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parabolix

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41

Thursday, May 12th 2005, 2:39am

That is quite an impressive ship, and I noted you said it was a low poly count, just an observation, you could do away with the turbines and replace with a texture and save even more polys. Only if you want of course.

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42

Thursday, May 12th 2005, 6:18am

Ok, here´s my latest project, the God Phoenix from Super Science Ninja Team Gatchaman. I´ve still got to get some vertexes worked out right (especially on the bottom) and skin it, but so far so good... <A href=´http://www.battletech.hopto.org/images/phx_wip.jpg´ Target=_Blank>God Phoenix</a> Edited by - parabolix on 7/28/2005 7:15:36 AM
Signature from »deathshadow« It`s true, Batsy... I know everything, and kinda like the kid who peeks at his Christmas presents I must admit its sadly anti-climatic. Behind all the sturm and batarangs you`re just a little boy in a playsuit crying for mommy and daddy. It`d be funny if it weren`t so pathetic. Ah, what the hell, I`ll laugh anyways. BWAHAHAHAHAHA!!!!!

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43

Thursday, May 12th 2005, 12:57pm

Thanks for the suggestion regarding the turbines parabolix, and thanks for the compliment Argh. Do either of you have any texturing suggestions? any advice? This ship has taken a lot of work and reworking in order to get it to its current state and any texturing advice would be welcomed.
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44

Thursday, May 12th 2005, 10:25pm

@Deathshadow: The model´s looking very nice, but the number of verts that obviously have welding issues is a little scary. I´d split most of the edge seams and unweld it before exporting to MS3D... Milkshape has an annoying tendency to interpret any w
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45

Friday, May 13th 2005, 10:23am

heres my freelancer ports of some of the ships i made for my freespace open mod <A href=´http://www.game-warden.com/forum/showthread.php?t=754´ Target=_Blank>http://www.game-warden.com/forum/showthread.php?t=754</a> mind you they look a million times better in freespace ....looking for the final solution to the human problem.... edit: linked <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Edited by - parabolix on 5/13/2005 12:35:05 PM

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46

Friday, May 13th 2005, 12:36pm

I like the geometry, but the skins look very 8-bit and blitted. I realize that since you built and optimized them for an older game engine, you had to work with its limitations, so don´t get me wrong here- it´s not like you suck or anything. I do feel that the skins are too dark in areas- a lot´ve subtle details aren´t showing up well, and I have a big bright CRT with high gamma settings here. Dark colors are hard to work with, because it´s easy to end up with mud where you were intending to end up with subtle, y´know?
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47

Friday, May 13th 2005, 9:36pm

Man, these forums need a quote button... <i>&gt; Argh wrote: &gt; The model´s looking very nice, but the number of verts that obviously &gt; have welding issues is a little scary. I´d split most of the edge seams &gt; and unweld it before exporting to MS3D... Milkshape has an annoying &gt; tendency to interpret any welding in the way you least want it to, so &gt; if you want your edges sharp and your verts to look clean, get it clean &gt; before export. Gonna be a neat ship, though. </i> I´ve noticed both that, and a tendency for objects that start out flush in Gmax suddenly having vertexes that no longer make contact... it also seems that in transition a good number of welded vertexes become unwelded, not a good sign... Seems like the only real ´fix´ I´m able to do is to do a ´manual edit´ of the vertexes looking for those that ´jumped´ +/- by .002 or so... It often seems that it refuses to change some of the positions on one axis unless I change the value of one of the other axis... is this some sort of wierd rounding error or something? Maybe it´s just because I´m working with a base unit of 1 instead of ten... to me a hull 4 units wide is just easier to keep track of than 40. The bottom is driving me nuts because some vertexes just refuse outright to weld, and I can´t figure out why. I can move them apart so I can see through the model, but I can´t seem to get them to combine... In any case, I have the skin about 90% done. This one is much simpler and cartoonish because, well, it´s supposed to be cartoonish, it´s from a 1970´s anime... Even so I threw a few markings and panel lines on it the ´original´ doesn´t have, mostly because it was too clean looking, even for me. <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> <A href=´http://www.battletech.hopto.org/images/GodPhoenix.jpg´ Target=_Blank><img src=´http://www.battletech.hopto.org/images/GodPhoenix_tn.jpg ´></a> Let´s see if I figured out the thumbnail/image thing on these forums... What the devil software is this running anyhow, and why is the site down for &gt;10 hours a day?
Signature from »deathshadow« It`s true, Batsy... I know everything, and kinda like the kid who peeks at his Christmas presents I must admit its sadly anti-climatic. Behind all the sturm and batarangs you`re just a little boy in a playsuit crying for mommy and daddy. It`d be funny if it weren`t so pathetic. Ah, what the hell, I`ll laugh anyways. BWAHAHAHAHAHA!!!!!

