Topic: Halo model  (Read 3228 times)

0 Members and 1 Guest are viewing this topic.

Offline AlchemistiD

  • Lt. Junior Grade
  • *
  • Posts: 440
  • Gender: Male
  • No Replacement For Displacement
Halo model
« on: December 05, 2005, 10:41:07 pm »
Hello all.  I have a request, a Halo ring model. 

I'll get right down to it, but first:




Ahh, that's better.  I beg your pardon, I couldn't help it.

I have textures for the inner and outer facing sides of the ring.  All they lack is a modeller to put them to use.  There's really only two files. 

Unless someone wants to do some athmosphereic lightmap shading over the landmasses and oceans to make it look more enigmatic and cool on the dark side of a planet (Like lightining in a hurricane lighting up the surface over one of the bodies of water.  Snow reflecting light, some sparkles in the oceans, stuff like that). 

Come on.  I just want to paint a picture for you.  Imagine having the ambient light turned down to 0.  You're fighting a fleet of Andromedans and their mothership on the dark side of, say, an ice world with a frozen asteroid moon.  There, on the dark side orbiting the planet is a Halo or "Fortress World".  The afforementioned Hurricane lighting up the surface with lightning, and some of the panels on the outer side are glowing, sort of like stationkeeping lights.

Someone out there has to think that would be cool.

As for dimensions, take a federation starbase (The one that looks like the Spacedock) and spin it in a circle.  I think that would be as close to Halo's dimensions as we could get in SFC.  It would also have to be about as "wide" as a CA is long.

This should help as a reference.


 


 

Offline Tus-XC

  • Capt
  • XenoCorp® Member
  • Commander
  • *
  • Posts: 2789
  • Gender: Male
Re: Halo model
« Reply #1 on: December 06, 2005, 12:49:01 am »
dude you probably could model that ;) i don't think it would be to hard, i even think its a basic geometry in max ;).
Rob

"Elige Sortem Tuam"

Offline AlchemistiD

  • Lt. Junior Grade
  • *
  • Posts: 440
  • Gender: Male
  • No Replacement For Displacement
Re: Halo model
« Reply #2 on: December 06, 2005, 07:23:03 am »
Quote
dude you probably could model that  i don't think it would be to hard, i even think its a basic geometry in max.

I don't have max.  Or any money to buy it.  Or any experience modelling.  And I'd rather not screw it up and make it as big as a sun or something, 'cuz I probably would.

I'm just good at working with textures and little details.  I'll leave the modelling of the stuff to someone else who knows what they're doing, for now.

Offline Major A Payne

  • Lt. Junior Grade
  • *
  • Posts: 296
  • Gender: Male
Re: Halo model
« Reply #3 on: December 07, 2005, 04:10:22 pm »
Alchemist. Pm or post some reference links and I'll see what I can do. If I can build a fairly accurate looking stargate then Halo shouldn't be to much of a problem. Be warned though that I will need textures as I don't make my own.

Offline Greenvalv

  • Trekkie at large.....
  • Lt.
  • *
  • Posts: 688
  • Sfc3files Dept Site Admin
Re: Halo model
« Reply #4 on: December 08, 2005, 12:03:36 pm »
Be warned though that I will need textures as I don't make my own.
Well, it seems you two are a match made in hal..... I mean heaven.....

Offline AlchemistiD

  • Lt. Junior Grade
  • *
  • Posts: 440
  • Gender: Male
  • No Replacement For Displacement
Re: Halo model
« Reply #5 on: December 10, 2005, 01:20:42 pm »
Sorry for the delay.  I'll find and post some references.  As for the textures...



Attached is the title screen from Halo PC, that should help.  As a reference.

Basically though, take a stock Fed Starbase, and rotate it 360 degrees.  That should give you a perimeter that's pretty close to the actual deal in the Halo games.

