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Posted: Thu Apr 15, 2010 4:53 pm
by Adept
madpeople wrote:QUOTE (madpeople @ Apr 15 2010, 02:06 PM) RE making it smaller: I thought it was made bigger so it was easier to dock at?
That rings a faint bell. I suppose it could be scaled back when the doors are fixed.
Posted: Thu Apr 15, 2010 7:58 pm
by Broodwich
the reason all gt bases were made bigger is because it was the only thing apoch could do in ice that made their doors bigger, because he either didnt know how to remodel or didnt want to. Iirc it was more of a stopgap till new @#(! came out or someone fixed the models, but nothing ever did
Posted: Fri Apr 16, 2010 7:13 am
by Raveen
Why the GT bases grew:
Terralthra and some others (Baker I think, maybe more folks) fixed the CVHs of the GT bases to make sure that the doors were in the right place.
Hawkwood had to scale the bases up in the EoR core to make them dockable because the doors are relatively small and ships pysically couldn't fit through them.
Noir rejected this policy and replaced everything with the Res Station model.
Apoch reintroduced the original stations and scaled them to EoR proportions.
Even if the doors now match the models, the CVHs have hitbox problems.
Posted: Fri Apr 16, 2010 9:11 am
by Broodwich
you know the more and more i learn about what noir did with dn the more i respect him
Posted: Fri Apr 16, 2010 9:10 pm
by Hydrolyzer
It's 7am and I havnt been to sleep since I woke up at 4pm yesterday, so its safe to say I have no life. As such I have wasted my time in the not-unique way of filling requests I have no ability in filling. Dunno how to get original models to 'fix' so I designed my own. It's meant to be the palisade, I wanted the design to reflect the name. Doors are currently only on one end but can be on both no sweat, cbf'd mapping and texturing a probably useless model so ms'painted in the detail where it mattered. Also tried to keep in with GT style, that is, boxes with slopey edges on them. Not sure on poly count requirements for this engine, but its 75 poly or something anyway, could be lowered, would be maybe 90 with doors on both ends, dunno, cbf'd counting doors. Doors are designed on the viper tubes from BSG. If the middle ramp proved to be a problem it'd be poly efficient to remove them anyway. Anyone got any suggestions? "make it not suck" is not a valid suggestion. sorry.
its looks somehow more craptastic on a web browser. So I made another style. These can obviously be refined, im kinda just looking for style advice here.
Posted: Fri Apr 16, 2010 10:14 pm
by SpaceJunk
Aw, give GT more polygonal love.
Posted: Sat Apr 17, 2010 12:24 am
by Adaven
Hydrolyzer wrote:QUOTE (Hydrolyzer @ Apr 16 2010, 04:10 PM) It's 7am and I havnt been to sleep since I woke up at 4pm yesterday, so its safe to say I have no life. As such I have wasted my time in the not-unique way of filling requests I have no ability in filling. Dunno how to get original models to 'fix' so I designed my own. It's meant to be the palisade, I wanted the design to reflect the name. Doors are currently only on one end but can be on both no sweat, cbf'd mapping and texturing a probably useless model so ms'painted in the detail where it mattered. Also tried to keep in with GT style, that is, boxes with slopey edges on them. Not sure on poly count requirements for this engine, but its 75 poly or something anyway, could be lowered, would be maybe 90 with doors on both ends, dunno, cbf'd counting doors. Doors are designed on the viper tubes from BSG. If the middle ramp proved to be a problem it'd be poly efficient to remove them anyway. Anyone got any suggestions? "make it not suck" is not a valid suggestion. sorry.
- Your post and the rest of this thread is exactly in-line with what I've been pondering the last week or two with regards to organization and what not. There are currently 2 ways to get existing copies of the models, and neither one is very good:
1) Buy Milkshape ($35 US), and use the AMT plugin to import the models that currently reside in the artwork directory of your Allegiance install. If you pony up the cash it works pretty well, you can also extract the hitbox model, which is very handy. My copy got lost on a crashed harddrive.
2) There are copies of all the MS models (i.e. not GT, dreg, or TF) on the
artwork svn repository in .X format. Unfortunately though, I've never been able to open them properly. Every time I try in blender, it separates all the subsections and piles everything in the middle. Has anybody else had luck with that?
2.5) The Art CD's Pete Arisman (Original lead artist for the game) gave us have all the models twice: the same .X's mention earlier as well as 12 year old Softimage projects, which have their own issues.
We really do need someone with the software and no-how to make copies of all the models in a more common format with any mesh errors removed. Having those resources easily available would make it a lot easier for art dev's, new and old alike, to be able to contribute.
- I like your models. For reference, most objects in Alleg are 200-1000 poly's, and now with the newer 3d engine tweaks we can handle more. However, I think you have good forms, and the basic structure looks fairly easy to add detail to without making the texture map really hairy.
Posted: Sat Apr 17, 2010 2:09 am
by Hydrolyzer
thanks for the poly count info, shame about the originals. I'll work on making them more complete within those limitations and see what I can come up with.
Posted: Sat Apr 17, 2010 11:09 am
by madpeople
I think for bases you can go to 2000 quite happily, not to say you should be careless and wasteful, but don't skimp on the detail because you think you need to save polys.
Posted: Sat Apr 17, 2010 2:23 pm
by Adaven
Yeah, some of the Star Wars core models are over 4000, and I don't think I've heard anyone complain about them.