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Re: [WIP] Staer9's Shipset (sort-of...)

Posted: Sat Nov 05, 2011 3:55 pm
by Gimi
Every time you post a picture Staer9, I jump at the links in the first post, but still only the three original downloads. :cry:
Haven't you been teasing us long enough. These ships look very good and complement Griff's ships were well. Good job. Waiting in anticipation. :D

Re: [WIP] Staer9's Shipset (sort-of...)

Posted: Sat Nov 05, 2011 5:15 pm
by Staer9
Gimi wrote:
Every time you post a picture Staer9, I jump at the links in the first post, but still only the three original downloads. :cry:
Haven't you been teasing us long enough. These ships look very good and complement Griff's ships were well. Good job. Waiting in anticipation. :D
I'm very sorry, I love modeling, I kinda like texturing, but writing plists? now they are pure evil :lol:
I have most of the models finished (2 to go I think)
expect the release in 2-3 weeks (hopefully 2)

Re: [WIP] Staer9's Shipset (sort-of...)

Posted: Sat Nov 05, 2011 9:38 pm
by JazHaz
These ships look so good. I wish I had a decent computer to show them off...

Re: [WIP] Staer9's Shipset (sort-of...)

Posted: Mon Nov 28, 2011 10:07 am
by Staer9
Added Ophidian and Mussurana to first post.

Update on status:
all models finished,
all but one diffuse map finished (the Cat),
then will be the non-shader release.

Re: [WIP] Staer9's Shipset (sort-of...)

Posted: Mon Nov 28, 2011 10:39 am
by maik
Staer9 wrote:
Added Ophidian and Mussurana to first post.
Pretty! I especially like the Mussurana, it looks very poisonous to me!

Re: [WIP] Staer9's Shipset (sort-of...)

Posted: Wed Nov 30, 2011 10:18 am
by Staer9
Update:

Cat texture now finished,
all models are being converted and only the .plists to go

:D

Re: [WIP] Staer9's Shipset (sort-of...)

Posted: Wed Dec 07, 2011 11:49 am
by Staer9
I need someone to try and convert these to .dat, either blender .obj export is broken or Obj2DatTex is broken:
http://www.box.com/s/xrdsgrktiz1rd7dds85i

Re: [WIP] Staer9's Shipset (sort-of...)

Posted: Wed Dec 07, 2011 2:09 pm
by MiMoriarty
I've tried the three but they don't convert. :cry:

The cat_body.mtl file show a material's count of 2, I still believe this won´t work with the script. The other two mtl files didn't work either:

Code: Select all

# Blender MTL File: 'python_class_cruiser.blend'
# Material Count: 1
nnewmtl _griff_constrictor_eng
Ns 0
Ka 0.000000 0.000000 0.000000
Kd 0.8 0.8 0.8
Ks 0.8 0.8 0.8
d 1
illum 2
map_Kd griff_constrictor_engines_diffuse.png
It looks like map file definitions/extensions are misspelled or don't belong to the proper blender material file in the python_cc_eng.mtl

Code: Select all

# Blender MTL File: 'python_class_cruiser.blend'
# Material Count: 1
newmtl griff_asp_mk2_mai.000_griff_python_alt_diff
Ns 98.039216
Ka 0.000000 0.000000 0.000000
Kd 0.800000 0.800000 0.800000
Ks 1.000000 1.000000 1.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd griff_python_alt_diffuse.png
This other from the python_cc_body.mtl look also suspicios. :?

Are you working with an unique blender file? I mean, i usually make a blender file of anyone of the subentities so that their blender file names went into the mtl file as well as the obj file. I thought this would prevent later problems.

Re: [WIP] Staer9's Shipset (sort-of...)

Posted: Thu Dec 08, 2011 10:29 am
by Staer9
MiMoriarty wrote:
Are you working with an unique blender file? I mean, i usually make a blender file of anyone of the subentities so that their blender file names went into the mtl file as well as the obj file. I thought this would prevent later problems.
the problem is that that is exactly what I did, I split the .blend files up before exporting to .obj (something which I have done previously with no errors) then attempted to convert them, all the models converted except these 3...
I am also using the latest stable blender release (2.60a) and all the other .obj files were made from that exporter.

Re: [WIP] Staer9's Shipset (sort-of...)

Posted: Thu Dec 08, 2011 11:09 am
by Staer9
I know what I was doing wrong!
when I made the PCC I made 2 alternate engines on different layers, so I could choose which one I wanted in the final release, the problem was that the second layer, which I decided I didn't like, I had made invisible so I could work on the other engines. I had then forgotten about that layer and it turns out that obj2dattex doesn't support multi-layered .obj files :P

problem solved!

Re: [WIP] Staer9's Shipset (sort-of...)

Posted: Thu Dec 08, 2011 11:33 am
by Wildeblood
Staer9 wrote:
...when I made the PCC I made 2 alternate engines on different layers, so I could choose which one I wanted in the final release, the problem was that the second layer, which I decided I didn't like, I had made invisible so I could work on the other engines. I had then forgotten about that layer...
"I invented an invisible spaceship engine, then I forgot that I did it."

That's a strange kind of genius.

Re: [WIP] Staer9's Shipset (sort-of...)

Posted: Thu Dec 08, 2011 12:01 pm
by Cmdr. Maegil
Character type: absent-minded professor. :lol:

Re: [WIP] Staer9's Shipset (sort-of...)

Posted: Thu Dec 08, 2011 3:23 pm
by JazHaz
What is the current progress on this shipset? How much is done, percentage wise?

I can't wait to get my hands on your new PCC! :D

Re: [WIP] Staer9's Shipset (sort-of...)

Posted: Thu Dec 08, 2011 5:11 pm
by Staer9
JazHaz wrote:
What is the current progress on this shipset? How much is done, percentage wise?

I can't wait to get my hands on your new PCC! :D
98% probably, BETA will be released tommorow (just some .plist tidying to do)

Re: [WIP] Staer9's Shipset (sort-of...)

Posted: Thu Dec 08, 2011 7:16 pm
by maik
Staer9 wrote:
98% probably, BETA will be released tommorow (just some .plist tidying to do)
oh, glory days