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Posted: Wed Jul 16, 2008 2:18 pm
by Amen Brick
Stromboli wrote:
It says that "you save this document with the extension '.png' at the end of the name. The required extension is '.bmp'."
This bit, i've never seen...
Posted: Wed Jul 16, 2008 2:32 pm
by JensAyton
It shouldn’t be a problem to work with it in BMP and convert it to PNG for Oolite.
Posted: Wed Jul 16, 2008 2:51 pm
by Stromboli
Great, now the model isn't using the texture.
I'm going to fix this later.
I can't stand working on this one right now.
Re: The Shipyard at the End of the Ooniverse. Modeller's b
Posted: Wed Jul 16, 2008 5:57 pm
by Davidtq
Amen Brick wrote:
Try to keep the faces below 375 and the vertices below 590 as the conversion to .dat format leads to triangles being formed (which may deform a badly moulded design) that can take the Faces/Vertices over the working limit of 500/800.
Ships travel along the z axis.
1) so thats why my latest 1072 vertice smooth round ship isnt working... Interestingly I can still play with it, its just invisible... how about that for a method to create permanently cloacked pirates
2) thats why my non smooth round ship was at an od angle compared to its engines and lasers when I looked at external view
Posted: Thu Jul 17, 2008 5:59 am
by Stromboli
Well, here are some views of my (nearly) completed ship.
I must ask how you guys do things like engines and such, I'm currently stumped.
Also, it refuses to use any format other than bmp. Is the PNG format required for Oolite?
Posted: Thu Jul 17, 2008 7:45 am
by Davidtq
Stromboli wrote:Well, here are some views of my (nearly) completed ship.
I must ask how you guys do things like engines and such, I'm currently stumped.
Also, it refuses to use any format other than bmp. Is the PNG format required for Oolite?
That is one REALLY nice hull texture, really like the plating effect where did you get that from?
The engines themselves can just be light patches with some greebles drawn around them the exaust vents etc are put in by the game from the plist files, I believe you can add a shader map which is like a texture to add more "glowiness" to the engines themselves.
Posted: Thu Jul 17, 2008 8:22 am
by TGHC
Great hull texture there Stromboli.
Posted: Thu Jul 17, 2008 11:17 am
by Stromboli
I made the texture with the burn/dodge/marquee tools, which didn't take too long and wasn't too hard. I found a tutorial someplace, it covered most of the stuff I did.
Glad it came out decently, too!
Posted: Thu Jul 17, 2008 3:09 pm
by Stromboli
I'm probably not supposed to spam this thread up with my stuff, but I want to post this one screen of my new shuttle!
See my thread for details. Textures done by me!
Posted: Thu Jul 17, 2008 4:49 pm
by JensAyton
Stromboli wrote:Also, it refuses to use any format other than bmp. Is the PNG format required for Oolite?
Yes.
Most image editors should be able to convert BMP to PNG, though, so it shouldn’t be a problem.
Posted: Thu Jul 17, 2008 4:59 pm
by Thargoid
Greetings,
As we're seemingly having a show and tell, a first glimpse of the next wave of our invasion fleet, a Thargoid interceptor-style fighter craft:
Still playing with the texture, as the software available this far from the homeworld is a little limited at present. But so far there are two versions, one the traditional red/green colouration, the other a charcoal grey. Some views via the links (so this thread doesn't overload with pics).
Comments and suggestions welcome as to texture improvements (laptop working, so shaders not supported
)
[/color]
Posted: Thu Jul 17, 2008 5:04 pm
by Stromboli
That's a great designyou got there! Especially like the little "pods" on the sides.
Posted: Thu Jul 17, 2008 5:09 pm
by TGHC
Very nice Thargoid, looks like plenty to aim at
Posted: Thu Jul 17, 2008 8:41 pm
by Thargoid
And plenty of guns to aim back at you (I was thinking 2-3 front guns).
Have had a play with the texture a bit more, much happier with it:
[/color]
...
Posted: Thu Jul 17, 2008 8:43 pm
by Lestradae