Modeling and Texturing

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  • Colony Ship Up for Grabs

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    This model would make an awesome Zoner base.

  • "lod"-Textures

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    Hello again, i need help one more time if it does not make too many circumstances.
    As I said im working on a fullHD-dark-textures for FL
    and now i want integrate the ENBSeries in the mod
    to make the space darker also. But if you look the little
    video you can see that dont work right. After i start the game and
    docking out most everything is in order and the way I want to have.
    But after i dock errors occur with in the [COLORCORRECTION].
    And if im undock then planets and other stuff in space still to dark.
    Maybe you know this error and can tell me what im doing wrong?

    video

    ENBSeries

    Settings which im using.

    [PROXY] EnableProxyLibrary=0 InitProxyFunctions=1 ProxyLibrary= [GLOBAL] UseEffect=1 AlternativeDepth=1 AllowAntialias=1 BugFixMode=0 SkipShaderOptimization=0 QuadVertexBuffer=0 [EFFECT] EnableBloom=0 EnableOcclusion=1 EnableReflection=0 EnableMotionBlur=0 EnableWater=0 EnableShadow=0 DepthBias=0 [INPUT] KeyUseEffect=123 KeyBloom=120 KeyOcclusion=121 KeyReflection=122 KeyCombination=16 KeyShadow=119 KeyWater=118 [REFLECTION] ReflectionPower=10 ChromePower=10 UseCurrentFrameReflection=0 ReflectionQuality=0 ReflectionSourceSpecular=50 ReflectionSourceTFactor=50 UseAdditiveReflection=0 ReflectionDepthBias=100 UseLowResReflection=0 ReflectionSinglePass=1 UseEnvBump=1 EnvBumpAmount=100 EnvBumpOffset=100 [BLOOM] BloomPowerDay=15 BloomFadeTime=100 BloomConstantDay=6 BloomQuality=0 BloomScreenLevelDay=60 BloomCurveDay=0 BloomPowerNight=15 BloomConstantNight=6 BloomCurveNight=0 BloomScreenLevelNight=60 BloomAdaptationScreenLevel=80 BloomAdaptationMultiplier=20 BloomAllowOversaturation=1 [SSAO] UseFilter=1 OcclusionQuality=2 FilterQuality=2 DarkeningLevel=25 BrighteningLevel=25 IlluminationLevel=25 AdditiveIlluminationLevel=25 UseAmbientOcclusion=1 UseIndirectLightning=0 FadeDistance=100 [COLORCORRECTION] DarkeningAmountDay=30 ScreenLevelDay=0 ScreenLevelNight=0 DarkeningAmountNight=30 GammaCurveDay=0 GammaCurveNight=0 ColorSaturationDay=-1 ColorSaturationNight=-1 UsePaletteTexture=0 [PLUGIN] WeatherMod=0 [WATER] UseWaterDeep=1 WaterDeepness=20 WaterQuality=0 [shadow] ShadowFadeStart=40 ShadowFadeEnd=80 ShadowAmountDay=60 ShadowAmountNight=30 ShadowScreenLevelDay=60 ShadowScreenLevelNight=20 ShadowQuality=0 UseShadowFilter=0 FilterQuality=1 ShadowBlurRange=30 [ENGINE] ForceAnisotropicFiltering=1 MaxAnisotropy=16 ForceDisplayRefreshRate=0 DisplayRefreshRateHz=60 [MOTIONBLUR] MotionBlurQuality=1 MotionBlurVelocity=10 MotionBlurRotation=10 [/shadow]
  • Icon modding? Weapon/Commodity/Equipement

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    Thanks a lot RimShot, ive got it to work šŸ™‚

  • Ship skinning via equipment

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    adoxa wrote:
    Maybe even have a ā€œholographicā€ logo floating above the shipā€¦

    Interesting idea perhaps linked to clan or a faction license? Would be even nicer to have it worked out so you need some kind of advanced tracking/targeting equipment to see them? It would certainly provide an advantage in large scale battles to know whoā€™s who beyond your immediate target.

