various pieces of info
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- Commonwealth Pilot
- Posts: 56
- Joined: Fri Mar 21, 2008 6:06 am
is there any way that the info for various scripts and such could be stickied (is that even a word?) for creating facings with ones own models.. also the suggested software (not that I need that part, but a newbie would likely find that pretty useful).. or even possibly start a new section that has to deal with that.. (could include such things as how to do animations, guides.. etc)
"Darkness makes the sunlight so bright, that our eyes blur with tears. Misery sharpens the edges of our joy. Challenges remind us that we are capable of great things. Life is hard. It is supposed to be."
- Periculi
- Fleet Officer
- Posts: 1282
- Joined: Sat Oct 13, 2007 7:48 pm
- Location: Necroposting in a forum near you
We are working on an extensions and script reference section, and should be getting some help for you on those topics as well.
3D modeling is a little world of it's own, however- you can find a lot of threads that offer some advice by searching the forums for:
Blender
Wings3D
Graphics
Ship Facings
3D models
Textures
Playership (not the best search term for this)
and other similar terms.
3D modeling is a little world of it's own, however- you can find a lot of threads that offer some advice by searching the forums for:
Blender
Wings3D
Graphics
Ship Facings
3D models
Textures
Playership (not the best search term for this)
and other similar terms.
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- Commonwealth Pilot
- Posts: 56
- Joined: Fri Mar 21, 2008 6:06 am
er.. woops.. sorry about that.. that pm was meant to be a reply
"Darkness makes the sunlight so bright, that our eyes blur with tears. Misery sharpens the edges of our joy. Challenges remind us that we are capable of great things. Life is hard. It is supposed to be."
- Aury
- Fleet Admiral
- Posts: 5421
- Joined: Tue Feb 05, 2008 1:10 am
- Location: Somewhere in the Frontier on a Hycrotan station, working on new ships.
If you have any questions, I might be able to help.
1) To create facings render each angle in a full 360 rotation that you plan to use (20 facings would be 0-18-36-etc.etc.)
This is very easy in 3dsmax since the renderer can be set up to output from # frames and you only have to create every 4 frames in order for it to all line up right
2) Blender is free, and it works. Personally having been "raised" on gmax, I find 3dsmax to be FAR superior to Blender.
Animations and facings in a file:
You have a file and it's a rectangular bitmap composed of squares each X units high and wide.
The forumula for size is:
height = X*facings
width = X*frames
For say, a 20 facing ship with 3 animations the boxes would be layed out like: (#=facing degrees, letter=frame No. in animation)
1) To create facings render each angle in a full 360 rotation that you plan to use (20 facings would be 0-18-36-etc.etc.)
This is very easy in 3dsmax since the renderer can be set up to output from # frames and you only have to create every 4 frames in order for it to all line up right
2) Blender is free, and it works. Personally having been "raised" on gmax, I find 3dsmax to be FAR superior to Blender.
Animations and facings in a file:
You have a file and it's a rectangular bitmap composed of squares each X units high and wide.
The forumula for size is:
height = X*facings
width = X*frames
For say, a 20 facing ship with 3 animations the boxes would be layed out like: (#=facing degrees, letter=frame No. in animation)
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(shpOrder gPlayership 'barrelRoll)
(plySetGenome gPlayer (list 'Varalyn 'nonBinary))
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(plySetGenome gPlayer (list 'Varalyn 'nonBinary))
Homelab Servers: Xeon Silver 4110, 16GB | Via Quadcore C4650, 16GB | Athlon 200GE, 8GB | i7 7800X, 32GB | Threadripper 1950X, 32GB | Atom x5 8350, 4GB | Opteron 8174, 16GB | Xeon E5 2620 v3, 8GB | 2x Xeon Silver 4116, 96GB, 2x 1080ti | i7 8700, 32GB, 6500XT
Workstations & Render machines: Threadripper 3990X, 128GB, 6900XT | Threadripper 2990WX, 32GB, 1080ti | Xeon Platinum 8173M, 48GB, 1070ti | R9 3900X, 16GB, Vega64 | 2x E5 2430L v2, 24GB, 970 | R7 3700X, 32GB, A6000
Gaming Systems: R9 5950X, 32GB, 6700XT
Office Systems: Xeon 5318Y, 256GB, A4000
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- Commonwealth Pilot
- Posts: 56
- Joined: Fri Mar 21, 2008 6:06 am
grew up on playdough (DOS), currently use wings3d.. using blender makes me want to set my machine on fire.1) To create facings render each angle in a full 360 rotation that you plan to use (20 facings would be 0-18-36-etc.etc.)
