Jump to content

MajorPayne

Members
  • Posts

    210
  • Joined

  • Last visited

MajorPayne's Achievements

Collaborator

Collaborator (7/14)

  • First Post
  • Collaborator
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. LOD stands for Level Of Detail. Its basically a way for the pc to show detail at different distances from the parent model. In all models that I've seen that use LOD's the highest one (usually 0) has the best detail and normally the highest level of detail in its textures (so think of a model with several thousand polys and high resolution texture maps). The second LOD (usually 1) is normally around half to 2/3 the poly count of LOD 0 and normally has textures one level lower in resolution. As an example: There is a model of the Galaxy Class starship which was made for Bridge Commander. It had three LOD's (0,1 and 2). LOD 0 had around 10,500 polys and used 4 high resolution textures (2048*2048 pixels). LOD 1 had around 6,200 polys and used 4 intermediate resolution textures (1024*1024 pixels). LOD 2 had around 3,100 polys and used 4 low resolution textures (512*512 pixels). There are lower LOD's that can be used which would have texture resolutions to match. However, it is perfectly possible to have a low poly level model use high resolution textures. The NODE HIERARCHY is the setup for hardpoints on a model. Its basically created through your normal method of linking the hardpoints/nodes together to form a "tree". With regards to textures. It depends. A 2048*2048 pixel based TGA is aprox 12mb in size. Each 512*512 tga is 768kbs. Therefore 5, 512*512 tga files is going to be less than half of one single 2048*2048 so it'll be better to have the small ones. Its only useful to have high detail textures if you have several models (10 or so) which would use the same texture/textures. Hope that helps.
  2. Nomada. I've noticed a few of EJ's direct conversions still have the LOD's meshes in the model. If the node hierarchy is setup correctly then these can help with the zom function of the game (zooming further out uses a lower LOD thereby reducing lag that the model may cause. Zooming in closer uses a higher LOD for detail). Unfortunately, in most cases the hierarchy isn't setup correctly so the LOD's aren't used. Deleting these firstly will lose quite a bit on the file size. In EJ's homeworld 2 mod he also uses several other unecessary mesh sections which can be safely deleted. Finally, and this is the time consuming bit. If your able to completely rebuild a mesh but still apply the original textures to it, then you'll be able to (most likely) lower the poly count significantly. For example. As everyone who's used Ej's models will know he created a dam fine example of the XJwing. Now I wanted to convert this model myself, but the completele poly count is close to 6000 polys. The reason for this is the model uses 2 Lower LOD's, and a shadow mesh. Removing both the shadow mesh and LOD's will loss around 2500 polys, but as a fighter 3500 (aprox) is still to high so I rebuilt the entire mesh. Its about 98% accurate to the original but considering its only a fighter it needs a lower poly count. The new poly count of the fighter is closer to 1900. Okay so its not as low as I would like, but still its around 1/3 the original, so the file size should be about half. My suggestion would be to try this with capital ships. The engines are usually a good place to start. If an engine is a single cylinder of 1 stack (layer) and 36 slices then that cylinder would look lovely but adds 144 polys to the model. Okay so this isn't much, but if you consider that engines have alot more stacks in them to define curving and depth then your looking at any amount up to about 2000 per engine. RTS games don't rely on massive amounts of mesh based detail (thats left to the textures where possible) so if you can remake the engines so they have less slices (using 12 slices/sides produces a cylinder thats only 48 polys). Also if you can remove mesh created detail which won't effect the overall look of the model then that will also help. Finally with the textures you have several choices. Lightmaps add about 1/3 the overall sizes of the texture file. Lower texture size means less detail but speeds up loading time. Less amounts of texture files can also speed up loading times. In essence if you use lower resolution (512*512 or 256*256 pixels) textures with no light maps and a model thats around 1/2 the original poly count will produce a significantly lower file size, than one that uses the original models poly count with 2048*2048 high res textures.
  3. Definately an interesting design but might I suggest placing smaller domes (about half their current size) as they just seem a bit big.
  4. Interesting concept. Should be good to see, but I wouldn't comment further until I see some images.
  5. Thanks. That bit I got okay. I've also got him on a Legacy battleship, but he can't be used for ground combat which is what I need to try to do. basically put Yoda on his own capital ship during space battles and then still use him during ground combat as well.
  6. Could some kind coder give me a little insight into the thread title?? Basically I'd like to firstly stop Yoda from auto joining the flagship of a fleet (which I believe I can do) and have him in his own specific ship. Any help is appreciated.