  • Are they "THAT" out of place?

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    To Xarian_Prim: I donā€™t quite understand ā€œLinkā€, you mean like what I did with the Topic Message about the ship they were based on? Cause I dont have any Online File Storage accounts.

    To Bobthemanofsteel: I reliesed that. Echo 7-7 is the one that mainly grinds my gears. He always making out to be that what he says is law and everyone else is in the wrong. Everyone else though, even though saying something similar, arent as a ā€œJackassā€ as Echo 7-7 is. I have other Concepts, but they laughed at it cause I was using Lego Digital Designer. I used it and got some concepts that would look good. Heres what I mean.
    in order from LF to Batteship:
    Light Fighter(Back view)
    http://i284.photobucket.com/albums/ll11/blackgragon/LF.png
    Heavy Fighter
    http://i284.photobucket.com/albums/ll11/blackgragon/HF.png
    Very Heavy Fighter
    http://i284.photobucket.com/albums/ll11/blackgragon/VHF.png
    Bomber
    http://i284.photobucket.com/albums/ll11/blackgragon/Bomberw.png
    Freighter
    http://i284.photobucket.com/albums/ll11/blackgragon/Freighter.png
    Transport(Back view)
    http://i284.photobucket.com/albums/ll11/blackgragon/Transport.png
    Gunship
    http://i284.photobucket.com/albums/ll11/blackgragon/Gunship.png
    Cruiser
    http://i284.photobucket.com/albums/ll11/blackgragon/Cruiser.png
    War-frigate(Battleship)
    http://i284.photobucket.com/albums/ll11/blackgragon/Dreadnought.png

    I had given images of the first 3 to Swat Dev Team, dont know the status of whether its made or not. These ships were for another faction concept, SkyShield PMC. Course, same thing happened with SSC. I do plan on doing these in Wings 3D. Maybe I should be posting this stuff on my ModDB page, perview of what the models would look like.

  • Detail mapping.

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  • Moding Juni

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    thatĀ“s really great friend!! I hope you finish soon
    SWAT (yes, the crossfire guy) fixed the stuff o
    He said it was a " WRONG MIP MAPPING"
    Said that all the MIPS must be tga
    or all dds

    And wellā€¦ this is how she looks now

    (screenshot provided by SWAT)

    Now i want to make some sexy clothing BUT when i open the textures of the bodies everything is just mixed up lol

  • My first ship, please comment and be critical

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    thatĀ“s really nice! i would like to see it flying šŸ˜„

  • Help with this sur thing

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    yesā€¦ very strange, tried all night until i was in despairā€¦ turn off computer go to sleep with sad face, come back in the morning, bob tells me it works no problem for him, im like O_o, then i try it againā€¦ works no problem.

    šŸ˜

  • The Osiris Chronicals

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    No one has replied
  • Animated starspheres?

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    You can make Animated starsphere by using MaterialAim. Butā€¦ donā€™t give a big hope. I tried use that to make lightning in my starsphere, but few secs, i give it up.

    But however, if you just want to make simple Aim like rotates, that is nice to done with MaterialAim.

  • LOD's?

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    When i do LOD levels i do manual reductions mainly because every reduction tool i have ever used has been, well utter crapola.

    doing it manually has itā€™s drawbacks though, takes more time. however it gives me complete control over the quality of the LOD levels and uv map corrections that are simple as pie to adjust along the way.

  • Texturing help needed

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    Cpl of questions:
    1. Are these SS from HardCMP/UTFEditor_3.0, or your model creation program?
    2.Texture file type-Are you using .dds or .tga?
    3.is this a cmp file or 3db?

    Check your normals, meaning the orientation of the faces, itā€™s possible they got reversed.

    Fus

  • [almost resolved] Planet modding

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    @Alucard : I donā€™t seem to have this problem. Maybe it is because Iā€™m using TGA rectangular textures, with sphere mapping option (as opposed to default mapping like it seems in the tutorial)
    Edit : just checked again, I donā€™t think I have the problem you described. My textures are made with gimp, tga no compression, no alpha channel on the surface, scaled down to 4096x2048, mirrored vertically and horizontally, sphere mode in ms3d.

