Split: ADCK's updated Behemoths

Discussion and information relevant to creating special missions, new ships, skins etc.

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ADCK
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Split: ADCK's updated Behemoths

Post by ADCK »

10 pics from my upcoming Behemoth Package

Click pics for full screen.

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Type 1 Front

Image
Type 1 Back

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Type 2 Front

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Type 2 Back

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Type 3 Battered Front

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Type 3 Battered Back

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Type 3 Normal Front

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Type 3 Normal Back

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Type 4 Front

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Type 4 Back

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Type 4a Front

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Type 4a Back

I expect to be done in 1 or 2 days.
Last edited by ADCK on Mon Feb 08, 2010 3:51 pm, edited 2 times in total.
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pagroove
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Post by pagroove »

Make the windows just a little bit smaller.
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Post by JazHaz »

Type 4's remind me of Klingon ships! :)

Great though!
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JensAyton
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Post by JensAyton »

I think they’d look better without smoothing.
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Post by ADCK »

Ahruman wrote:
I think they’d look better without smoothing.
Ya I agree, they wont have smoothing in-game, that was just in Wings, I turn workmode off for screenshots out of habit :P
PAGroove wrote:
Make the windows just a little bit smaller
They're 4x6 pixels at the moment (on a 512x512 texture) any smaller and they'd basically look circular after shading, If I do some hi-res textures for them ill make them smaller in comparison.
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Post by JensAyton »

ADCK wrote:
Ahruman wrote:
I think they’d look better without smoothing.
Ya I agree, they wont have smoothing in-game, that was just in Wings, I turn workmode off for screenshots out of habit :P
Select object, edge mode, right click, Harness, Hard. :-)
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Post by ADCK »

Ahruman wrote:
Select object, edge mode, right click, Harness, Hard. :-)
:oops:

Thanks for the tip.

Wish i had of know about that weeks ago when i started using Wings... I've competely remodeled Type 1 2 and 3 using hard edges and they do look alot better now, and the lighting issues on the Type 3 are completely gone, gunna work of the two type fours tomorrow... that will be a pain cause they're alot more detailed.
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Post by ADCK »

Gah, new problem, Wings isn't exporting the info about if an edge is hard or smooth when I export to obj, works for 3ds exports but not obj, i've checked all the options and export normals/smoothing groups is ticked...

Or am i completely wrong and .obj doesn't support this?
I am an Idiot,

For some reason I was using wings 1.02 instead of 1.2, its a really old bug
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Post by JensAyton »

Ignoring the Wings bug, not all uses of hard edges translate into smoothing groups. The new explicit normals stuff should handle every use. In any case, leaving smoothing off in Oolite is effectively equivalent to making all edges hard in Wings.
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Post by ADCK »

Ahruman wrote:
Ignoring the Wings bug, not all uses of hard edges translate into smoothing groups. The new explicit normals stuff should handle every use. In any case, leaving smoothing off in Oolite is effectively equivalent to making all edges hard in Wings.
Ya I figured as much, but there are some areas i want as smooth (the engines core) and some as hard.
If i set a ship to "smooth" but have hard edges defined will the hard edges still be hard?
Or will i have to split the models up into to subentities for smooth parts?
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Post by another_commander »

Split to own thread, screens of work in progress models are not really fit for the Screenshots topic, plus this work can get all the attention it deserves if on a separate thread.
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Post by JensAyton »

ADCK wrote:
Ahruman wrote:
Ignoring the Wings bug, not all uses of hard edges translate into smoothing groups. The new explicit normals stuff should handle every use. In any case, leaving smoothing off in Oolite is effectively equivalent to making all edges hard in Wings.
Ya I figured as much, but there are some areas i want as smooth (the engines core) and some as hard.
If i set a ship to "smooth" but have hard edges defined will the hard edges still be hard?
Or will i have to split the models up into to subentities for smooth parts?
If the hard edges form closed areas, smooth groups should suffice – export from Wings with smooth groups and normals, convert with ObjToDatTex.py, and set smooth = yes; in your shipdata.plist. For more precise control, 1.74’s explicit normals and Obj2DatTexNorm.py will be better.
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Post by ADCK »

AH cool.

And thanks for the split, i was thinking that convo was starting to derail the topic myself :P

>>> Updated pics to show current version.
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Post by ADCK »

Click on pic for full-screen
ImageFirst in-game screen-shot

Got all the models/textures done, now to do the grueling shipdata.plists, with nearly 100 different ships (only 5 types of ships, but at least 10 named versions of each type)

16 ships down, 76 to go :P
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Post by Sendraks »

They look awesome, but pagroove, the windows could be a little smaller. 8)

Be nice to have a few more Behemoths in game, they've been pretty scarce in my spacelanes as of late. :(
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