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What models are needed

 
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Akula
Space Emperor


Joined: Mar 02, 2006

PostPosted: Tue Mar 07, 2006 8:08 pm    Post subject: What models are needed Reply with quote

Building all ships that has appeared in the SW universe will take many months, so I got a question
What ships should I try and build first?
As it is I'm mainly working on TIE's, Rebel fighter and rebel warships, is this the right direction?


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GMLocutus
Moderator
Moderator


Joined: Aug 05, 2003
Location: The North, UK

PostPosted: Tue Mar 07, 2006 8:12 pm    Post subject: Reply with quote

yes, by all means work on the Imperial and rebel ships. I think for a starting ship we'd like a carrack done as well.

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Akula
Space Emperor


Joined: Mar 02, 2006

PostPosted: Tue Mar 07, 2006 8:33 pm    Post subject: Reply with quote

Carrack, that's a small cruiser (about 350m) right?
Also should I just email you the models when I got a few more?


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GMLocutus
Moderator
Moderator


Joined: Aug 05, 2003
Location: The North, UK

PostPosted: Tue Mar 07, 2006 10:38 pm    Post subject: Reply with quote

you could email them to me, I can upload them into the server SJ provided us for everyone else to get ahold of.

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Akula
Space Emperor


Joined: Mar 02, 2006

PostPosted: Tue Mar 07, 2006 10:52 pm    Post subject: Reply with quote

Okay I'll just finish up the TIE's then you can have those

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bearclaw
Moderator
Moderator


Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Wed Mar 08, 2006 12:40 am    Post subject: Reply with quote

Sounds like you are perfectly in the right direction.
We will want the readily recognizable ships (Millenium Falcon, Slave I etc), but at this point we'll be happy with what ever comes together Smile

GML, perhaps you and Akula should come up with a preferred list of ships and a preferred number of ships in total. That way, we have a target and anything beyond that is bonus.


Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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GMLocutus
Moderator
Moderator


Joined: Aug 05, 2003
Location: The North, UK

PostPosted: Wed Mar 08, 2006 4:56 pm    Post subject: Reply with quote

Ok, this is the list of ships i would like to see done first at least. I realise some of these have already been done, what about their hard points though? We need those co-ords so our ships when they fire don't have lasers coming out of the bridge.

Imperial Ships
Imperial Star Destroyer
Victory Star Destroyer
Super Star Destroyer
Interdictor Star Destroyer (or Star Cruiser)
TIE ln
TIE x1
TIE Bomber
TIE Interceptor

Rebel Ships
Home One
Mon Calamari Cruiser
Nebulan-B
X-Wing
Y-Wing
B-Wing

Other
Carrack
Guardian-class Medium Cruiser
CR-90
CR-90 Assassin
Marauder Class Corvette
Z-95 Headhunter
R-41 Starchaser

Lets get those down first, I know it's a pretty big list, but for now at least they will do as something to have within the game. We can add the other ships in afterwards.


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Akula
Space Emperor


Joined: Mar 02, 2006

PostPosted: Wed Mar 08, 2006 5:23 pm    Post subject: Reply with quote

Big?
Mine is like 2-3 times larger :p

Of those on the list I got al the TIE's except the X1 but I got a defender, phantom, scimitar, Vanguard and Raptor
Also I got the CR 90 (not entirely happy with the textures) and a coupple not on it

I'd say that if exams don't interfere too much I could have most of that done in a month, maybe two, if the standard of the models you alreay got is OK
Fighters just has a tendency to get a bit high poly, like 250 - 400 after triangulation


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bearclaw
Moderator
Moderator


Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Wed Mar 08, 2006 6:19 pm    Post subject: Reply with quote

I've given Rojero the task of studying slots and placement for this exact reason. Once we've got the models and the ship layout bmp's (the next step) then he should have a grasp of what needs doing in terms of slot placement, firing arcs and such.