This is very easy in 3dsmax since the renderer can be set up to output from # frames and you only have to create every 4 frames in order for it to all line up right Very Happy
2) Blender is free, and it works. Personally having been "raised" on gmax, I find 3dsmax to be FAR superior to Blender.
Animations and facings in a file:
At this moment there aren't any animations. (have ideas for things later on, that will require that though) it's just getting the graphic to get it all down pat. I had thought I had run across links for scrips that I could use with blender, that would have given me the correct renders (I might be able to do it in wings3d, but I'm lacking the information on how many degrees to rotate the model in order to have the correct look.. like say.. viewing from top down). also missing the information for the degrees for the lights.. and lastly, not sure if its the size of the graphic or something else within the game that sets the size of the ship in-game.You have a file and it's a rectangular bitmap composed of squares each X units high and wide.
The forumula for size is:
height = X*facings
width = X*frames
For say, a 20 facing ship with 3 animations the boxes would be layed out like: (#=facing degrees, letter=frame No. in animation)
"Darkness makes the sunlight so bright, that our eyes blur with tears. Misery sharpens the edges of our joy. Challenges remind us that we are capable of great things. Life is hard. It is supposed to be."
- Aury
- Fleet Admiral
- Posts: 5421
- Joined: Tue Feb 05, 2008 1:10 am
- Location: Somewhere in the Frontier on a Hycrotan station, working on new ships.
If you're using wings 3D-
model in wings and texture/render in bryce 5.5 (recommended by digdug)
ask him for more information since those are the programs he uses.
model in wings and texture/render in bryce 5.5 (recommended by digdug)
ask him for more information since those are the programs he uses.
(shpOrder gPlayership 'barrelRoll)
(plySetGenome gPlayer (list 'Varalyn 'nonBinary))
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Workstations & Render machines: Threadripper 3990X, 128GB, 6900XT | Threadripper 2990WX, 32GB, 1080ti | Xeon Platinum 8173M, 48GB, 1070ti | R9 3900X, 16GB, Vega64 | 2x E5 2430L v2, 24GB, 970 | R7 3700X, 32GB, A6000
Gaming Systems: R9 5950X, 32GB, 6700XT
Office Systems: Xeon 5318Y, 256GB, A4000
Misc Systems: R5 3500U, 20GB | R5 2400G, 16GB | i5 7640X, 16GB, Vega56 | E5 2620, 8GB, R5 260 | P4 1.8ghz, 0.75GB, Voodoo 5 5500 | Athlon 64 x2 4400+, 1.5GB, FX 5800 Ultra | Pentium D 3.2ghz, 4GB, 7600gt | Celeron g460, 8GB, 730gt | 2x Athlon FX 74, 8GB, 8800gts 512 | FX 9590, 16GB, R9 295x2 | E350, 8GB | Phenom X4 2.6ghz, 16GB, 8800gt | random core2 duo/atom/i5/i7 laptops
(plySetGenome gPlayer (list 'Varalyn 'nonBinary))
Homelab Servers: Xeon Silver 4110, 16GB | Via Quadcore C4650, 16GB | Athlon 200GE, 8GB | i7 7800X, 32GB | Threadripper 1950X, 32GB | Atom x5 8350, 4GB | Opteron 8174, 16GB | Xeon E5 2620 v3, 8GB | 2x Xeon Silver 4116, 96GB, 2x 1080ti | i7 8700, 32GB, 6500XT
Workstations & Render machines: Threadripper 3990X, 128GB, 6900XT | Threadripper 2990WX, 32GB, 1080ti | Xeon Platinum 8173M, 48GB, 1070ti | R9 3900X, 16GB, Vega64 | 2x E5 2430L v2, 24GB, 970 | R7 3700X, 32GB, A6000
Gaming Systems: R9 5950X, 32GB, 6700XT
Office Systems: Xeon 5318Y, 256GB, A4000
Misc Systems: R5 3500U, 20GB | R5 2400G, 16GB | i5 7640X, 16GB, Vega56 | E5 2620, 8GB, R5 260 | P4 1.8ghz, 0.75GB, Voodoo 5 5500 | Athlon 64 x2 4400+, 1.5GB, FX 5800 Ultra | Pentium D 3.2ghz, 4GB, 7600gt | Celeron g460, 8GB, 730gt | 2x Athlon FX 74, 8GB, 8800gts 512 | FX 9590, 16GB, R9 295x2 | E350, 8GB | Phenom X4 2.6ghz, 16GB, 8800gt | random core2 duo/atom/i5/i7 laptops
