Topic: Toying Around With TOS (NOW AVAILABLE 4 DL)  (Read 5528 times)

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Atrahasis

  • Guest
Re: Toying Around With TOS ...
« Reply #20 on: September 26, 2003, 07:41:56 am »
Yes, you are on the right track. Learning how to sphere map will increase the quality of your work because a great many objects will probably require it in your future projects. I should also let you know that once you master this, the next thing you should look at is "cylindrical mapping" which has even wider applications.  

Just a tip: you should always know where your most important axis is, and what it's called (X,Y, or Z).  
« Last Edit: December 31, 1969, 06:00:00 pm by Atrahasis »

I_Mudd

  • Guest
Re: Toying Around With TOS ...
« Reply #21 on: September 26, 2003, 08:11:40 am »
Thanks Atrahasis. I must admit, I'm a big fan of your work. Your models are breathing new life into TOS/SFB ( in the way I hope to ) for a 'next generation' of players and fans who might have only reguarded the vessels of this era as 'primitive tinker toy' starships.

I have some experience with 3d max and lightwave, and understand your advice, but sadly, all I have these days to work with is Milkshape, which is like going from a Porshe to a Pinto. The Sphere map feature seems limitted in MIlk. It creates a sort of weird reflection-like effect while in program. Upon exporting the mesh, however, there appears to be little difference from regular texture mapping. Maybe I'm missing something or prehaps I need to re-plan my texture mapping ...

Back to the Dillithium mines ...  

I_Mudd.

Mackie

  • Guest
Re: Toying Around With TOS ...
« Reply #22 on: September 26, 2003, 10:06:44 am »
OMFG! Upload the current version 0z and ill do some renderings

and oh by the way... B0w d0wn before  the power of the milkshape biatches  
« Last Edit: September 26, 2003, 10:11:22 am by Mackie »

Azel

  • Guest
Re: Toying Around With TOS ...
« Reply #23 on: September 26, 2003, 05:11:47 pm »
Awesome !!!
But ...where's my Damned "6"!!!
LOL
 

Azel

  • Guest
Re: Toying Around With TOS ...
« Reply #24 on: September 26, 2003, 05:35:29 pm »
 
Quote:

 and oh by the way... B0w d0wn before the power of the milkshape biatches  




Man I couldn't have said it Better man  

I_Mudd

  • Guest
Re: Toying Around With TOS ...
« Reply #25 on: September 26, 2003, 11:27:55 pm »
I think I've taken care of the 'sphere' problem on the Columbia. See for yourself:

 

Hey Mackie, Thanks and check your email.

Patients, my young padawan ... All good things come to those who wait ...  Azel.   It won't be long now.

I_Mudd.  

InterMech

  • Guest
Re: Toying Around With TOS ...
« Reply #26 on: September 26, 2003, 11:28:00 pm »
Milkshape sphere map is not the same as the one in Max.  In milkshape, spheres will automatically sphere map in the sense you are thinking, Cylinders will automatically cylinder map. Boxes will show the full texture on each face. To map on a sphere like the Daedalus Class, you have to make the texture as if it is unwrapped onto a flat surface. Then assign the texture to the sphere. When you go into the texture point editor, you can maintain the sphere map by NOT hitting the remap button, but only scaling or moving individual points. I have found that one can apply almost the same texture application quality in Milkshape as with Max but with fewer clicks on the mouse.  

I_Mudd

  • Guest
Re: Toying Around With TOS ...
« Reply #27 on: September 26, 2003, 11:34:39 pm »
 
Quote:

 I have found that one can apply almost the same texture application quality in Milkshape as with Max but with fewer clicks on the mouse.  




Once you get the hang of it, I'd generally agree, Intermech. Max does have a few more goodies though. Bells-n-whistles.

I_Mudd.

starforce2

  • Guest
Re: Toying Around With TOS ...
« Reply #28 on: September 26, 2003, 11:47:02 pm »
It looks better.

Azel

  • Guest
Re: Toying Around With TOS ...
« Reply #29 on: September 27, 2003, 08:30:56 am »
 
Quote:

Milkshape sphere map is not the same as the one in Max. In milkshape, spheres will automatically sphere map in the sense you are thinking, Cylinders will automatically cylinder map. Boxes will show the full texture on each face. To map on a sphere like the Daedalus Class, you have to make the texture as if it is unwrapped onto a flat surface. Then assign the texture to the sphere. When you go into the texture point editor, you can maintain the sphere map by NOT hitting the remap button, but only scaling or moving individual points. I have found that one can apply almost the same texture application quality in Milkshape as with Max but with fewer clicks on the mouse.

