If I make a ship in 3D Viz/etc...

Freeform discussion about anything related to modding Transcendence.
Post Reply
Lokarin
Anarchist
Anarchist
Posts: 22
Joined: Wed May 21, 2008 9:07 pm

What are the best lighting conditions and render angles to make ships look consistent with the in-game environment.
This message has been brought to you by Salt!
"Salt cures Everything!"
User avatar
Aury
Fleet Admiral
Fleet Admiral
Posts: 5510
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

Light comes from the upperleft (northwest), the camera is almost perpendicular to the ship, but slightly tilted (10 degrees? I don't remember exactly) facing forwards towards the ship
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
Bobby
Militia Captain
Militia Captain
Posts: 675
Joined: Wed Jul 25, 2007 7:39 pm

if I recall correctly:

the camera is 3 units behind and 5 units up
the light is three units front, 3 left, and 5 up, but this one I'm not sure of.
User avatar
Atarlost
Fleet Admiral
Fleet Admiral
Posts: 2391
Joined: Tue Aug 26, 2008 12:02 am

http://www.neurohack.com/transcendence/ ... c.php?t=30

In this thread George describes the lighting setup. There are also links that lead to a Python script to do rotations in Blender, and a Java spritesheet assembler. The information should probably make its way into a sticky post at some point.
User avatar
digdug
Fleet Admiral
Fleet Admiral
Posts: 2620
Joined: Mon Oct 29, 2007 9:23 pm
Location: Decoding hieroglyphics on Tan-Ru-Dorem

I moved the referenced thread to Extension Reference, so it's easier to find. Thanks Atarlost :D
Post Reply