- dvlenk6
- Militia Captain
- Posts: 519
- Joined: Sun Mar 05, 2006 6:56 am
- Location: Sanctuary and beyond
- Contact:
Blender would a good app. It can do everything that you need in one app; except maybe you might find painting textures easier with a 2d editor.
It is free, and has quite a few free sophisticated GI renderers that integrate well with it, if you find it's default scanline renderer to be inadequate.:
Kerkythea
Indigo
Sunflow
And others besides...
Wings3D - I use that a lot, it's a free, quick, and easy to learn polygon modeler. It can only polygon model, but is very good at that. It has some integration with certain renderers (POV-Ray, mainly); but I never render directly out of it. I'm a mentalray junky.
Bryce 5.5 for free. It was like $90 when I bought it. Easy to use, no GI, somewhat slow rendering. It's more for landscaping, but you can do than that with it.
Here are some Bryce renders from 2006 and earlier. Some of those were with B4, some with B5. There's a B6 now that can use IBL and has some other ding dongs thrown in. Nothing too much different than B5.5 though.
Most of the models in those are made with Wings, except the people figures, those are Poser figures.
Might want to look at DAZ Studio, if you are interested in rendering people. It's free, and a sort of watered down (but being quickly developed) Poser, and the people that make it are the dominate figure vendors. They give away a lot of free stuff...Free stuff for Poser (and D|S) is everywhere.
Same people now own Bryce, and Carrara (a more advanced 3d package).
It is free, and has quite a few free sophisticated GI renderers that integrate well with it, if you find it's default scanline renderer to be inadequate.:
Kerkythea
Indigo
Sunflow
And others besides...
Wings3D - I use that a lot, it's a free, quick, and easy to learn polygon modeler. It can only polygon model, but is very good at that. It has some integration with certain renderers (POV-Ray, mainly); but I never render directly out of it. I'm a mentalray junky.
Bryce 5.5 for free. It was like $90 when I bought it. Easy to use, no GI, somewhat slow rendering. It's more for landscaping, but you can do than that with it.
Here are some Bryce renders from 2006 and earlier. Some of those were with B4, some with B5. There's a B6 now that can use IBL and has some other ding dongs thrown in. Nothing too much different than B5.5 though.
Most of the models in those are made with Wings, except the people figures, those are Poser figures.
Might want to look at DAZ Studio, if you are interested in rendering people. It's free, and a sort of watered down (but being quickly developed) Poser, and the people that make it are the dominate figure vendors. They give away a lot of free stuff...Free stuff for Poser (and D|S) is everywhere.
Same people now own Bryce, and Carrara (a more advanced 3d package).
- digdug
- Fleet Admiral
- Posts: 2620
- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
yeah, I use Wings 3D because it's very easy to use.
Following the included tutorial (a dog house!) was easy and i learnt that way all the basic functions in a few hours.
Te interface can be switched between noob and pro, making the learning stepwise.
and I use Bryce because it's the only package that I know how to use a little. (place tha camera, create a light, import model, render)
Blender is still a mistery to me, but I'm (slowly) trying to understand and use it, because i can clearly see that is a powerful complete package.