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48

Saturday, May 14th 2005, 1:03am

if you think freespace is obsolete i assure you that you are very much mistaken. freespace open is running models in excess of 50,000k polies and textures as high as 2048^2 thanks to its new htl renderer, and with good performance as well. currently the engine supports difuse, glow, env, and specular maps on all models, and a new material system is in the works to support much more actually the criuser uses 2 high res maps with a bunch of converted 8-bit tiles i borrowed from freespace. i figure eventually il texture the rest of ths ship. the fighter on the other hand uses a single 2048^2 texture. <A href=´http://server3.uploadit.org/files/nukebomb-screen00.jpg´ Target=_Blank>this</a> and <A href=´http://www.game-warden.com/nukemod-cos/Images/pfsix1.jpg´ Target=_Blank>this</a> is what those ship looks like in a recent compile of the freespace engine. the ship has the usual diffuse map as well as a glow map, and env map, and a specular map. not sure if freelancer even supports those so all i added to my material was the diffuse map. also i need to figure out why my glass texture didnt convert properly. milkshape seems to have stripped away most of the smoothing data on both ships. a side effect of converting through too many formats. theese were modeled in truespace 6 and only had to get converted once for freespace (scn-&gt;pof) as compaired to 3 times to get it into freelancer (scn-&gt;3ds-&gt;ms3d-&gt;cmp). ....looking for the final solution to the human problem....

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49

Saturday, May 14th 2005, 12:21pm

@Deathshadow: The top fins and the accordionlike connection between the nose and body have pretty nasty welding issues. I can see the stuff on the bottom you´re talking about, but most people won´t notice- they´ll sure notice the rotating anti-highlig
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50

Sunday, May 15th 2005, 8:34am

both games have there good and bad points, in both gameplay and modding capabilities. i must admit that freespace is alot easyer to mod though. all settings are more grouped together rather than spread across alot of inis. model conversion is easyer so long as you own a copy of truespace. but you need to edit your model file to add firing points and such, unlike fl, where you place the points from the modeling program. fs open can pretty much use most any texture format you can think of, i usually stick to dxt1 and dxt5, and you dont have to flip them. transparency in fs has more restrictions, you cant make a subobject transparent. you can do cockpits but thats about it. env and specular maps are on a per ship basis, a single 32 bit with an alpha chanel, alpha being used as the env map, the spec map is color, so you can do irridessence effects as well. i usually use an 8-bit glow map, to save vid mem, and because they usually never require much detail. fl mods seem to be alot more stable, as its more tolerant of bad data. fs is really sensitive to model bugs, usually resulting in a ctd. i consider myself an expert fs modder but im still learning my way around this engine. ive modded descent 2 and quake 1+2 as well, but so far my best stuff was for freespace. i added another ship along time ago, but i dont want to fly back to planet pitsburg to buy it and take screenshots. ....looking for the final solution to the human problem.... Edited by - Nuke on 5/15/2005 7:37:10 AM

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51

Wednesday, May 18th 2005, 4:02pm

Thanks for the input Argh, but I actually worked from memory on that ship, I once had the shots you made reference of but that was some time ago, I lost them somewhere on my hard drive, if I looked hard enough I could find them but I don´t care enough. I like to work from memory it helps to be creative and also it forces better problem solving and modeling techniques. Also I agree the texturing from the original ship, which was rather welcoming to those who watched the show was a little old and beaten looking, not something this class is in the Lathysian war, so more sleekness is required. And the back is the best part, I agree sleek and elegant but tough and durable. I have taken lately to building fighters; I wanted the opinion of the group on these designs, so please tell me what you think. Not yet textured as I am awaiting request information. <A href=´http://67.18.37.17/1469/15/upload/p9504527.jpg´ Target=_Blank>CHF (Commonwealth Hel Fighter) (Heavy Extended Lead)</a> <A href=´http://67.18.37.17/1469/15/upload/p9504550.jpg´ Target=_Blank>CLI (Commonwealth Local Interceptor)</a> <A href=´http://67.18.37.17/1469/15/upload/p9504570.jpg ´ Target=_Blank>CTF (Commonwealth ------ Fighter)</a> Featured at Xtreme Team Studios Edited by - parabolix on 7/28/2005 7:18:55 AM
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52

Wednesday, May 18th 2005, 8:42pm

... Well, um... I dunno... they all seem so... familiar. The first one should have the front end narrowed, and I´d extend the rounded thingamobs sticking out´ve the front of the wings so that they came to mid-nose, probably with a bridge-like curve so that they don´t look as ponderous. It´d give the ship a much more original look, and it´s pretty simple. The second one and third one have the same problems- how´s the pilot supposed to see anything above them? Why even have an exposed cockpit, if you cannot see out´ve it? I dunno what to tell you about making the second one look like an original idea. Me being me, I´d do it with the skin, since you´re pretty darn committed to the geometry you´ve built- I can see the hours of work there. It´s very smooth and professional-looking, don´t get me wrong here... but I keep hearing the Galactica theme song, instead of yours. The third one´s also pretty derivitive, but it´s probably fixable. If it were me, I´d be brave and try make the cockpit on the end of the nose, so that it isn´t nearly as obviously an X-wing clone, and I´d rework the wings a bit with some anime-style chunkiness, and ditch the &quot;no, we´re not guns&quot; on the wingtips. Just my $.02 there... I´d rather see you push harder on originality and fail than not try at all...
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53

