Titan Supply Base
3 posters
KLGS - Archives :: Archives :: Freelancer Mod: The Threat :: The Threat Mod :: Development :: Modeling :: Ships/Bases Submissions
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Titan Supply Base
Well, as the description says, its a base that I designed.
Here are the screens:
This is like a supply base. The Docking Births at the bottom are for Gunboat, Cruiser and Light Battleship class ships, on either side are the fighter docks. Around twelve of them, and that protruding pole you see is the a mooring fixture for Dreadnought Class ships. Keep in mind, this is a Corsair base. lol So its all gonna be for Corsair ships and their allies.
Tell me what you think.
~Hunter
Here are the screens:
This is like a supply base. The Docking Births at the bottom are for Gunboat, Cruiser and Light Battleship class ships, on either side are the fighter docks. Around twelve of them, and that protruding pole you see is the a mooring fixture for Dreadnought Class ships. Keep in mind, this is a Corsair base. lol So its all gonna be for Corsair ships and their allies.
Tell me what you think.
~Hunter
HunterSteel- Date d'inscription : 2012-11-16
Re: Titan Supply Base
Well it seems as if you have improved your skills considerably in 3d modeling so good on you.
I feel that you will be plesantly surprised at the bases that Myrdhin has produced for many of the factions. They are quite spectacular so I raise the question if you are designing anything for the benifit of all and not just your favourite group?
Great looking stuff, keep it coming.
Gunner
I feel that you will be plesantly surprised at the bases that Myrdhin has produced for many of the factions. They are quite spectacular so I raise the question if you are designing anything for the benifit of all and not just your favourite group?
Great looking stuff, keep it coming.
Gunner
Gunner- Date d'inscription : 2012-10-17
Re: Titan Supply Base
I'm focusing on making unique bases for each faction. So the Corsairs are first on my list. I'll soon begin working on other models after I am done with the Corsairs.
~Hunter
~Hunter
HunterSteel- Date d'inscription : 2012-11-16
Re: Titan Supply Base
Your first base, hehe, as I said to you earlier, you seems have great fun in 3D modeling.
But I would suggest you to read well what the Starport members have answered, they are experienced modelers and if they said there are unusual polys, you can trust them, no doubts ! Less number of polys = more easy to code and more easy to texture and create the *sur file. Furthermore, for each ship/base, there is a section in shiparch.ini and solararch.ini where you declare the distance from where the object is visible by players.
And I also would suggest you to read all tutorials on Starport and Lancers Reactor, I have learned modding myself by this way before asking anything on boards. The most of the time, the answers to many questions are on forums!
A last thing: it could be great if you can reduce the size of your pictures posted here, for lower pcs, it could take ages to load this page.
But I would suggest you to read well what the Starport members have answered, they are experienced modelers and if they said there are unusual polys, you can trust them, no doubts ! Less number of polys = more easy to code and more easy to texture and create the *sur file. Furthermore, for each ship/base, there is a section in shiparch.ini and solararch.ini where you declare the distance from where the object is visible by players.
And I also would suggest you to read all tutorials on Starport and Lancers Reactor, I have learned modding myself by this way before asking anything on boards. The most of the time, the answers to many questions are on forums!
A last thing: it could be great if you can reduce the size of your pictures posted here, for lower pcs, it could take ages to load this page.
keltwookie- Admin
- Date d'inscription : 2012-10-17
Re: Titan Supply Base
As far as I know, base Ploys are around 25k for some bases. I've seen heavy bases before. Its impressive. Also, it seems that there isn't a limit to the amount of polys. I asked. All I need to do is just texture the damn thing, but 3DS MAX 2013 is hard to figure out in the texturing department.
~Hunter
~Hunter
HunterSteel- Date d'inscription : 2012-11-16
Re: Titan Supply Base
I really think you take the wrong way in your work. Do not confuse what a player sees (you, in this particular case), and the mathematical reality, there is a ravine between both.
Example:
[Solar]
nickname = space_shipping02
ids_name = 60215
ids_info = 60216
type = STATION
DA_archetype = solar\dockable\space_shipping01.cmp
material_library = solar\Solar_mat_dockable03.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 2000, 15000 <---- THIS !
