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ShadowPuppet
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Registered: Mar 2003
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Kazan ... I downloaded POF-CS-1_3_2 which I believe is the right version ... previously, I had got PCS-1_2_4-11192002, which I presume is redundant now.

I have been reading up a bit on .tbl files, and they look pretty simple to understand. Editable in notepad, which helps too

I have been reading up on the links and data on Karajorma's site... which I can recommend to anyone looking for a place to start!

After a few goes, and careful reading of IP Andrews ship building tutorial, Lithunwrap made a lot of sense! I just had to remember to map SOMETHING to set up some UV co-ords in TS3. The actual mapping is irrelevant, since LU does it all ... Add materials for each texture, map the UV is TS3 any old way, and save as a .cob. Then map it for real , and draw up your texture.

Still got a lot to learn about model heirarchy, groups, subobjects, turrets etc. but actually seeing something work is a real boost

Spaceships are a bt of a change for me ... my previous game-modelling experience was mostly WW1 Bi-planes for Parsofts Fighter Squadron WW1 mod!

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Old Post 04-02-2003 08:05 PM
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CptWhite
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Registered: Feb 2001
Location: Sheffield UK
Posts: 1913

hierarchy?

http://freespace.volitionwatch.com/blackwater/fstut/fstut_index01.htm

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[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)

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Old Post 04-02-2003 08:17 PM
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Ghostavo
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Registered: Jan 2003
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Where can I get "Truespace"?

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Old Post 04-02-2003 09:55 PM
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ShadowPuppet
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If you go to Karajorma's site, there is a link to a free version of Truespace. It's an old one ... 3.2, but it does the job!

You download the file, then go to Caligari's website to get a code to access it.

There were also versions released on magazine CD covers ( I got one with TS 3SE ... which has some feature restrictions )

Later versions are probably better in terms of features ..... but they will cost you money. Probably best to learn on the old versions, and invest in a better one when you get fully up to speed.

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Old Post 04-02-2003 10:54 PM
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karajorma
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Registered: Jul 2001
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Be a little careful with that tutorial as it doesn`t teach everything (in fact I`ve noticed today that turrets made in that manner have a habit of crashing the game. Worse I can`t even figure out why!)

But anyway it does show you at least the basics of what you need to do. and explain how to use PCS and Modelview which is something most newcomers to modelling find scary.

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Old Post 04-03-2003 12:04 AM
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CptWhite
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Registered: Feb 2001
Location: Sheffield UK
Posts: 1913

Standard construction:

750 MAX per object

Turret07a "07" = turret 7 "a" = lod0 ("b" = lod1 check example)

detail (used in PCS, represents LOD)

lights are only needed to construct the hierarchy, they serve no other purpose in standard hierarchy (the name of the light isirrelevant, they are just named in this example for extra clarity). lights can be used for other purposes, see my link above

the order in the hierarchy , ie detail 0,1,2,3, represents how PCS will convert the lods, if they were ordered 0,3,1,2 the LOD order would be wrong (it is the order it finds them, not the number which determines the lod)

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[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)

[url=http://www.b5mods.com]Great Wars - Homeworld[/url]

Last edited by CptWhite on 04-03-2003 at 08:55 AM

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