Rojero, you getting this? Smile


Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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Combat_Wombat
Space Emperor


Joined: Nov 04, 2003
Location: Minnesota

PostPosted: Wed Mar 08, 2006 8:19 pm    Post subject: Reply with quote

http://www.atombender.de/swgwiki/index.php/KSE_Firespray
http://scifi3d.theforce.net/details.asp?intGenreID=10&intCatID=10&key=4
http://en.wikipedia.org/wiki/A-Wing


Co-Lead of the FrEee project an open-source Space Empires IV clone

Author of Invasion! for Space Empires IV


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Akula
Space Emperor


Joined: Mar 02, 2006

PostPosted: Sun Mar 12, 2006 6:54 pm    Post subject: Reply with quote

The TIE fighters has been send your way GMLocutus, bombers are to come
Polycount is around 250-400 triangulated, higher than stock, but IMO not bad


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Sun Mar 12, 2006 9:48 pm    Post subject: Reply with quote

You should also post some pics of them as well so we can do our preliminary oows and ahs.

Space Empires Depot | SE:V Balance Mod


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Akula
Space Emperor


Joined: Mar 02, 2006

PostPosted: Mon Mar 13, 2006 6:45 am    Post subject: Reply with quote

Okay, here we go
The models are simple quicky done renders, so don't expect much

TIE Fighter


TIE Interceptor


TIE Defender


TIE Raptor


TIE Vanguard


TIE Phantom


Bomber and Scimitar are delayed

Edit: Seems like I've done smoothened some of the models. i don't know if Starfury can do that, so that might be misguiding, anyway all the cockpits except for the Phantom is pretty much identical


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Mon Mar 13, 2006 3:24 pm    Post subject: Reply with quote

Nice models!

We'll just have to make sure we acquire the appropriate engine sounds for them and it'll be really cool in-game. Razz


Space Empires Depot | SE:V Balance Mod


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Moonsword
Space Emperor


Joined: Jan 14, 2005
Location: Georgia

PostPosted: Tue Mar 14, 2006 11:47 pm    Post subject: Reply with quote

They're good, overall, although there are a few specific problems:

The cockpit module is too angular. If you can do it without running up the polycounts too badly, increase the number of facets on that sphere. If not, well... *shrugs* Spheres take a lot of polys and this shouldn't be visible in-game, given the size of the model, so it's not a major problem.

The TIE Raptor's ugly, IMO, but then, I don't like the design itself. This isn't anything about your model, just the sheer ugliness of the Raptor.


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Fulgrymm
Space Emperor


Joined: Jun 02, 2005
Location: Backwater Industrial City

PostPosted: Wed Mar 15, 2006 1:01 am    Post subject: Reply with quote

I have to agree. I never did like that design, nor the really ugly design that has just one wing.

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Akula
Space Emperor


Joined: Mar 02, 2006

PostPosted: Wed Mar 15, 2006 1:15 am    Post subject: Reply with quote

I don't really think I can get the cockpit more detailed, the models need to be triangulate for it to work in-game and that'll make the polycount very high.
Spheres raises the polycount sky high and as triangulating adds maybe 80% more polygons to it.
I personally like high poly models and I'd like to give it a higher polycount, but I already think I'm pushing the limit for a game like starfury

I agree that the Raptor design looks hideous, but as it took less than half an hour to make and texture, I though it was soo easy to make that it should be included


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Wed Mar 15, 2006 2:41 am    Post subject: Reply with quote

Note that you can always attach files to these forums.

Smarter than your average Texrak.


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GMLocutus
Moderator
Moderator


Joined: Aug 05, 2003
Location: The North, UK

PostPosted: Wed Mar 15, 2006 4:43 am    Post subject: Reply with quote

the fighters aren't that bad, in fact they're pretty good considering they're going to be smaller than the capital ships so you aren't exactly going to see them.

As for the little ugly one, it maybe ugly, but i bet it'll be cheap as well, if it's made a open to being bought, it might not be upto Imperial military standards but i bet it could do well against more traded fighters.


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Akula
Space Emperor


Joined: Mar 02, 2006

PostPosted: Wed Mar 15, 2006 8:36 am    Post subject: Reply with quote

For pictures it would propably be easiest to simply softening the polygons, this can be done selective and thus could be done to the spherial cockpit this should make it spherical

BTW GMLocutus did you get the fighters?


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GMLocutus
Moderator
Moderator


Joined: Aug 05, 2003
Location: The North, UK

PostPosted: Wed Mar 15, 2006 2:13 pm    Post subject: Reply with quote

yes and i uploaded the file onto the server

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Akula
Space Emperor


Joined: Mar 02, 2006

PostPosted: Tue Apr 11, 2006 1:39 pm    Post subject: Reply with quote

I've sent you some more

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