Monday, May 23rd 2005, 9:47pm

Here´s a little more playing around with glowmaps. I´m not entirely happy with the geometry- I ended up with a rather unsightly seam near the centerline, and I think that if I could go back and execute it again, I´d rethink the side sponsons, which looked really cute in the modeler and look too big for their intended purpose in FL, and maybe add some other greebles. Altogether though, it´s not bad for an Invid ripoff, and I had a lot´ve fun with glows <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> <A href=´http://www.wolfegames.com/Freelancer/BeautyShots/Skitter1.jpg´ Target=_Blank>Skitter 1</a> <A href=´http://www.wolfegames.com/Freelancer/BeautyShots/Skitter2.jpg´ Target=_Blank>Skitter 2</a> <A href=´http://www.wolfegames.com/Freelancer/BeautyShots/Skitter3.jpg´ Target=_Blank>Skitter 3</a> <A href=´http://www.wolfegames.com/Freelancer/BeautyShots/Skitter4.jpg´ Target=_Blank>Skitter 4</a> Edited by - parabolix on 7/28/2005 7:21:28 AM
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54

Wednesday, May 25th 2005, 5:02pm

The texturing is very beautiful, but the form is odd and needs a bit of work. But i like the texturing.
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55

Wednesday, May 25th 2005, 5:07pm

Here is a new untextured ship called the MSAT, a transport build to both fly in space and make atmospheric landings and have the ability to walk on the surface for those deep range scout missions and scientific study, in addition to enemy ship breaching. I will post the legs extended when I have completed the work that entails. MSAT (Mraxium/Seekers Assault Transport) <A href=´http://s4.invisionfree.com/XtremeTeamStudios/index.php?act=Attach&amp;type=post&amp;id=9524637 ´ Target=_Blank>Transport 1</a> <A href=´http://s4.invisionfree.com/XtremeTeamStudios/index.php?act=Attach&amp;type=post&amp;id=9524638 ´ Target=_Blank>Transport 2</a> <A href=´http://s4.invisionfree.com/XtremeTeamStudios/index.php?act=Attach&amp;type=post&amp;id=9524639 ´ Target=_Blank>Transport 3</a> <A href=´http://s4.invisionfree.com/XtremeTeamStudios/index.php?act=Attach&amp;type=post&amp;id=9524643 ´ Target=_Blank>Transport 4</a> Also if any one would like to help me with the texturing, or texture it I would greatly appreciate it, and give them credit for their work of coarse. Featured at XTS. Xtremeteamstudios.com Edited by - parabolix on 7/28/2005 7:17:13 AM
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56

Wednesday, May 25th 2005, 5:16pm

@Imperatodd: Hmm... I like the new ship, but that´s going to be a real challenge to texture well. Very good design there, though, and it looks like the polycount´s not too terrible. Can´t wait to see the final result on that one- it´s a very original
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57

Tuesday, May 31st 2005, 5:45pm

<A href=´http://img60.echo.cx/img60/533/cvtrtank5et.jpg´ Target=_Blank>Tank 1</a> <A href=´http://img166.echo.cx/img166/5071/cvtrtank20yr.jpg´ Target=_Blank>Tank 2</a> <A href=´http://img166.echo.cx/img166/2516/cvtrtank34vr.jpg´ Target=_Blank>Tank 3</a> <A href=´http://img166.echo.cx/img166/4707/cvtrtank43yy.jpg´ Target=_Blank>Tank 4</a> poly count? 736 muahaha now if only i could give these to NPCs <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Edited by - parabolix on 7/28/2005 7:20:12 AM
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58

Tuesday, May 31st 2005, 5:50pm

Very neat stuff there- can´t wait to see the final mod. You might want to take a look at the way I did Bases for WOS B1- you can make Bases that will go on the &quot;surface&quot; without any issues. And it looks like you got your custom weapon working just fine <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
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59

Tuesday, May 31st 2005, 5:58pm

yup meshconv is like second nature to me now <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> i´m really tempted to start working on destructible subgroups but still intimidated by its complexity.oh and the ground texture?black &amp; white <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> i couldn´t get the color-change by using the DcDtEcEt mat type but when i experimentally changed it back to DcDtOcOt it suddenly had color! <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> so basically for a glow map with coloring adjust the Ec floats like you said but leave the type as DcDtOcOt <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Edited by - Cold_Void on 6/2/2005 12:39:06 PM
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60

Sunday, June 5th 2005, 10:32am

The Silver Streak (aka &quot;demo ship&quot; from my texturing tutorial) and the Light Hauler <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> And yes, that´s a Cargo Pod. And yes, it´s destroyable <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> <A href=´http://www.wolfegames.com/Freelancer/Tutorial/FinalShipPic.jpg´ Target=_Blank>Silver Streak</a> <A href=´http://www.wolfegames.com/Freelancer/BeautyShots/Hauler1.jpg´ Target=_Blank>Light Hauler</a> Edited by - parabolix on 7/28/2005 7:22:08 AM
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