3D Model Showroom
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Looks a mounted macinegun rather than a Ion Cannon turret.
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My remake (more detailed than original) of Coalition’s Kiew carrier
http://img708.imageshack.us/img708/6015/61515867.png
http://img545.imageshack.us/img545/925/56528498.png
http://img808.imageshack.us/img808/2395/19558027.png
http://img571.imageshack.us/img571/5584/59187331.png -
Thanks. Yea, textures are default.
Here is the CMP, if somebody need. I dont know why, but in game it mirrored top/bottom. I really wondered because CMP made right. Maybe somebody knows the answer.
I had to rotate to make this screen: http://img522.imageshack.us/img522/2649/15384954.png
Also will be nice if somebody will make better sur for fixed ship.
If you fix this all, share with me, please. -
Could you upside down the model please , this is not accurat.
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How is this??
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I dunno what you’ve done, but with your CMP ship is green.
And your sur worse. It requires multipart.Freestalker.fr wrote:
Could you upside down the model please , this is not accurat.I said, i dont know why it became so. You can look CMP yourself and compare with others - ship fitted right.
Nightstalker wrote:
How is this??Look .mat file with UTF editor. I added Ec channel.
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That is because of the system lighting. Also, the original was exported as multipart so I left it that way when I righted it (Which it still looked fine to begin with). I used the sur generator from Lancer Solaris, that is as tight as I can get it. What is the reason for the Ec node since it has lightmaps??
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But why do you remodel old stuff from StarLancer? Don’t you think that after nearly 1000 years the style will change? I make the Coalition ships like they apepar in the intro of Freelancer, at the end of Sol War (+Some original designs)
Well I think becouse they look cool…and also why he cannot?
Btw the Coalition ships in the FL intro are from the same time period as Starlancer…only remodelled :-P…
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Just had a look at the model and it’s sur and I think that it’s not that nicely grouped. The three groups it consists of are not different parts of the model but just the parts that use different textures, so the sur creator generated three sur parts that cover nearly the same (the whole ship) which is of course as inaccurate as a one part sur and not very effective. I think in this case it would have been better to export as single group. Currently I am regrouping the model into parts that create good, fitting sur parts (hope you don’t mind, Nova), and to make it breakeable like the vanilla ships. Maybe I’ll do some damage models too.
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Report:
The .sur is operational exept for one wing, but I know what the problem is and will fix it tomorrow. It’s a wrong group name on the export of the model used as input for the sur generator. Had to make this extra model which is just the grouped model with all groups made convex using this tool for MS3D because the sur builder made bad sur parts (many triangles inside the shape, it was nearly solid in HardCMP) for the root and nose groups.
Now my only problem is the 18 groups limit of the exporter, that’s the reason why these antennas/guns got such a bad shape (See attached pictures). But it’s still better than single part .Nova, is the model meant to be longer than 1 km? I used the one Nightstalker made as base which has the same length. And the textures are green for me ingame, too, there is probably a colour setting in that .mat file.
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Nightstalker’s capships are all freaking insanely large mind. I’m guessing you might already know, but just in case, when you get triangles inside the mesh using the sur builder you need to enlarge the radius offset until they stop being rendered.
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Do you mean the duplicate radius? Of course the inside triangles decrease then, but also the quality of the sur shape. If I make it less enough to get no inside triangles, the shape does not fit at all. I solved it by using the different mesh I explained.