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Bester
I'm New! Laugh At Me!
Registered: Apr 2001
Location: Heinola, Finland
Posts: 34 |
My new Project
Hey i am back now.
And i have done now my low polygon Omega version (poly count is 1024). And next i make Advanced (Omega-X) Destroyer.
[url="http://gamma.nic.fi/~spusa/kuvat/muut/Omega_Preview.jpg"]http://gamma.nic.fi/~spusa/kuvat/muut/Omega_Preview.jpg[/url]
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World War Cenral
Santeri Pusa [url="http://www.nic.fi/~spusa"]http://www.nic.fi/~spusa[/url]
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[This message has been edited by Bester (edited 04-01-2001).]
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04-01-2001 04:07 PM |
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g2megatron
Face
Registered: Feb 2001
Location:
Posts: 81 |
BESTER BESTER BESTER BESTER BESTER BESTER BESTER BESTER BESTER BESTER BESTER BESTER he is the man if psycore cant noone erm....... stuff
BTW that Model is so SHLEXY very good indeed
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Commodore Bishop
All cruiser reporting
Goday commander
Hailing frequency open
Reciving transmission
Identify yourself
Shields up, weapons online
Not equipped with shields? well then buckle up
We are getting behind way behind schedule
I really have to go Nr1
Take it slow
Engage
Make it happen
Set a course
"Im not here to argue Im here to be an idiot" Bishop
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04-01-2001 07:45 PM |
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A2597
Murdock
Registered: Feb 2001
Location: Somewhere in the Sol system
Posts: 233 |
AAWWWSSSSOOOMMMEEEE!!!!!!
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My signiture exist in many shapes and sizes at many different forums. this is not one of them. 
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04-01-2001 08:10 PM |
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DOC
Project Nova
Registered: Mar 2001
Location: Vantaa, Finland
Posts: 95 |
Bester, gotta say your Omega looks absolutely fantastic! Totally AWESOME! And for all you guys: Keep up the good work!!
P.S. I think you've heard that already a bazillion times though it'll never hurt to hear it again and again and.......
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04-01-2001 08:19 PM |
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Kazan
Babylon Project

Registered: Aug 2000
Location: Cedar Rapids, Iowa, United States
Posts: 1016 |
the problem is we have another omega.. mmmm bester can you send me that omega... ill see if it's better than the one we have [have you tested that model in game?]
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FreeSpace 2: The Babylon Project Effects Nerd and programmer
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04-01-2001 09:35 PM |
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290 |
Good job, Bester! May I ask what program(s) you used to make it?
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04-01-2001 10:46 PM |
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Darkblade
Babylon Project

Registered: Dec 2000
Location: Finland
Posts: 599 |
Ah... Santeri.
Good to have you here!
Helluva good looking Omega you've got there...
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Mauri "[url="http://www.crosswinds.net/~darkblade84/Darkblade.htm"]Darkblade[/url]" Majanoja
"It's easy to find something worth dying for. Do you have anything worth living for?"
-Lorien, The First One
Mission designer for [url="http://freespace.volitionwatch.com/babylon"]Freespace 2 : The Babylon Project[/url] and [url="http://ross128.telefragged.com/hosted/oa"]Operation Avatar[/url]
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04-02-2001 10:55 AM |
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Skullar
Babylon Project

Registered: Apr 2001
Location: yes
Posts: 1184 |
way cool !
what would we do without our 3d-gurus ?
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04-02-2001 12:06 PM |
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Bester
I'm New! Laugh At Me!
Registered: Apr 2001
Location: Heinola, Finland
Posts: 34 |
quote: Originally posted by Slasher:
Good job, Bester! May I ask what program(s) you used to make it?
I use LightWave 5.6 and Photoshop 6.0.
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04-02-2001 03:44 PM |
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Kazan
Babylon Project