You could also tilt the model slighty, as the halos in the games are often sen from an angle.
« Last Edit: December 10, 2005, 05:03:35 pm by AlchemistiD »

Offline atheorhaven

  • Lt. Commander
  • *
  • Posts: 1802
    • Mare Imbrium Shipyards
Re: Halo model
« Reply #6 on: December 10, 2005, 02:29:09 pm »
Interesting.. It's basically the same idea as Larry Niven's "Ringworld".  I've thought about this idea myself, and was thinking the best way to do one of these would be as a two part mesh, with a small sun and shade ring in the center, and then the Ringworld on the outside of the space sphere, painted onto it's surface.  That way, you could fly around the inside and have battles inside there, and see the surface area of the ring during your battles.  For something more like a Dyson Sphere, you could put an inner sphere with gaps in it for light for the surface.  Then texture the inside of one of the spheres with light and dark patches to make a Dyson Sphere with night and day areas, a great spot for a space battle.  :)

Assuming that I get any time to model this week/weekend, I'll see if I can't generate some form of "proof of concept" type mesh based off these ideas.. :D
..ooOOoo..totally useless information..ooOOoo..

Mare Imbrium Shipyards - http://mareimbrium.webhop.net

Don't bother checking out my website for the most recent updates, because I've
been too lazy to update it!  Check Battleclinic!

Offline Major A Payne

  • Lt. Junior Grade
  • *
  • Posts: 296
  • Gender: Male
Re: Halo model
« Reply #7 on: December 11, 2005, 01:34:35 am »
Is that as large as they are?? I was hoping for some higher detailing. I'll see what I can do over the next week but due to my own mod taking priority over pretty much everything else (including my free time), it'll be a little while.

Offline AlchemistiD

  • Lt. Junior Grade
  • *
  • Posts: 440
  • Gender: Male
  • No Replacement For Displacement
Re: Halo model
« Reply #8 on: December 11, 2005, 02:40:19 am »
Both textures are supposed to be connected end-to-end, not stretched.  But yeah, they're that small.

I could try enlarging them 2x and blurring the image slightly if you'd like something bigger..

Offline Major A Payne

  • Lt. Junior Grade
  • *
  • Posts: 296
  • Gender: Male
Re: Halo model
« Reply #9 on: December 11, 2005, 01:15:34 pm »
Bugger. Oh well. Like I said, I'll see what I can do.

Offline Tus-XC

  • Capt
  • XenoCorp® Member
  • Commander
  • *
  • Posts: 2789
  • Gender: Male
Re: Halo model
« Reply #10 on: December 11, 2005, 01:28:55 pm »
Both textures are supposed to be connected end-to-end, not stretched.  But yeah, they're that small.

I could try enlarging them 2x and blurring the image slightly if you'd like something bigger..

did you make the textures?  if so might i suggest you break it up in to parts, 4-8 that way you can increase the resolution of the textures?
Rob

"Elige Sortem Tuam"

Offline AlchemistiD

  • Lt. Junior Grade
  • *
  • Posts: 440
  • Gender: Male
  • No Replacement For Displacement
Re: Halo model
« Reply #11 on: December 11, 2005, 04:31:42 pm »
Nope, I didn't make them.  I ran across them in a Google Image Search.  I've had them for some time.







« Last Edit: December 11, 2005, 04:52:58 pm by AlchemistiD »

Offline AlchemistiD

  • Lt. Junior Grade
  • *
  • Posts: 440
  • Gender: Male
  • No Replacement For Displacement
Re: Halo model
« Reply #12 on: December 14, 2005, 06:35:57 pm »
The good Major's got some bigger textures to work with now, so I guess...yeah...nice...erm...

*BUMP*

Offline Major A Payne

  • Lt. Junior Grade
  • *
  • Posts: 296
  • Gender: Male
Re: Halo model
« Reply #13 on: December 15, 2005, 09:38:40 pm »
Sorry to say this Alchemist but bad news I'm afraid. I tried 3dmax 5, 3dmax 7, Deep Exploration, Ultimate Unwrap 3d and Milkshape 3d and I can't get the texture to show up on the model, and I've no idea why. I've tried JPG, TIFF, BMP and TGA but for some reason it just doesnt' seem to apply to the model. Therefore I can't unwrap the textures coordinates properly. I've attached the zip file with an edit torus (its concave in the inner track to try to give a bit more 3d-ish look to the inner section) and a scaled down texture file (JPG as its the smallest). I also edited the texture file slightly to enhance it a little.

Anyway, appologies but I'm totally stumped on this one, so hopefully by passing this model file out someone might have better luck (I'm not very conversant with 3dmax or Deep Exploration anyway).

