3D Model Showroom
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I was digging through my old mod I was working on and discovered a cool ship I never released. I went ahead and uploaded it to turbosquid.com for free download. You can get it HERE
Here is a quick look!
Also I dug up all my old Tradelane and Planet dock models along with several weapoons, shields, CM droppers, etc…. which work well in game. I will post a link to download those soon. I made use of glowmaps so they are very visually exciting.
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These ships look nice. We may end up using a few of them. I’ve got my eye on that DeLorean as an Admin ship, at the very least. If we use any of them, you’ll get proper credit for them, as expected.
One quick question, though. Are we permitted to alter the textures, or do you want everything left as-is? We’re doing faction paint schemes for some of the ships, and we don’t want to overstep our permissions by accident.
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It’s all good if you want to repaint them. Having faction paint or badges on the hull is a pretty cool idea. Some of my models ran in a series (kinda like same design concept) but some were just random ideas. Painting or making a badge that matches would help to tie the different looking models to a system or faction. If you repaint them it would be cool to see how they turn out.
Do you plan on just editing the .cmp and or .mat files or would it be easier to start from the Ms3d files directly? I think I may have a lot of the old files all the way from the initial 3dsmax designs to the final products.
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Hi Jason, nice to see you around. I’m one of the more lurking, occassional people around here. Just thought I’d add a quick thought that I’ve been using your light fighter (3rd image) quite frequently as a test ship for a long while. I really like that model. It’s nice to see you around.
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jsncalif11 wrote:
Also I dug up all my old Tradelane and Planet dock models along with several weapoons, shields, CM droppers, etc…. which work well in game. I will post a link to download those soon. I made use of glowmaps so they are very visually exciting.I would be very interested in the Tradelane and Docking Rings once you have posted them at Turbosquid. Full credit (of course) would be given in The Underverse.
Fus
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Awesome. I will post them today and come edit this reply once done.
Ok here they are. Took a while cause my internet started acting up.
And here is a cool thing I had in my mod. I had it spinning and you could fly through the advertisement. It was like a holographic projection.
Billboard -
Very nice!
What modeling program do you use to produce your ships? -
jsncalif11 wrote:
And here is a cool thing I had in my mod. I had it spinning and you could fly through the advertisement. It was like a holographic projection.
BillboardI really like the trade lane model. It’s a fair bit nicer than the vanilla model.
Also, we’ve been doing something similar to that billboard. Here’s what ours look like so far. This one’s the Southern Cross Commonwealth model. We have one for the Medicean Empire in the works, but it’s not implemented yet.
We’ve also got vertical ads using the same model.
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Very Cool !!!
You took the idea of billboards to a whole new level. The designs are very good. I especially like the Jimmy Hat ad
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Here is an old one I made a while back. I finished it up and got it game ready. You can get it Here or at the FL Model & Texture Exchange
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Here is a sneak peak of my latest project. I actually built the model years ago but never took the time to UVmap it. I figured it was about time to get it done finally.
And again after a few more hours of texturing.
I will post a link once I get it working in game.
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Great looking station jsncalif11! I look forward to seeing it in game!
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I got it up in game and it looks pretty good but having issues with SUR. I used the same technique (obj-sur converter) as my jumpgate which turned out perfect but it’s not working with the station. Any ideas?
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jsncalif11 wrote:
I got it up in game and it looks pretty good but having issues with SUR. I used the same technique (obj-sur converter) as my jumpgate which turned out perfect but it’s not working with the station. Any ideas?You exporting the cmp as one group or many? If one group, (which is what I do for the Underverse mod), here is what I do. Combining the instructions of Gibbon at the Freelancer Community (FLC for short) here and what Skotty here at TSP told me what to do so that the sur was attached to the root of the CMP (String posting here, post #14):
In your Milkshape file that has the model, rename all parts to the same name. If your station is say:
Stationx_MainCore
Stationx_SolarPanel1
Stationx_SolarPanel2
etc…Rename the groups so that the name is the same thing:
Stationx
Stationx
Stationx
etc…Now in the Milkshape file for your sur, there are 2 options depending on the way you made your model.
