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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.
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.
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.
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.
I'm very sorry, I love modeling, I kinda like texturing, but writing plists? now they are pure evil
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
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.
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
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.
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!
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!
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