    @Timmy : Iā€™m using TGA 4096*2048 textures because after testing with dds (square) and tga, tga finally looks better (50% superior resolution, and my mercator texture is less ā€˜stetchedā€™ on the poles with rectangular tga). On a side note, I donā€™t have a problem with tga textures filesizes, as my mod is not meant to become largely public.

    @Silent : Thanks for the advice, this one was the first working version, I plan to make tests with other settings on the clouds. Using different models for the different layers allows me to apply different effect on each layer, it was the point.
    I would like to also make the surface a little more reflective and the clouds diffuse the light of the cities glowmap behind it.
    I will try with 3ds.
    About this, what is the difference between cmp and 3ds ? I note cmp are often being used in models and 3ds are being used for icons and small solars, but why ?

    Edit : btw, Iā€™m using these nasa maps for my textures. Maybe it will be useful for someone.

    Edit #2 : a wild ideaā€¦ Is it possible to use bumpmaps in FL ? And if yes, is it possible to use bumpmap + glowmap on the same model ? I just found a very good earth bumpmapā€¦

    Edit #3 : using my technique I notice something strange : I applied different spinning speeds to the different layers, but the surface is the only one which keeps spinning after a while. I already changed the spinning offsets, and it resolved my ā€˜single model planetā€™ spin issue (stopped after a few seconds).

  • Custom Turret: not quite workingā€¦

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    Hmm, FL works fine with it, and the UTF editor Iā€™m using reads it perfectly well. I did export it using the Max9 exporter, that might be the issue there.

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    btw, unless the mesh is grouped appropriately already, Iā€™d prefer exporting them myself from lwo or obj. but they seem to be grouped quite detailed alreadyā€¦

  • Odd planet texture problem

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    Well, that was a rather stupid error on my part. The only planets that were messed up were a couple older ones that I forgot to fix after Adoxa told me how. Embarrasing, but it happens.

  • Animation Problem - Invisible Parts

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    Thanks nice work! Like it!

  • What is the best way without 3DSmax

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    Oki, this is going to be an ugly picture
    but it should hopefully get the essence of the idea across:

    What this shows is the Root as a single face.

    ani_Rot1 is its Child, and the first Rot-ating piece.

    ani_Pris1 that oneā€™s child, and our first Pris (sliding) piece.

    Just have your Baseā€™s old Root mesh as ani_Pris1ā€™s child. Then the children of that would be your propellers. Keep also in mind that you can have more Pris and Rot parts in the chain, following the same method.
    *Or you could use these 3 pieces as a sort of prefab part to mount whatever solar mesh you wish on it. You would add a Hardpoint on the last triangle, then mount your other mesh via ini loadout. Check the Freeport bases for examples on the hardpoints they use, etc.

    Just donā€™t forget to set up all those Parent -> Child relationships in the Rev and Pris data.
    Hopefully the pic makes sense, if notā€¦ I can put a little more effort into it ;D
    As a last note, you can also have a Fix part as a Child of a moving one, and then mount a moving part off that Fix part. Fix just means it has no movement of its own, but it can inherit movement from its parent. Thatā€™s part of why I drew the lighter blue lines to show the Child moves wherever and however the Parent does.

    Oh yeah, and the Root is always stationary. It is never included in a Fix, Rev, or Pris anywhere because it is assumed stationary and the part / mesh upon which everything else will be hung. NPCā€™s always shoot the center of the Root (if I recall correctly). So thatā€™s why I mentioned it, if you want a destructible base / solar / whatever. Otherwise attacking NPCā€™s will be shooting air and looking a bit schizophrenic.

  • Custom Ships and wireframes

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    Not perfect, but at least works, yea. It spits wire as u see a wired model in MS.
    Still I cant reproduce 3ds Max version to compare them.
    I think it should look like this (right pic)!

    And 18 group limit is history now?

    [EDIT]* Made wire_lod and exported it for best result i can have.