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Re: The Shipyard at the End of the Ooniverse. Modeller's b

Posted: Wed Jul 20, 2011 10:04 am
by DaddyHoggy
RyanHoots wrote:
My first good model:
Image
I think I like 3D modeling.
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?

Re: The Shipyard at the End of the Ooniverse. Modeller's b

Posted: Wed Jul 20, 2011 1:59 pm
by RyanHoots
DaddyHoggy wrote:
RyanHoots wrote:
My first good model:
Image
I think I like 3D modeling.
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:
Image

Re: The Shipyard at the End of the Ooniverse. Modeller's b

Posted: Wed Jul 20, 2011 9:18 pm
by DaddyHoggy
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)

Image

Re: The Shipyard at the End of the Ooniverse. Modeller's b

Posted: Thu Jul 21, 2011 12:58 am
by RyanHoots
DaddyHoggy wrote:
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)

Image
I think I can fix that in version two of the model, shouldn't be too hard.

Re: The Shipyard at the End of the Ooniverse. Modeller's b

Posted: Wed Aug 31, 2011 8:21 pm
by Commander Trigg
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!

Image[

Re: The Shipyard at the End of the Ooniverse. Modeller's b

Posted: Wed Aug 31, 2011 10:29 pm
by Smivs
Hehe, it's addictive, isn't it? :D

Re: The Shipyard at the End of the Ooniverse. Modeller's b

Posted: Tue Sep 27, 2011 1:22 pm
by RyanHoots
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:
Image
The gun needs work...

Re: The Shipyard at the End of the Ooniverse. Modeller's b

Posted: Tue Jan 10, 2012 9:14 pm
by Cmdr. Maegil
I have a kind of a ridiculous request:

I need a singularity.

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?

Re: The Shipyard at the End of the Ooniverse. Modeller's b

Posted: Tue Jan 10, 2012 10:52 pm
by cim
Cmdr. Maegil wrote:
I have a kind of a ridiculous request:

I need a singularity.

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

Code: Select all

void main(void) { discard; }
as your fragment shader.

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)

Re: The Shipyard at the End of the Ooniverse. Modeller's b

Posted: Tue Jan 10, 2012 10:58 pm
by CaptSolo
Commander Trigg wrote:
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!

Image[
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

Re: The Shipyard at the End of the Ooniverse. Modeller's b

Posted: Tue Jan 10, 2012 11:16 pm
by Thargoid
cim wrote:
Cmdr. Maegil wrote:
I have a kind of a ridiculous request:

I need a singularity.

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

Code: Select all

void main(void) { discard; }
as your fragment shader.

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.

Re: The Shipyard at the End of the Ooniverse. Modeller's b

Posted: Wed Jan 11, 2012 9:18 am
by Ironfist
I have a kind of a ridiculous request:

I need a singularity.

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

Re: The Shipyard at the End of the Ooniverse. Modeller's b

Posted: Wed Jan 11, 2012 10:43 am
by SandJ
Cmdr. Maegil wrote:
I need a singularity.
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.
Link: Escape Pod Locator

Re: The Shipyard at the End of the Ooniverse. Modeller's b

Posted: Wed Jan 11, 2012 12:03 pm
by Cmdr. Maegil
SandJ wrote:
Cmdr. Maegil wrote:
I need a singularity.
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.

Re: The Shipyard at the End of the Ooniverse. Modeller's b

Posted: Mon Jun 25, 2012 11:14 am
by Rese249er
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.