Registered: Aug 2000
Location: Cedar Rapids, Iowa, United States
Posts: 1016 |
We done have a converter for Lightwave -> pof
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FreeSpace 2: The Babylon Project Effects Nerd and programmer
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04-02-2001 08:17 PM |
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Jabu
Hannibal
Registered: Nov 2000
Location: Finland
Posts: 553 |
No, but it's not too hard to convert .lwo to another format. May fuxor up the model and textures a bit, but shouldn't be hard to fix.
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04-02-2001 08:20 PM |
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Lt. Corwin
I'm New! Laugh At Me!
Registered: Feb 2001
Location: On the COLD Finland
Posts: 10 |
Nice to see you here, Bester! Cool model!
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04-02-2001 08:38 PM |
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290 |
But if it's not so hard to convert Lightwave models to a FS2 format then wouldn't you guys have a lot more ships done? I thought that all those fan made CGI images used Lightwave models.
Nevermind, I answered my own question for myself. 
[This message has been edited by Slasher (edited 04-02-2001).]
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04-03-2001 04:19 AM |
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218 |
quote:
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originaly posted by slasher:
But if it's not so hard to convert Lightwave models to a FS2 format then wouldn't you guys have a lot more ships done? I thought that all those fan made CGI images used Lightwave models.
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in theory thats easy I've tried to do it myself but these models are VERY rich in polys.
I have frazis and sentris in the game but these have over 6000 polys and have no simpler LOD's even with my new K7 T-bird 1200 thats not too good if you wnat to put more than 10 in the game. it is practicaly impossible to put some of those cap ships in the game, I tried convert the warlock but FRED didnt react too good...86000polys! 
so unless we got something between 1000-10000 polys were back to square 1. if you wish to see the models I converted so far tell me how to post these here because I don´t know how to do it.
I'm currently workin on many more ships but its taking a long time, these include:
frazi, sentri, vorchan, g'quan ,t'loth bintak ,narn outpost, tinashi, octurion, that centauri carrier, omega, victory warlock and a quite a few others..
I placed subsystems on a few of them but its a triky business to texture them and placin turrets...
I'm using blender (still learning) 3d exploration kazan's constructor suit (it would be a good idea if it had a mesh renderer..)and segeltuch tool. All I did was to download the meshes and textures all over the net and converting them from SCN or LOW formats to COB using 3d exploration, convert the texies to PCX format and then placin engine glows and subsystems and guns were aplicable (still got to learn about turrets)
so far I had only moderate success with sentri and frazi vorchan, g'quan, tinashi, I'm downloading the battlecrab now it seems that its file is smaller than the rest of the other meshes in the SPUSA site...
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04-05-2001 01:48 PM |
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218 |
oops forgot to say that wht I want to post is the pictures NOT the models hehe sorry, anyway i still didnt finish my new pc setup I still got to move my old trusty modem to it
I'll get it to work this weekend so tel me how to post pics here ok? 
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04-05-2001 01:52 PM |
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Jabu
Hannibal
Registered: Nov 2000
Location: Finland
Posts: 553 |
The max poly count for FS2 is about 800/subobject. Most hi-poly (render) ships have ten times that. You can't really use these ships in-game.
Not to mention they probably don't have UV anyway 
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04-05-2001 02:01 PM |
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218 |
yup that was what I said but some of the sites on the net actualy have some playable meshes but still not recomendable for the game.
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04-05-2001 02:11 PM |
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218 |
what I'm hoping to do is to take away those subobjects that are not noticeable and other inner objects hoping to reduce polys and pray that these ships even load on segeltuch after this chances to load on fred2 is 50%, providin that you didnt write an invalid tbl entry and didnt go over the number of ships limit, and some other stuff I didnt quite figured out.
I made the sentri go from more than 8000 to 6000 polys by eleminating inner subobjects and several others surrounding the gun ports and exaust pipes.
All my capships have some issues...hehehe so back to the old drawing board (but playable...for a few seconds before the game crashes for some reason)
If somehow you dont believe me tell me how TO POST PICS AND I'LL SHOW YOU...this weekend. Hell I got to go home and put the modem on my pc and convert some more ships wish me luck!! )
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04-05-2001 02:52 PM |
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