Dogfight mode for the add-on pack is nearing completion, but we NEED MORE VEHICLES, specificaly, more vehicle variety.
We mainly need a variety of vehicle physics, so im asking that if you have any aircraft that are good at fighting each other and ground units, throw them up here in this thread or send them to me via PM. ANY kind of aircraft will do, be it a paraglider, gunship, fast attack craft etc.
I can only do so many different variations of craft before my head starts to spin, and so far all i have is fast fighter craft. Anyone can submit physics, and you get your name stamped on the credits and the .inf file. Howzat?
Consider this a never-ending submission thread... We want all sorts of crazy stuff!
*goes digging around for files*
*pulls this out of his arse*
My old space map: http://www.starfleetplatoon.com/~starfleetplatoon.com_bdragon/Space002.7z
I highly recommend the combat M-76 fighter physics.
I sent you my modified switchblade a while back. The Dragonfly.
I could make you some with threed (unless I find a good model editor) but I would like to know
how you want it to fly. Do you want it like an apc or somthing else.
p.s
I can make stuff with threed but without animations but I can use excisting ones
animations can be made in notepad.
GBD's ones are going to prove useful. Nevertheless i made my own space map because i really didnt like that one :P
RP: i have plenty of models (most ARE threeded and in dire need of updating), i just need more ideas for physics, to make sure theres a favourite craft for everyone.
Aircraft are pretty easy to construct. I made a ton of different designs even bigger bomber types, but my favorite are dog fighters and fast helicopter gunships. If you need any just let me know where to zip and send them. BNG.
PS: Some models use the base cvtalon ODF while the others use the ivsgull ODF.
(http://peq8dw.blu.livefilestore.com/y1pce3_NQyDLA7B075NJB8BEvFBdDCRWAlPHVwMfqBDm06-VzwZTD61O2hG6bJO0fuofyjnOT1LWm3OOQ4AWPh8A9TLpHkYbEuh/airunits.jpg)
Hows abouta sattelite? no odfs or anything just a model.
(http://zllxew.bay.livefilestore.com/y1ps5XEcnr75Q-TDW1R6UHXTklTa7bCvs3OKfcPY3UA2qWZuM-h6jGzTMmeXwaptC6bPr0gPZ-veJDfqQOB8HKuYrrJu1RpWfEf/sattelite1.jpg)
(http://zllxew.bay.livefilestore.com/y1p68A13Tn6EErWlifvaEJAVisoUsHQ2mYedAowye2X9QNqGUA5vIcBy-eC6poZJfg791HR5BIwzf4aD4Idd3HiYQyYFPIzRMuz/sattelite2.jpg)
I'm afraid we've already got a model of the Voyager II in combat mode. thanks GBD! :-D
BUT... more wouldnt go amiss :P
Calvin, your really making some awesome headway with your modeling skills. Kudos. BNG.
Now he needs to learn UV :-P
Definitely, but my strengths are in the artistic stuff not the technical.
Model making ,UV mapping and skin creation are one artistic process, you have to do all of them to create a finished model.
A ship that apparently looks like the shadow ships of Babylon five. the little bump on top is a cockpit. I hope you don't mind the obvious minimal time in exchange for the design.
(http://zllxew.bay.livefilestore.com/y1pEMSkTb_ap_RxVcIo8ueTTCmLJibL1-Z1gtD2EkxIwT3y45gG7ACYqD01pQyJtyl5RvRYz4t07OD_Ew5fstdiI_AUb7m2BrNz/spider%20ship.jpg)
You should really take the time to learn how to UV your stuff with atleast with the stock textures. The next thing to make the models complete is skinning them in some way.
Don't worry. I am going to get their very soon. In fact right now I am researching textures and such.
Same here, I've been checking out tutorials for Truespace myself. Texturing a model is relately simple, but creating a custom painted skin is a whole nother n-cha-la-da. Every 3d modeler seems to have it's own strange way of extracting a UV map from the base model. Built in UV mapping tools seem to vary greatly from package to package. Ironically, none seem to do as well as 3rd party applications that are better designed then the tools provided with the original 3d modeler. Still, it can be done but getting it right and simple enough to understand is where the true secrets need to be revealed. TS, has an adequate set of UV mapping tools as does 3d Max and other's like Blender 3d. There are also quite a few 3rd party mappers available to help simplify the task as well. The key seems to boil down to how can the UV sections be seperated sufficiently to prep the map for export to a paint program; actually painting is purely a matter of personal taste at this point. Two modelers could take the same UV map layout and both would look unique when each of them applied colors to suit their' own style.
Not to change the topic, but the task is further complicated if existing BZII theme textures are used. One being, converting PIC texture files to the formats supported by the other programs like Lithunwrap (wow, I just realized it supports COB files directly; it's the default Truespace format). Lith, also doesn't directly support B3d files, so they'd have to be converted to another format to import them in to Blender.
The model also needs to be optimized prior to texturing as well. What I recently realized as well is that models can be optimized quite a bit by just converting multiple objects in to a single piece using the booleen tools of the 3d modeler; the process as I understand it welds veritces and deletes un-needed vertices as well. On a typical aircraft model the body, wings, and other related parts could be intergrated together in to a single piece rather then the dozen or so parts typically made individually. Each of us will eventually figure out a way to custom skin a model, but with all of the different model making methods used the task can vary greatly for person to person.
