Very good - get some nice lighting glows and a normal map in a texture on that - adding some details that can't be there in the model and she'll be a cracker. Nacelles are more of the refit (movie generation) rather than the TV show original.
Are there some odd surface normal issues in the two triangular polygons running from the corner of the nacelle to the deflector dish?
Very good - get some nice lighting glows and a normal map in a texture on that - adding some details that can't be there in the model and she'll be a cracker. Nacelles are more of the refit (movie generation) rather than the TV show original.
Are there some odd surface normal issues in the two triangular polygons running from the corner of the nacelle to the deflector dish?
No, the dish is only attached by a small tube. Here's a side view:
Actually - I meant the facets themselves - if they're normals are out by as much as they look based on how they're lit in your viewer they'll look odd when lit in Oolite too (I've had this in my models too)
Actually - I meant the facets themselves - if they're normals are out by as much as they look based on how they're lit in your viewer they'll look odd when lit in Oolite too (I've had this in my models too)
I think I can fix that in version two of the model, shouldn't be too hard.
I've finally managed to get my head around Wings 3d enough to design my first ship.
It's a lot more basic than the ones I've seen posted, but I like to think it has a certain simplistic charm.
All I need to do now is work out how to colour it in and then figure out how to write a ship oxp to put it in. Not much then!
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Now over 1000 confirmed kills. Bring on the bad guys!
I've been playing with 3D models a bit, and I think I'm going to start making a shipset. Some models are done from scratch, but most are just the core ships improved. So far I have a Krait, a Cobra3, a Ferdelance, and a Sidewinder. Here's my Cobra Mk 3:
Not an event horizon like in a black hole, but something smaller than a dot, or a pixel, or a quark - what I really want is an immaterial 1D model...
...but then again, there's the difference between the ideal and the possible, meaning that I'd be content with the the smallest-sized, least obstructive entity possible (preferably invisible). Can someone please help?
You know those who, having been mugged and stabbed, fired, dog run over, house burned down, wife eloped with best friend, daughters becoming prostitutes and their countries invaded - still say that "all is well"?
I'm obviously not one of them.
Not an event horizon like in a black hole, but something smaller than a dot, or a pixel, or a quark - what I really want is an immaterial 1D model...
...but then again, there's the difference between the ideal and the possible, meaning that I'd be content with the the smallest-sized, least obstructive entity possible (preferably invisible). Can someone please help?
Visually invisible can be done with shaders. Use a file containing only
Give it an all-black texture on a tetrahedron a cm across and it'll be pretty difficult to spot with shaders off, too. Cargo pods are several metres long and difficult to spot except really close up, so anything smaller will be functionally invisible most of the time. Anything running into it will plough through it like it isn't there (destroying it in the process unless you give it a ship script that cancels scrape damage, in which case you should also give it a ridiculously large thrust value in shipdata.plist or the collision will send it flying out of the system)
I've finally managed to get my head around Wings 3d enough to design my first ship.
It's a lot more basic than the ones I've seen posted, but I like to think it has a certain simplistic charm.
All I need to do now is work out how to colour it in and then figure out how to write a ship oxp to put it in. Not much then!
[
Before the colouring part you have to basically unfold your 3D model. In Wings3D its called "UV Mapping". I struggled mightily searching for help but everyone seemed to have a different technique, so I learned by trial and error. If you get stuck I'd be glad to help. As for colouring (texturing), there are excellent tutorials on the Wiki including one by Smivs: http://wiki.alioth.net/index.php/Smivs' ... e_tutorial
Not an event horizon like in a black hole, but something smaller than a dot, or a pixel, or a quark - what I really want is an immaterial 1D model...
...but then again, there's the difference between the ideal and the possible, meaning that I'd be content with the the smallest-sized, least obstructive entity possible (preferably invisible). Can someone please help?
Visually invisible can be done with shaders. Use a file containing only
Give it an all-black texture on a tetrahedron a cm across and it'll be pretty difficult to spot with shaders off, too. Cargo pods are several metres long and difficult to spot except really close up, so anything smaller will be functionally invisible most of the time. Anything running into it will plough through it like it isn't there (destroying it in the process unless you give it a ship script that cancels scrape damage, in which case you should also give it a ridiculously large thrust value in shipdata.plist or the collision will send it flying out of the system)
And if you add scanner_display_color1 = (0,0,0,0); into the shipdata.plist entry for the entity, it won't appear on the scanner either.
Not an event horizon like in a black hole, but something smaller than a dot, or a pixel, or a quark - what I really want is an immaterial 1D model...
...but then again, there's the difference between the ideal and the possible, meaning that I'd be content with the the smallest-sized, least obstructive entity possible (preferably invisible). Can someone please help?
Played around last night, a cube with a 0.01 side is easily possible and very difficult to see even without shader help. I have an experimental OXP if you want it.
Ironfist
64bit Mint 10 and Win 8 64bit on E8400 at 3.6GHz - ATI HD5750 graphics.
Concentration is the ability to think of absolutely nothing when it is absolutely necessary.
Doesn't Cap'n Murphy's Escape Pod Locator's beacon do something similar to what you want?
a beacon entity is spawned for new escape pods that are launched which tracks the location of the associated pod. The beacon entity is a tiny, low mass entity that is not displayed on the IFF scanner, is too small to be visible to the player and too low in mass to cause damage in the event of a collision. If the beacon entity is inadvertently destroyed it is replaced. The pod itself is given custom scanner colours.
Flying a Cobra Mk I Cobbie 3 with nothing but Explorers Club.OXP and a beam laser 4 proper lasers for company Dropbox referral link 2GB of free space online + 500 Mb for the referral: good for securing work-in-progress.
Doesn't Cap'n Murphy's Escape Pod Locator's beacon do something similar to what you want?
That's perfect - it's precisely the kind of entity I needed, and it even includes much of the code required for my purposes.
Thanks for all the answers; if my plans go well, soon I'll have a little surprise to show.
You know those who, having been mugged and stabbed, fired, dog run over, house burned down, wife eloped with best friend, daughters becoming prostitutes and their countries invaded - still say that "all is well"?
I'm obviously not one of them.
Need help. Decided to try my hand at ship modeling. Basic shape is down, tried using the script from the wiki. Command not f*kin found. Advice, please? If I can figure this out, expect a new line of utilitarian military transports and escorts soon.
Got all turned around, lost my nav connection... Where am I now?