Option One: Select a group and use the Convex Tool (The one I use is the orig, found here, Post #1)
The tool will add a _convex at the name of the groupname, which is ok. {Before some1 mentions it, I am aware of the modded version that makes the tool do _lod1 instead of _convex, but I can’t make it work on my machine and my Milkshape.} If you can’t make the modded version work for you, you’ll have to change the _convex to _lod1 manually.
Option Two: Using boxes and cylinders, create the needed shapes to cover the station’s parts. Use the Convex Tool to make sure that each of the shapes will be convex. The group names in the sur file should look like:Stationx_lod1
Stationx_lod1
Stationx_lod1
etc…
After you have covered all surfaces using either or both options, follow Step 2-8 in Gibbon’s instructions. Once you get to step 9, Do not check the Static box for any of your parts. Since I haven’t figured out the HP section of the converter program, I just use UTF Editor 1.4 or HardCMP to deal with the HP depending on the sitch.
Finish with Steps 10 and 11, and it should work.Fus
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I purchased and downloaded one of Angryfly’s (turbosquid.com) cruiser packs and did some work on the textures to come up with these. Textures have been increased in resolution, I went and completely redid the windows on one ship to make the ship bigger, and tweaked the length of the ships to help eliminate the “short and stocky” feel of them.
If anyone is willing to help me with getting these in game in their own little universe, I’d be more than happy to help put together a little mod for them.
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[RIP]Fusion wrote:
jsncalif11 wrote:
I got it up in game and it looks pretty good but having issues with SUR. I used the same technique (obj-sur converter) as my jumpgate which turned out perfect but it’s not working with the station. Any ideas?You exporting the cmp as one group or many? If one group, (which is what I do for the Underverse mod), here is what I do. Combining the instructions of Gibbon at the Freelancer Community (FLC for short) here and what Skotty here at TSP told me what to do so that the sur was attached to the root of the CMP (String posting here, post #14):
In your Milkshape file that has the model, rename all parts to the same name. If your station is say:
Stationx_MainCore
Stationx_SolarPanel1
Stationx_SolarPanel2
etc…Rename the groups so that the name is the same thing:
Stationx
Stationx
Stationx
etc…Now in the Milkshape file for your sur, there are 2 options depending on the way you made your model.
Option One: Select a group and use the Convex Tool (The one I use is the orig, found here, Post #1)
The tool will add a _convex at the name of the groupname, which is ok. {Before some1 mentions it, I am aware of the modded version that makes the tool do _lod1 instead of _convex, but I can’t make it work on my machine and my Milkshape.} If you can’t make the modded version work for you, you’ll have to change the _convex to _lod1 manually.
Option Two: Using boxes and cylinders, create the needed shapes to cover the station’s parts. Use the Convex Tool to make sure that each of the shapes will be convex. The group names in the sur file should look like:Stationx_lod1
Stationx_lod1
Stationx_lod1
etc…
After you have covered all surfaces using either or both options, follow Step 2-8 in Gibbon’s instructions. Once you get to step 9, Do not check the Static box for any of your parts. Since I haven’t figured out the HP section of the converter program, I just use UTF Editor 1.4 or HardCMP to deal with the HP depending on the sitch.
Finish with Steps 10 and 11, and it should work.Fus
Thanks for the help. I was able to get a very good SUR file however I had several issues while attempting it. The convex tool link was broken for me but I found a download Here.
Also every time I used the Lithunwrap it would condense my groups into one group with a huge bounding box. I decided to try to bypass the lithunwrap step and found a really simple way that works perfectly.1. Regroup your entire model into a single group. (I deleted the hardpoints as well)
2. Take that and regroup into simple shapes. (Hide the new regroups as you go so it’s easy to keep track)
3. As you instructed, name all the groups the same name.
4. Unhide all (Shift+Ctrl+H), Select all and use the convex tool.
5. Delete all original groups and rename the new ones from (_convex) to (_lod1)
6. Export as OBJ and use the OBJ-SUR tool.That’s all it took. It worked perfectly. I appreciate the help. I am having some issues getting the glowmaps to work properly but once I get it ironed out I will post a link to the completed station for anyone who wants it.