Shipwright´s (modeller´s) Thread

  • LVOCCVTLA´s back, so here are the ships on the texturing todo list: - Gothri (pics on server) - Demon (ditto) - Clydesdale, Drayman (on modeling to-do list) - Tarsus, Galaxy, Orion (being done by PeteyG of VegaStrike) Oh, and I have a new email now - send everything to my gmail at bobmcdob @ gmail.com <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> -bob Edited by - Bob McDob on 8/24/2004 1:44:52 AM

  • Bob: (Been having problems with your new address, or are you ignoring me?) I discovered that the DirectX CTDs/messages are due to missing files. Presumably the missing TGA files I keep getting messages about. Since the files are on your computer may be the reason you haven´t been able to duplicate the crashes? If you can fix the Bearcat, and the Paradigm mat files, that should do it. Update: Got a new Tarsus from Sadra. It´s closer to the size it should be... The guns rotate much better... And it´s got the top-mounted turret, too! Watch your 6!

  • Went through and repaired all of the hardpoints on every ship except the Paradigm (To big to edit in that program.) So, the Talon´s now have working missile racks! The Demon, for some unknown reason, became visible when I fixed the hardpoints, and is back in the mod! The Sabre´s guns ALL fire/track! Also went through and redid all of the sur files. An awful lot of them had Rhino sur files. (Mostly the older ships.) A few ships, like the Sabre, are so flippin´ large, there´s no sur that´ll fit!!! And a couple of ships, like the Demon and Drone, sit on top of the sur files, instead of inside them. I was surprised to discover that the Hellcat, and the Morningstar, are the EXACT same size as the Dagger. I also lowered all of the ships. So, now, when they land, they´re not 50´ off the ground! Most of them are only a foot or so up. Looks alot better. I also fixed some Headlights, Running Lights, and Contrails. Lucked out... Only took one day to fix every ship! Watch your 6!

  • Your commitment to the project is commendable. Congrats, you´re making wonderful progress. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Sir S

    ___________________________________________________________ Sir Spectre giving the Spammysburg Address on 5/13/2004 22:21 PST: 12 posts and 2 days ago, we brought forth on this forum a new direction, conceived in spam and dedicated to the preposition that all posts are created useless. Now we are engaged in a great civil disobedience testing whether that thread or any thread so conceived and so dedicated can long endure. We are met on a great forum of that nonsense. We have come to dedicate a portion of that forum as a final resting-place for those topics that gave of their importance that spam might live. It is altogether fitting and proper that we should do this ... blah blah blah, spam spam spam.

  • Yeah, I´m still here. And working on the Drayman, although school and/or life have been an increasing distraction. (For those of you in the know, am currently using NURBS to build the body of the Drayman - a difficult subject, what with its curves and such. An early attempt at using splines and surfacing proved a dismal failure, so I am now doing my best to push the limits of 3DS MAX to produce the best model possible. Slow going, but I´ve got a fair deal done - NURBS is amazingly powerful; I wish I´d had it when I was starting out with the Paradigm. After this there´s no way I´m going back to gMax.)

  • And, to prove I haven´t been totally asleep on the job: <img src=´http://img39.exs.cx/img39/6900/drayman2lh.png ´> Don´t get too excited; the poly count is a bit too high, but I´m planning on using it to build a hi-res model, then map it onto a low-res mesh. The only problem is that I´ve never dones this before. I guess we all have to learn sometime. Edited by - Bob McDob on 1/4/2005 11:49:56 PM

  • That´s kind of doubtful, seeing, as Mamira pointed out, I used renders of the original model for reference <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> The perspective just makes it look off. Anyway, deleted the model by accident, but wasn´t terribly happy with it anyway. I´m going to take a break from work and beef up my skills before I attempt her again.

  • now guys, I hopefuly you have a good explanation how a WCSaga Concordia model ends up in the mod.

    [img=http://www.scifi3d.de/signature/wcs_signature.jpg] Wing Commander SagaWing Commander Saga Forum ~Project Head of the "Wing Commander Saga: Battlegroup Serpent" Project I still loveWing Commander. Given the right opportunity, I would definitely revisit it." - Chris Roberts.

  • Tolwyn: That´s simple! You sent it to me last year! You never got around to resizing it, or around to adding the rest of the hardpoints. But... With the release of the HardCMP, and Model Tool, programs, I managed to do that, myself. Hope there´s no problems with it being in the mod. I went to the WC3D site, got the modeller´s name, and added it to the credits. (I hope that´s who modelled this version.) Your name was already in the credits, you did the texture, right? Edit: If you haven´t checked the mod out, yet, I think you´d like how the model came out. I lighted the flight deck, placed landing markers the full length, and even found some weapons that appear close to the way they should look. My only problem was that it is a bit large for the Freelancer Docks, and I was unable to resize it without starting all over. You can visit it in the New Detroit System, or in the Perry Naval Yard. Watch your 6! Edited by - warzog on 1/26/2005 6:55:28 AM