------
------
------
or
[Solar]
nickname = ams2_cargo_dock_06
ids_name = 458753
ids_info = 60216
type = STATION
DA_archetype = SOLAR\ams2\cargo_dock_06.cmp
material_library = SOLAR\ams2\modular_station2.mat
material_library = FX\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 30000 <---- THIS !
------
------
------
You already can notice than the LODranges settings are not the same. Still not convinced? Another base:
[Solar]
nickname = Fyard
LODranges = 0, 50000 <---- THIS !
ids_name = 60213
ids_info = 60214
type = STATION
------
------
------
Now, ships examples:
- A fighter:
[Ship]
ids_name = 237033
ids_info = 66567
ids_info1 = 66568
ids_info2 = 66608
ids_info3 = 66569
ship_class = 1
nickname = li_elite2
msg_id_prefix = gcs_refer_shiparch_Libhf
mission_property = can_use_berths
LODranges = 0, 75, 150, 1300 <---- THIS !
------
------
------
- A cruiser:
[Ship]
ids_name = 237031
ids_info = 66565
nickname = li_cruiser
LODranges = 0, 200, 400, 600, 1000, 6000 <---- THIS !
msg_id_prefix = gcs_refer_shiparch_Libc
------
------
------
So now, don't you think LODranges settings are directly linked to the number of polys?
So please, you are a beginner, and Sizer (one of those who answered you) is a really experienced modeler: more than 10 years in building ships/bases, don't you think he has right and you are wrong?
If I insist, it's because you take the risk to redo entirely your work, both experienced modelers said the same thing: you got too much polys, there is no limit, yes, but as said Sizer:
Do what you want, but you could have bad surprises !
Example:
[Solar]
nickname = space_shipping02
ids_name = 60215
ids_info = 60216
type = STATION
DA_archetype = solar\dockable\space_shipping01.cmp
material_library = solar\Solar_mat_dockable03.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 2000, 15000 <---- THIS !
------
------
------
or
[Solar]
nickname = ams2_cargo_dock_06
ids_name = 458753
ids_info = 60216
type = STATION
DA_archetype = SOLAR\ams2\cargo_dock_06.cmp
material_library = SOLAR\ams2\modular_station2.mat
material_library = FX\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 30000 <---- THIS !
------
------
------
You already can notice than the LODranges settings are not the same. Still not convinced? Another base:
[Solar]
nickname = Fyard
LODranges = 0, 50000 <---- THIS !
ids_name = 60213
ids_info = 60214
type = STATION
------
------
------
Now, ships examples:
- A fighter:
[Ship]
ids_name = 237033
ids_info = 66567
ids_info1 = 66568
ids_info2 = 66608
ids_info3 = 66569
ship_class = 1
nickname = li_elite2
msg_id_prefix = gcs_refer_shiparch_Libhf
mission_property = can_use_berths
LODranges = 0, 75, 150, 1300 <---- THIS !
------
------
------
- A cruiser:
[Ship]
ids_name = 237031
ids_info = 66565
nickname = li_cruiser
LODranges = 0, 200, 400, 600, 1000, 6000 <---- THIS !
msg_id_prefix = gcs_refer_shiparch_Libc
------
------
------
So now, don't you think LODranges settings are directly linked to the number of polys?
So please, you are a beginner, and Sizer (one of those who answered you) is a really experienced modeler: more than 10 years in building ships/bases, don't you think he has right and you are wrong?
If I insist, it's because you take the risk to redo entirely your work, both experienced modelers said the same thing: you got too much polys, there is no limit, yes, but as said Sizer:
Sizer wrote:The poly count is VERY relevant. Once you go through the steps of texturing, it is not an easy thing to edit the geometry. First, go to the utilities tab, hit More, and use the poly count tool. Those engines of yours are way too high poly, you can def reduce them. You'd be surprised how quickly things add up. Also, make sure you have no N-Gons (Polygons with more than 4 sides). You seem to have found the MeshSmooth tool, which is fine, but it can produce some nasty geometry on a model not ready for it.
Do what you want, but you could have bad surprises !
keltwookie- Admin
- Date d'inscription : 2012-10-17
KLGS - Archives :: Archives :: Freelancer Mod: The Threat :: The Threat Mod :: Development :: Modeling :: Ships/Bases Submissions
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