it be possible to turn one of each of the four side cannons to point forwards? This way I'd be able to use those cannons for both forward and side banks. Has it been rigged up for EaW yet? While I'm mildly unfamiliar with EaW rigging, iirc it's done in 3ds MAX before exporting to alo, if I could get that version I could get the ship into Sins much faster, as it can provide me with weapon points other than the 8 heavy cannons.

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It was designed as an inbetween the Acclamator and Venator, probably around 1km in length.

The model has been rigged for EaW and as a result the turrets have come of (the need to be seperate models if you want them to rotate in EaW) The need to be put back on so pointing some forward is no problem.

Rigging is done in MAX. It is done with bones, place a bone where you want a hardpoint and point it in the fire direction. The name of the bone is irrelevant as long as it is unique. I usually use the type of weapon in the name.

 

If you want more smaller republic ships, I also have a pelta frigate and a rescue frigate. Though not realy front line battleships they could be retrofitted like the counsular was.

 

p.s the aquilares still uses the vindicator description and icons. Just mentioning it though you're probably aware of it allready

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It was designed as an inbetween the Acclamator and Venator, probably around 1km in length.

The model has been rigged for EaW and as a result the turrets have come of (the need to be seperate models if you want them to rotate in EaW) The need to be put back on so pointing some forward is no problem.

Rigging is done in MAX. It is done with bones, place a bone where you want a hardpoint and point it in the fire direction. The name of the bone is irrelevant as long as it is unique. I usually use the type of weapon in the name.

Perfect. When you get around to this, can you send me both the Sins version and the rigged EaW version?

 

If you want more smaller republic ships, I also have a pelta frigate and a rescue frigate. Though not realy front line battleships they could be retrofitted like the counsular was.

Nah, this should do the trick. At first I had no idea what I could do with it, then I looked at the Reps' cruisers. This ship and the Acclamators will make for an excellently well-rounded cruiser fleet.

 

p.s the aquilares still uses the vindicator description and icons. Just mentioning it though you're probably aware of it allready

Yeah I need to fix this.

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Warb, I'm not sure if I've done this before, but I commend you on your model's symmetry! Whenever you make them symmetrical, it halves the rigging time for the model, which makes it much easier for me to do. I was able to get the Supply Ship, which admittedly had not many points to do, in 20 minutes or so.

 

The Supply Ship also has two weird glitches. There's these two lines that appear out of nowhere, only at certain angles. I have no idea how these are occuring, I couldn't "see" them in 3ds max either. First one, second one, and both.

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I use symmetry as much as possible. I halves the modelling time and UVing is also mush faster plus i only have to skin half a ship.

Looking at the pics I can't tell what is wrong but it's not the only thing off. The UV is messed up too. The texture on the top of the ship is wrong.

I'll try exporting it from max to see if that fixes it.

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Noted. Hopefully the max export fixes things somewhat, and if it does I can reverse import it and slap on tangents in XSI, assuming that is necessary.

 

Also, what do you think of the Dauntless model Warb? Should I go for another one, or is this one good enough?

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