Haha, yeah, I uh...took a few design cues from Homeworld 2... I regret nothing! I'm still contemplating whether or not I want to make a full mod out of this or not. I have enough ships modeled to make up a new race, and if I do I plan to mix elements of Homeworld 2 gameplay (namely the ships building other ships concept) with SoaSE gameplay. The ships are also meant to be low-poly, while still carrying some feeling of weight and size to them. See, it kind of looks like the game
SequelFredLed
Oh, they're all hard edges? That would explain a few things...Hmm... Do any of the stock sins ships use smoothing groups?
I...am not whoever you're talking about. I can't even see anything other than "Chris ******"
You have to select the edges, then right click and hit "mark hard edge/vertex". I'm pretty sure it does carry over, as it has made an impact on some of my past models. I could never figure anything out from that Forgetools tutorial reference crap. The tutorials on SoaSE weebly have helped me a lot in the past though.
Very cool. I never thought to use different texture projections for lighting. Hmm... Like I said, I don't know if hard edges are outlined in .OBJ format. So if they aren't, could you make all edges hard edges?
Okay, meshes merged. Yeah, I'm aware that the UVs suck horribly. Does hard/soft edge data carry over to XSI? That is a very nifty tool. Thanks, Myfist. I can't use XSI for the model though, because it won't open. I'm actually about to test whether or not I could make a model in XSI without a crash... https://www.dropbox.com/s/gm9lvraul2alqy1/Destroyer.zip <p
https://www.dropbox.com/s/3hrknu8zaaz0zde/HumanDestroyer-cl.zip I was unsure of which compression type to use in gimp, and it's been a while since I did the decomposing/editing/recomposing, so I followed the instructions on SoaSE weebly. Can I merge UVs in Wings3d?
BUUUUURRRRRRNNN!!!!!
(demonic voice) Cleanse all with fire! But seriously, containment is the first priority. This outbreak can not be allowed to spread to other family members/friends.
A destroyer for the humans:
That would be great of you man. Thanks a ton, I will upload the textures when they are done. The cl map is done, but I still need to convert it to DDS, then make the da and nm maps.
I thought that's what it might be. But my other laptop EXACTLY the same as this one, and it worked fine. I am actually importing them. When importing the model it gets to the last part of the loading bar, and then crashes...Ugh. Thanks for that. EDIT: Well, upon trying to open the .EXP file, it crashed yet again.
Dang it... Okay, try this one: http://www.filefactory.com/file/4i8hja10dlwd/n/TestModels_zip
True, I was waiting for someone to say they would. Plus I didn't have time to upload them. I have 2 that need testing, they're in .OBJ format. http://www.gamefront.com/files/22765894/TestModels.zip
I am having a problem. I'm working on some ship models, I used wings3d to make them but whenever I try to import them to XSI 7.5 it says "Failed to save scene before system failure" and crashes. I'm not sure whether it's a problem with XSI, my models, or my pc. So, I would like to know if anyone would be so kind as to test one of them by opening them in XSI. Could anyone help me out with that?
Thats a very nice ship, very functional looking. I like it.
If I may offer a little bit more contructive criticism, Neutrinos can't actually be used as weapons. As they do not affect normal matter. I have actually explored the idea myself, but decided to use Gamma ray burst weapons instead.
I've had this problem several times before, help would be appreciated.
The problem is, if you decrease size, you must also decrease speed...lest all the ships start to look like fighters.
I was brainstorming ways to make planets to scale with ships...1)Attach a particle effect to the planets, make the main planet mesh invisible, and have the particle effect attach an enormous planet in the background. The problem with this is that it could play the effect over top of another grav well. 2)change solar systems into planetary systems. Change the skybox to include a to scale planet. I like the solar systems how they are though, I guess you could change maps to still have solar sys
hello all, I've been messing around with the code and I've noticed that the bigger a grav well is, the more lag it generates. Is there a reason for this? It appears that the effect is much stronger with stars... I was thinking it had something to do with either the pipelineffect grid lines, or the way the engine calculates movement space...but I really have no idea with this sort of stuff.
Lol, nice work IskatuMesk.
The human Destroyer class, 600 polys. I am quite proud of this one, lol:
The ones I can think of right now are the strings that display "Flagship (insert capital type here)" on the capital info card, and the ones that display "(insert faction name here) offers a (peace treaty, trade alliance, etc)" (or whatever, I don't remember exactly).
I prefer to stick to wings3d for low poly modeling (for me 1500 polys and below). With any higher poly models I move to 3ds max to bake light maps, shadow maps, etc. I also use it to remove any texture seems on asteroid-like models or anything that is organic... I use Wings3d to UV map, if not only because I don't feel like learning to use anything else...