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Accueil » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Shipset in progress

Soumis par LordHavoc le Lun, 2006-10-23 13:23 SE:V MODs

Hi all, I just thought I'd post the preliminaries of the shipset that i'm building for all to see. Check em out below:

Frigate

Destroyer

Lt Cruiser

Cruiser

Battleship

And todays unveiling, our prototype straight from production comes the Dreadnaught class warship

Weapons Platform

Fighter

Satellite

Frieghter

Space Station

Starbase

Final Edit : Removed all the extra edit notes. Added space station and starbase.

‹ Proposed massive AI mod MOD Request ›
Fichier attachéTaille
P_LtCruiser_1.JPG31.32 Ko
P_Frigate_1.JPG23.77 Ko
P_Destroyer_1.JPG27.16 Ko
P_Cruiser_1.JPG43.31 Ko
P_Battleship_1.JPG42.33 Ko
P_Dreadnaught_1.JPG60.44 Ko
P_SmlWeaponPlatform_1.JPG23.07 Ko
P_MedWeaponPlatform_1.JPG24.82 Ko
P_HvyWeaponPlatform_1.JPG24.55 Ko
P_Fighter_1.JPG18.58 Ko
P_Satellite_1.JPG21.03 Ko
P_Frieghter_1.JPG20.98 Ko
graph.JPG139.83 Ko
P_SpaceStation_1.JPG26.42 Ko
P_Starbase_1.JPG36.32 Ko
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Two problems with this

Soumis par Moonsword le Lun, 2006-10-23 16:24

Two problems with this shipset. First, polygons should not overlap if at all possible (i.e., the gun barrel should not extend into the hull on the destroyer). The simplest thing to do is probably going to be to pull move the 'base' of the barrels out of the hull and make faces to meld it into the 'wing'. I'll admit that won't look as cool but it's going to be easier to texture and doesn't run the risk of being incompatible with the engine (some 3D engines are very touchy about overlaping polygons like that; I'm not sure if the Starfury/SE5 engine is one of them).

Second, do not waste polys. The gun barrels aren't that important and you're up against a pretty low poly-limit (around 300-1000) for each ship. You can use those polys somewhere else, usually, and the gun barrels are never going to be seen closely enough to be able to tell that they're actually hexagons or octagons.

Also, try to keep the geometry centered on the origin (0,0,0). It makes converting the model easier.

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Mod Designer

Thanks for the feedback. It

Soumis par LordHavoc le Lun, 2006-10-23 16:38

Thanks for the feedback.

It is centred, the axis you see in the top picture is for the vertex i have selected. You can just about make out the 0,0,0 axis on the grid (very faint)

SEV isn't fussy about overlapping polygons, i've tested on Star Fury and it's the same engine, just re-worked for RTS.

Even with the gun barrels i'm way below 1000 polys, I've not done a count but I don't even think i'm over 300.

I wouldn't worry too much about the gun barrels, they're only 10 point cylinders. And melding them into the mounts would only increase the polygons uneccesarily.

I use blender for the models, and when i'm done with that i'll be using lithunwrap for the textures and converting to .x files.

Your lord and master (below Foamy) LordHavoc

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Image de Noble713
Mod Designer

Polys + Engine compatability

Soumis par Noble713 le Lun, 2006-10-23 19:54

Moonsword wrote:
Two problems with this shipset. First, polygons should not overlap if at all possible (i.e., the gun barrel should not extend into the hull on the destroyer). The simplest thing to do is probably going to be to pull move the 'base' of the barrels out of the hull and make faces to meld it into the 'wing'.

Sometimes that can result in a higher poly count than just letting the objects overlap. For example, two overlapping boxes will have fewer polys than a box growing out the side of another box.

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Mod Designer

Quote:Sometimes that can

Soumis par LordHavoc le Mar, 2006-10-24 12:14

Quote:
Sometimes that can result in a higher poly count than just letting the objects overlap. For example, two overlapping boxes will have fewer polys than a box growing out the side of another box.

The on the overlapping example, the poly count remains the same. Which would be 12 regardless. The difference would be the engine that renders it. Better engines don't render non-visible polygons so in that instance overlapping would be advantageous.