Following the included tutorial (a dog house!) was easy and i learnt that way all the basic functions in a few hours.
Te interface can be switched between noob and pro, making the learning stepwise.
and I use Bryce because it's the only package that I know how to use a little. (place tha camera, create a light, import model, render)
Blender is still a mistery to me, but I'm (slowly) trying to understand and use it, because i can clearly see that is a powerful complete package.
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- Commonwealth Pilot
- Posts: 56
- Joined: Fri Mar 21, 2008 6:06 am
picked up bryce.. currently learning it. I am curious (because I can't find any information on it).. is there a way (hot key/key command) to get bryce to show the models in solids, rather than wire frame (other than rendering it)
different question..
if I have a player ship.. and I want to make a turret (not automatic), that pointed in the direction that the shots were fired (I'm guessing it would have to be dead center of the graphic).. is this possible.. or will the game see them as two different objects.. .. is something like that even possible?
different question..
if I have a player ship.. and I want to make a turret (not automatic), that pointed in the direction that the shots were fired (I'm guessing it would have to be dead center of the graphic).. is this possible.. or will the game see them as two different objects.. .. is something like that even possible?
"Darkness makes the sunlight so bright, that our eyes blur with tears. Misery sharpens the edges of our joy. Challenges remind us that we are capable of great things. Life is hard. It is supposed to be."
- digdug
- Fleet Admiral
- Posts: 2620
- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
not sure i understand your question, you want a weapon that can shoot like an omnidirectional weapon and that can lock on the direction of the target ?different question..
if I have a player ship.. and I want to make a turret (not automatic), that pointed in the direction that the shots were fired (I'm guessing it would have to be dead center of the graphic).. is this possible.. or will the game see them as two different objects.. .. is something like that even possible
(shooting always behind for example ?)
mmhhh I have an idea on how to do that. (involving the switching omni/non-omni laser i made and part of the code of the tractor beam)
[/quote]
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- Commonwealth Pilot
- Posts: 56
- Joined: Fri Mar 21, 2008 6:06 am
actually meaning the graphics side of it.. say you have a ship.. it has a visible turret.. a separate image than the player ship image.. as your weapon tracks targets and fires.. the turret moves with it .. eye candy.. making it look like there's an actual turret firing ..
not sure i understand your question, you want a weapon that can shoot like an omnidirectional weapon and that can lock on the direction of the target ?
(shooting always behind for example ?)
mmhhh I have an idea on how to do that. (involving the switching omni/non-omni laser i made and part of the code of the tractor beam)
"Darkness makes the sunlight so bright, that our eyes blur with tears. Misery sharpens the edges of our joy. Challenges remind us that we are capable of great things. Life is hard. It is supposed to be."
- dvlenk6
- Militia Captain
- Posts: 519
- Joined: Sun Mar 05, 2006 6:56 am
- Location: Sanctuary and beyond
- Contact:
You supposedly have to be using OpenGL video drivers; but my directX9 and DX10 both work with shaded previewing for Bryce.Silentdances wrote:picked up bryce.. currently learning it. I am curious (because I can't find any information on it).. is there a way (hot key/key command) to get bryce to show the models in solids, rather than wire frame (other than rendering it)?
On the right hand side of the main viewport there is a column of icons. Click and hold the Cube icon for a few seconds. You'll get a menu of various viewing modes:
"Smooth Shaded" gives you a neutral gray material w/ shading in the viewport.
"Textured Shaded" shows the actual texture w/ shading.
"Wire Textured Shaded" overlays the wireframe on the textured shading.
If you just click the cube icon, the viewport will toggle between rendered and wireframed; but will never go to shaded views.
HERE are all of the keyboard shortcuts and easter eggs.
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- Commonwealth Pilot
- Posts: 56
- Joined: Fri Mar 21, 2008 6:06 am
ohh.. thank you thank you thank you
"Darkness makes the sunlight so bright, that our eyes blur with tears. Misery sharpens the edges of our joy. Challenges remind us that we are capable of great things. Life is hard. It is supposed to be."