 




Yeap..he's right...I sometimes have to do that myself...otherwise strtch lines appear...BLAH
 

I_Mudd

  • Guest
Re: Toying Around With TOS ...
« Reply #30 on: September 27, 2003, 11:19:56 pm »
I think everything is close to where it's supposed to be now.

 

You'll probably notice that the Impulse drive isn't exactly where you requested, Azel. It just didn't look right and seemed like the engineering was all wrong for this ship. I figure the secondary hull  was like any other ( just smaller) with a warp core running down through it. I t didn't make sense to reroute  main power conduits back to the center of the saucer section, when it would be just as easy, if not easier, to project it towards the aft section where the nacelles are powered anyway. it made sense to me from diagrams I've seen. Asides, it rounds out  and streamlines the asymetrical design some. Hope you like it.

Now, just to get the break mods and hardpoints done and both Columbia and the Azel will be ready for download.

I_Mudd.  

starforce2

  • Guest
Re: Toying Around With TOS ...
« Reply #31 on: September 27, 2003, 11:30:57 pm »
you could put impulse under the shuttlebay to make the thrust symetrical. And I've been meaning to ask, where are the phasers? and are those torpedo tubes on the fronts of the nacelles?

ActiveX

  • Guest
Re: Toying Around With TOS ...
« Reply #32 on: September 27, 2003, 11:46:00 pm »
Oh look, you got your 6...

Rod O'neal

  • Guest
Re: Toying Around With TOS ...
« Reply #33 on: September 27, 2003, 11:50:58 pm »
You know, I liked the USS Azel the 1st time that I saw it. I like it more all the time. It looks like aesthetics weren't a consideration at all, when it was being designed. (Which is as it should be.) Systems were put where they would fit, where it was easiest, where it was safe, or whatever. No aerodynamics in it's design. It's a space craft    

I_Mudd

  • Guest
Re: Toying Around With TOS ...
« Reply #34 on: September 28, 2003, 12:57:37 am »
Starforce2, you made a good point. How or why would I do hardpoints for a ship with no weapons.  



 

I_Mudd.  

starforce2

  • Guest
Re: Toying Around With TOS ...
« Reply #35 on: September 28, 2003, 01:12:41 am »
Cool! I was thinking weapons off the core too, only supercharged beam emitters with direct shunts rather than torpedo, but whatever works. How long before these 2 get released?

Azel

  • Guest
Re: Toying Around With TOS ...
« Reply #36 on: September 28, 2003, 09:14:26 am »
THanks man!!!
as for the weapons...I personally don't care (I think its just the foward torp tubes sticking out too much)...But the ship needs them...so its got to have em

BTW :are you planning to move the nacelles away from the ship...by lengthing the Cattermarang hull??? or just pull bach the whole nacelle with pylon further back ...so the ship has some length Or just have a MK2 version with that upgrade
Thanks man!!!

All in all she is Great  

I_Mudd

  • Guest
Re: Toying Around With TOS ...
« Reply #37 on: September 28, 2003, 08:49:56 pm »
Okay, Hardpoints are finished on both ships, however, I have yet to produce a good break mod. Milkshape exports the break as a single item, not in three or four pieces. This may be because the program doesn't seem to want to classify groups as indivdual meshes ... not sure. The result is a very mangled starship spinning out of control. Kinda neat, at first, but not the look I was going for here.

After searching around this forum and others, it looks like Milkshape may not be able to produce the break mods.  

So ...

... has anyone got a suggestion?

I_Mudd.  

Mainwaring

  • Guest
Re: Toying Around With TOS ...
« Reply #38 on: September 29, 2003, 02:08:36 am »
If it's all done and you just need the break mod done properly, I could probably take some time Tuesday or Wednesday and run it through 3DS Max and send it back to you. I'd offer to do it sooner, but I have two major class projects due Tuesday (it's the last week or term), and therefore will be very busy.

Alternately, GMax might work. it's a free version of 3DS Max that Discreet or whatever they're called these days puts out. i think it supports Max-format plugins.

I_Mudd

  • Guest
Re: Toying Around With TOS ...
« Reply #39 on: September 29, 2003, 02:05:00 pm »
Gmax won't export the mesh in a usable format, so I'll need a way to send these files to you.

I still would like to know if there's ANY way to make a break mod without 3d max ...I expierimented with SCME ( both versions ) but apparently, it doesn't recognize the pivot points needed for a break mod. Assimview looks promising. but it, much like SFC2ED, simply baffles me as to how to manipulate anything.

Alternatively, I could do a one piece break mod, specially designed to look good ... kinda like in ST3 just after the Enterprise self destructs and is twirling toward Genesis.

I have several other projects on the back burner and would hate to become a 'pest' about getting break mods done.

 

I_Mudd  
« Last Edit: December 31, 1969, 06:00:00 pm by I_Mudd »