A good example would be a ball in a bucket. If you viewed top down you would see the ball, the engine would render the bucket and balls visible polygons. But if you viewed from the side only the bucket polygons would be rendered.

Your lord and master (below Foamy) LordHavoc

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Looking pretty cool. Sorry

Soumis par Elucidus le Mar, 2006-10-24 14:50

Looking pretty cool. Sorry I am no graphics designer or anything, just thought I'd give ya a thumbs up ont he aesthetics of the design so far.

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Yeah that one is really

Soumis par Elucidus le Mar, 2006-10-24 15:00

Yeah that one is really sweet.

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Mod Designer

Lt Cruiser Model added now.

Soumis par LordHavoc le Mar, 2006-10-24 15:00

Lt Cruiser Model added now. Work started on cruiser.

Edit: Hey i'm getting pretty quick with this modeller. Cruiser's just about done

Your lord and master (below Foamy) LordHavoc

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Mod Designer

Cruiser and Battleship added

Soumis par LordHavoc le Mar, 2006-10-24 15:24

Cruiser and Battleship added now.

Your lord and master (below Foamy) LordHavoc

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Don't get me wrong, I like

Soumis par Moonsword le Mar, 2006-10-24 15:42

Don't get me wrong, I like the shipset. I'm just letting you know that there's a possibility that overlapping polys may cause problems.

Anyway, like I said, it looks good.

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Mod Designer

Unless MM have scrapped

Soumis par LordHavoc le Mar, 2006-10-24 17:15

Unless MM have scrapped their working StarFury 3d engine and replaced with with something crap that can't handle overlapping polygons. There won't be any problem with these ships. And just to be certain, i've just tested the battleship model in starfury now and it worked fine.

Your lord and master (below Foamy) LordHavoc

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Hmm... I'm not that

Soumis par Moonsword le Mar, 2006-10-24 17:29

Hmm...

I'm not that familiar with this particular 3d engine, frankly. I've got more experience wrestling with FS2, which can be rather... touchy... at times.

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Mod Designer

It does have extra polygons, though

Soumis par Phoenix-D le Mar, 2006-10-24 18:40

It will work, but I don't think SE5 does any "out of view" trimming, so the ships will have a greater performance hit than they might otherwise.

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Mod Designer

The battleship has 422

Soumis par LordHavoc le Mer, 2006-10-25 06:27

The battleship has 422 polygons. And people are saying between 300 - 1000 for a guidline.

I checked the demo models and they are around the 400 mark. Although they go as high as 2400 (amonkrie starbase)

I'm gonna bang together the rest of the shipset and then figure out how the heck i'm going to texture them.

Your lord and master (below Foamy) LordHavoc

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Mod Designer

Shipset coming along nicely

Soumis par LordHavoc le Jeu, 2006-10-26 18:19

Updated with battleship, dreadnaught and small weapon platform.

Your lord and master (below Foamy) LordHavoc

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Mod Designer

ITS COMPLETE

Soumis par LordHavoc le Lun, 2006-10-30 15:22

Behold in all it's glory. A full shipset!

Well, not quite. Still a lot of work to do. Gotta texture them for starters, then theres overhead shots for the componant map...and the componant map itself. Portrait shots, .x file conversion....
Hmm, i guess it's nowhere near complete. At least the models are done though.

Your lord and master (below Foamy) LordHavoc

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Image de Rilbur

Textures

Soumis par Rilbur le Lun, 2006-10-30 21:21

I wanna see textures! Nownownownownownow! Laughing out loud They look COOL... and the dreadnaught one could make a decent "textured" one if you tweaked it a little (keep the same coloring concept, but maybe use blotches instead of lines)

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Mod Designer

Patience patience. I've

Soumis par LordHavoc le Mar, 2006-10-31 04:43

Patience patience. I've started working on it.
I'm going to have to find something better that lithunwrap, I need something that has a snap'to'grid feature.

Unfortunatly the dreadnaught wasn't textured. I did that effect with 3 different coloured lamps.

Your lord and master (below Foamy) LordHavoc

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Image de Rilbur

Well

Soumis par Rilbur le Mar, 2006-10-31 09:51

The colors helped pull out a lot of details I'd have never seen otherwise Laughing out loud

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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