  7. Nomada. Please remember one important thing. Whilst its unlikely that you would get sued or thrown in jail over this, you would receive a C&D order, and believe me when I say that these orders can be quite frightening.Also there is the small matter of your work being pulled almost as soon as it is released, and I can't see you being the flavour of the month on ANY of the forums/sites that you would try to have your releases placed. Besides, why take the models directly from FOC?? There are other sources for many other them (with the exception of the ZC side). I would say try learning to do model conversions. Its quite hard to begin with but everything comes with experience, and besides. Once you actually start learning to port 3rd party models, you could try making your own. One question to those who are on about Nomada being sued/arrested etc.etc. Have any of you actually thought about where he/she lives?? Many european countries don't come under the same style of legalities as the US and a handful would ignore such things.
  8. Just a quick note here. Porting is not illegal. Example point in case: Currently the situation with the game "Star Trek Legacy" is that you can convert models to Star Trek Armada format (denoted by SOD extension), and rename the extension to M3D (used by Legacy models), and use the model directly for Legacy (also true for those previously converted to SOD format). End result is a ported model from Armada to Legacy. The only time it becomes an issue is if the dev team or publishing company have specified that no material from their releases is to be used in any other capacity. You need to check up with the EULA.
  9. Sorry guys. I'm still sorting out the last section for my minimods update before I start on the big work. Not to worry though. I have got a very ragged ship list, so I'll be able to post some screenshots soon. Can everyone remember though that some of the ship aren't of great quality but will serve the purpose thats required.
  10. Still makes me jealous seeing as I have a hell of a time trying to work with the map editor.
  11. Hi all. Even though I know theres not many that are interested I've made a little bit of progress with my minimod and its been updated to v1.1 (this has been submitted to EaWfiles.com) to include the following: - Corrected some minor text entries which I only noticed recently. - Updated the Legacy textures so they are now 512*512 pixel sized instead of 256*256. - Added the Sovereign SSD to the imperial side (Its not correctly sized in any way shape or form and its not 100% balanced to the game, but is functional). - Added a new Utapau beta map which was kindly given to me by HK47. With this minimod I'll be updating it to v2.0 with the following planned: - Update for the consortium of one capital ship class. - Attempt to rebalance the consortium side so that the side is much less powerful than it is. - Some small additions including more maps (again generously provided by HK47). Now to other news: I've noticed that whilst there is alot of projects on the go (apparently some 40 on MODDB), there is not one based on WING COMMANDER. Therefore, I'm going to make a start on slowly creating this project. How far it goes at this very early stage is anyones guess, but the following is a general outline of the mods content: - It will change as much of FoC as possible with there being three playable sides (I'm not going to even attempt to make a completely new playable side as my modding capabilities for this game are no where near advanced enough), with a fourth replacing the additional units provided by the Pirate side. - Skirmish is the first target for this and it'll only be a space based mod (I have very limited skill with regards to creating animated human style models anyway). Its currently unknown whether this will spread to a GC game, and I've no idea how much of the GUI I can change but we'll see how things progress. Anyway, planned ship structure is 4-6 capital ships with around 6-8 fighter classes per side. Of course there will be one starbase for each side, and certain elements of the original game will remain (such things as the turrets, mining facilities etc.etc). Anyway, I'll update this thread with any further information as it comes around of if anyone wants to know anything.
  12. Dark_Lord. Could you do us all a favour and submit this to EaWfiles.com as I'd like to give this a go, and rapid shar is one big pile of crap AFAIK. Thanks.
  13. Thanks for the support but this is only as good as the materials contained within it. If it wasn't for the many people I've had help from and fromthe model sources I've gotten hold of I doubt I would have bothered modding the game.
  14. New update. The NTB problem seems to have sorted itself as I've no idea what the hell was going on and why the textures were screwed. Now the fighter about is the last to add to the imperial side (haven't considered any other for the ZC or pirates as yet and I'll probably leave them as is). Anyway, heres a quick pic of the NTB in action and for the sake of the ships armament it carries two bwing based lasers, two proton torpedo launchers (but they don't seem to work), and two capital ship based ion canons. Its powerful but for necessity each squadron has only two ships in it so it pans out fairly well.
  15. No idea, but I'm going to keep working at it. Anyway. Because I can rarely keep anything to myself the secret tie I spoke of in my previous posting was originally made by Uniderth (member of the Scifi-meshes forum) and after looking over the original images I've taken a definate fancy to the design and produced my own version. Whilst its not exact, or even sharing textures or the original mesh I still need to get a yes or no as to whether I can release my version because its simply based on the design. Anyway, heres a quick pic and the basis for this fighter is thats its extremely fast (carrying four engines) instead of the usual ties two. The fighter also carries four much heavier weapons and its used as an assault and anti fighter fighter.

Copyright (c) 1999-2025 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...