Offline Mr_Tricorder

  • 3D modeler /animator
  • Hot and Spicy
  • Lt. Commander
  • *
  • Posts: 1040
  • Gender: Male
  • Trekkie at Large
    • My myspace page
Re: Halo model
« Reply #14 on: December 16, 2005, 03:44:17 pm »
I downloaded that model and re-attached the textures with 3ds max.  Here it is.

Offline AlchemistiD

  • Lt. Junior Grade
  • *
  • Posts: 440
  • Gender: Male
  • No Replacement For Displacement
Re: Halo model
« Reply #15 on: December 16, 2005, 04:20:55 pm »
Nice!  Thanks Mr. T!

Offline Mr_Tricorder

  • 3D modeler /animator
  • Hot and Spicy
  • Lt. Commander
  • *
  • Posts: 1040
  • Gender: Male
  • Trekkie at Large
    • My myspace page
Re: Halo model
« Reply #16 on: December 16, 2005, 07:38:39 pm »
No problem.

Offline atheorhaven

  • Lt. Commander
  • *
  • Posts: 1802
    • Mare Imbrium Shipyards
Re: Halo model
« Reply #17 on: December 18, 2005, 11:37:51 am »
So would anyone terribly freak if I used this as a basis for a Ringworld landscape?  ;)

Been wanting to do something like that for a while.. :D

Just say the word "Yea" or "Nay"..
..ooOOoo..totally useless information..ooOOoo..

Mare Imbrium Shipyards - http://mareimbrium.webhop.net

Don't bother checking out my website for the most recent updates, because I've
been too lazy to update it!  Check Battleclinic!

Offline AlchemistiD

  • Lt. Junior Grade
  • *
  • Posts: 440
  • Gender: Male
  • No Replacement For Displacement
Re: Halo model
« Reply #18 on: December 18, 2005, 04:16:44 pm »
I wouldn't.  It'd be cool to explore a ringworld type system.

Offline Klingon Fanatic

  • Lt. Commander
  • *
  • Posts: 2070
  • Gender: Male
Re: Halo model
« Reply #19 on: December 21, 2005, 07:40:41 pm »
I wouldn't.  It'd be cool to explore a ringworld type system.

I would love to try that.

In the late 1980s I ran a FASA Star Trek TMP Roleplaying group that was sent to Niven's ringworld to investigate the crash of a Miranda class ship... It was really cool.

Let's see this come into the game please.

KF
HoD Radjekk Vor Thruum
IKV Kraag Dorr
SuvwI' Qeh KCC
Commander, Task Force Kraag Dorr's Teeth First Strike Squadron

Offline NannerSlug

  • Master of the "Magic Photon"
  • Lt. Junior Grade
  • *
  • Posts: 274
  • Gender: Male
    • SFC3.Net
Re: Halo model
« Reply #20 on: December 21, 2005, 09:39:40 pm »
<mind turns>

If I had some time, we could do a really cool mod with this.. and im not talking what you are talking about. fascinating ideas. btw, athy - havent heard from you in ages.. still have any of those textures around?

here is a challenge to you.. make a UNESC cruiser, HALO, UNESC station, covy cruiser, UNESC fighter and banshee.. though I dont know if thats what the covies use for fighters. we should not forget the covy transport either.
"A Republican thinks every day is July 4th. A Democrat thinks every day is April 15th." - Ronald Reagan

Offline atheorhaven

  • Lt. Commander
  • *
  • Posts: 1802
    • Mare Imbrium Shipyards
Re: Halo model
« Reply #21 on: December 23, 2005, 01:51:37 am »
I wouldn't.  It'd be cool to explore a ringworld type system.
I would love to try that.
In the late 1980s I ran a FASA Star Trek TMP Roleplaying group that was sent to Niven's ringworld to investigate the crash of a Miranda class ship... It was really cool.
Let's see this come into the game please.
KF

Will do my best to scrape some time together to work on it.  I've got the design pretty well thought out now already, it's just getting time to do it.  :p
..ooOOoo..totally useless information..ooOOoo..

Mare Imbrium Shipyards - http://mareimbrium.webhop.net

Don't bother checking out my website for the most recent updates, because I've
been too lazy to update it!  Check Battleclinic!

Offline AlchemistiD

  • Lt. Junior Grade
  • *
  • Posts: 440
  • Gender: Male
  • No Replacement For Displacement
Re: Halo model
« Reply #22 on: December 23, 2005, 02:03:42 pm »
Big...really really big...