BTW I'm sure that people have thought of this but I considered actually "modeling" the textures by building a 3d model of whatever and then taking a picture of it from the top thus creating a realistic texture. This would help a lot in making tech looking textures.
It's how Avatar did his LOD textures so I don't see why not.
Hows this for an aircraft. It wo0uld probably be a heavy aircraft for assault or heavy defense.
(http://zllxew.bay.livefilestore.com/y1pj9g-1K71005lNH7MpXjPlTDEfJy4UheMzWXmqJ75fOvDcZDMBWye5Mm_WHljfoVElEZgwYz3jT8eOpXplWzS73JEzNdbjO8q/new%20aircraft.jpg)
would be perfect for the Swarm
It's a flying frog! :-D
yup
I have these if you want them ( if I can find them that is :-P ).........
(http://i281.photobucket.com/albums/kk221/divine_crusader/BZ2%20Stargate/F-404.png?t=1256093947)
(http://i281.photobucket.com/albums/kk221/divine_crusader/BZ2%20Stargate/Alkesh.png?t=1256094032)
(http://i281.photobucket.com/albums/kk221/divine_crusader/BZ2%20Stargate/304vralkesh.jpg?t=1256094060)
I know I have them somewhere on my harddrive, as I never delete any of my work. It'll be just the models though, I never fully finished any odfs for them.
Quote from: divine_crusader on October 21, 2009, 03:04:32 AM
I have these if you want them ( if I can find them that is :-P ).........
I know I have them somewhere on my harddrive, as I never delete any of my work. It'll be just the models though, I never fully finished any odfs for them.
GBD has a Stargate mod in the works but its pre-Tar'i with Atlantians mainly IIRC.
Quote from: mrtwosheds on October 20, 2009, 03:02:33 PM
It's a flying frog! :-D
I disagree...
...Its a flying Gecko!
@ Divine Cruasder, those look awesome, especially the first one.
Definitely the first one. Looks like the Tarantula(?) from Starfleet.
I think i'm gonna stick with modeling swarm/scion type units. Need any organic airplanes? :-D
To be organic you need to get away from all those square extrusions for everything.
And use smoothing...
I got out of the habit of smoothing when i was using wings and smoothing added polys but blender doesn't so I'll try to get back in the habit.
The first one may as well be a tarantula. I didn't notice it at first but the mid-section is just an interceptor. The second looks like it originated from a Fury tank.
Square(ish) extrusions CAN be made to look farily organic with a very good texture, but not as main body parts. I dont know if anyone remembers the concept art i put up ages ago for serenesis mod, but some of those model parts look like they started off as square extrusions, with the verts moved around on the ends just to make it look slightly different.
Once the pack is out... im going to get on the case of that mod :P. Especially putting the races together. Thats going to take the longest period of time...
I can do the square xtrusions as long as i fix them up to look round.
Subject should get back to planes.
Would it be possible to animate cloth for bz2? If so it could help in the making of sails, and membranes and stuff. How about a blimp?
No cloths. The poly count to make it look good would be enormous. Plus the engine doesn't support it.
Quote from: Clavin12 on October 22, 2009, 07:23:17 PM
Would it be possible to animate cloth for bz2? If so it could help in the making of sails, and membranes and stuff. How about a blimp?
You could, but it would have to be done via vertex animation in 3dsmax and notepad.
Does anyone know what animations are supported by aircraft class? I have never found any info on it.
I know that regular hovercraft animations (forward, neutral, reverse) are supported.
im pretty sure they support a 'deploy' animation as well... try it out??
I wish they did... but they don't.
ooooo an F302 :P
Got a wraith dart/cruiser/hive? :D
I would be posting models here but I found out not only do I have the flu but I also have cat scratch fever! Makes your lymph nodes swell and its not fun. But I'll be working on some aircraft soon.
Quote from: BNG Da BZ Fool on October 18, 2009, 10:25:34 PM
snip... Every 3d modeler seems to have it's own strange way of extracting a UV map from the base model. Built in UV mapping tools seem to vary greatly from package to package. Ironically, none seem to do as well as 3rd party applications that are better designed then the tools provided with the original 3d modeler. Still, it can be done but getting it right and simple enough to understand is where the true secrets need to be revealed.
major snippage... Each of us will eventually figure out a way to custom skin a model, but with all of the different model making methods used the task can vary greatly for person to person.
I've said it many times... it's best to
start by keeping it as simple as possible. Learn to both model and UV Map on a face by face basis in your package and then move on to more complex methods or other software... but learn the absolute basics in your package first.
-Av-
I map my models a bit at a time. I select a bunch of faces and do UV maps planar, and then edit them how I want. Some people go so far as to add a grid texture temporarily so that they can ensure absolutely NO warping is in the textures. I instead compensate with perspective distortion.
Quote from: Clavin12 on October 25, 2009, 01:40:05 PM
I would be posting models here but I found out not only do I have the flu but I also have cat scratch fever! Makes your lymph nodes swell and its not fun. But I'll be working on some aircraft soon.
Surely that should mean that you have more time at home to model...