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DarthFirebert
Team:
Main: Copernicus
Level: 884 Class:
Gunner
Joined: Thu Jan 01, 2009 5:06 pm Location: Here, floating in my tin can, far above the world...
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Re: New Spearhead Model (wip)
Masterful wrote: MasterTrader wrote: Dude I just shat a brick... Painful much? But hell, that looks awesome. Some bigger tails coming up at the back (like a fighter) would be nice, too. It has a couple of fins, they just don't stick up much from the angle in the pics.
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F2P: Colonel Mustang
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Sun Mar 06, 2011 3:26 am |
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DarthFirebert
Team:
Main: Copernicus
Level: 884 Class:
Gunner
Joined: Thu Jan 01, 2009 5:06 pm Location: Here, floating in my tin can, far above the world...
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Re: New Spearhead Model (wip)
Now how the heck do I get it into the game to replace that danged rat model?
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F2P: Colonel Mustang
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Sun Mar 06, 2011 3:27 am |
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jeff mc beth
Team:
Main: Jeff Bobbo
Level: 2048 Class:
Gunner
Joined: Sat Dec 08, 2007 4:19 pm Location: Not where you are right now
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Re: New Spearhead Model (wip)
DarthFirebert wrote: Now how the heck do I get it into the game to replace that danged rat model? Place the texture and object into their places in the client \Content\Default\Textures/Models\Ships.
If they are named something differently, you can reassign the graphics for each ship in \res\ships.xml
_________________
Javatech wrote: Battlecruiser23 wrote: I am a Troll, ignore everything I say.
JeffL wrote: Are you kidding me? Our C2 music is way better than that boring garbage you linked.
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Sun Mar 06, 2011 1:38 pm |
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DarthFirebert
Team:
Main: Copernicus
Level: 884 Class:
Gunner
Joined: Thu Jan 01, 2009 5:06 pm Location: Here, floating in my tin can, far above the world...
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Re: New Spearhead Model (wip)
Neat. Ok, the model and color map are in the game and working (turned out the reason it was a rat is because I was looking at my Spearhead+ and not the standard) now I just need to know how to add the bump and specularity maps ingame...
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F2P: Colonel Mustang
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Sun Mar 06, 2011 2:44 pm |
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JeffL
Site Admin / Dev Team
Team:
Main: Jeff_L
Level: 1028 Class:
Sniper
Joined: Wed Mar 23, 2005 2:21 am Location: Santa Clara, CA
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Re: New Spearhead Model (wip)
I highly suggest that as you make your own or modified models or textures, you put them into your own custom skin as described at the top of this page: http://wiki.starsonata.com/index.php/Client_Skinning. If you overwrite the defaults, then your changes will get overwritten again when you patch. When you make your own skin, your changes will be safe from the evil Patchbot. Also, you can easily zip up your mods to give to me or other people, and you don't need to backup the original elsewhere in case you want to look at it again.
_________________ For support, please create a support ticket here and I will get back to you as soon as possible.
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Mon Mar 07, 2011 1:27 pm |
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DarthFirebert
Team:
Main: Copernicus
Level: 884 Class:
Gunner
Joined: Thu Jan 01, 2009 5:06 pm Location: Here, floating in my tin can, far above the world...
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Re: New Spearhead Model (wip)
JeffL wrote: I highly suggest that as you make your own or modified models or textures, you put them into your own custom skin as described at the top of this page: http://wiki.starsonata.com/index.php/Client_Skinning. If you overwrite the defaults, then your changes will get overwritten again when you patch. When you make your own skin, your changes will be safe from the evil Patchbot. Also, you can easily zip up your mods to give to me or other people, and you don't need to backup the original elsewhere in case you want to look at it again. Yea, I'm going to email the Spearhead and its textures to you this evening since I can't figure out how to add the specularity and bump maps myself. That way it can also be included in the next patch like the cadet. Also, I'm thinking of a new design for the Faranji Stinger. Since it is a ruin ship I figure that it's very strange that it looks like a "modern" Spearhead. Also, since it has a built in laser I can make this an obvious external feature that can retract out of the dart-like hull in combat mode. I'll make a rough model in a bit if I have time in class.
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F2P: Colonel Mustang
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Mon Mar 07, 2011 2:16 pm |
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JeffL
Site Admin / Dev Team
Team:
Main: Jeff_L
Level: 1028 Class:
Sniper
Joined: Wed Mar 23, 2005 2:21 am Location: Santa Clara, CA
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Re: New Spearhead Model (wip)
The artifact versions of common ships are supposed to be the ancestors of those ship designs. Basically modern engineers designed a new ship that looks like the old one superficially, but of course, they can't duplicate the performance.
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Mon Mar 07, 2011 2:25 pm |
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DarthFirebert
Team:
Main: Copernicus
Level: 884 Class:
Gunner
Joined: Thu Jan 01, 2009 5:06 pm Location: Here, floating in my tin can, far above the world...
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Re: New Spearhead Model (wip)
Ah, in that case I'll make a third texture for the Stinger then. Are there any emblems or markings specific to Faranji culture that I could decorate it with?
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Mon Mar 07, 2011 4:47 pm |
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Demon_1991
Joined: Fri Nov 02, 2007 2:52 pm
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Re: New Spearhead Model (wip)
the model looks great looking foward to seeing it in game.
_________________
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Mon Mar 07, 2011 6:07 pm |
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DarthFirebert
Team:
Main: Copernicus
Level: 884 Class:
Gunner
Joined: Thu Jan 01, 2009 5:06 pm Location: Here, floating in my tin can, far above the world...
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Re: New Spearhead Model (wip)
Here's the texture variant for the Faranji Stinger. It follows the C1 Stinger's color scheme and has some minor scoring on the leading edges of the hull to suggest that it survived battles with the UrQa before being abandoned. Emailing it off to Jeff in a bit.
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F2P: Colonel Mustang
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Mon Mar 07, 2011 9:10 pm |
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Battlecruiser23
over 9000!
Team:
Main: Ghost Commander
Level: 1138 Class:
Berserker
Joined: Sat Dec 09, 2006 10:36 pm
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Re: New Spearhead Model (wip)
That Fstinger is epic.
_________________ Axis Industries
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Mon Mar 07, 2011 9:18 pm |
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Feathers
Dev Team
Team:
Main: Quetzalcoatl
Level: 0 Class:
None
Joined: Sat Aug 29, 2009 11:10 am
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Re: New Spearhead Model (wip)
As a note, currently normal maps are designed to be interpolated from the base textures. Though as far as i can tell this isnt working. So if you are using normal maps for all that detail (at least that what it looks like from the 2 renders you show) then you will need to change that to variations of light and dark. This can very easily be done by putting a grey mask over the areas that would be low. Hold on to the normal map though for future use though as we get more features in place.
_________________ "You have graciously arrived, you have known pain, you have known weariness, now come on earth, take your rest, enter into your palace, rest your limbs; may our lords come on earth."
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Mon Mar 07, 2011 10:49 pm |
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DarthFirebert
Team:
Main: Copernicus
Level: 884 Class:
Gunner
Joined: Thu Jan 01, 2009 5:06 pm Location: Here, floating in my tin can, far above the world...
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Re: New Spearhead Model (wip)
Yea, I kinda figured out after putting the Cadet in game that the color map was being used to account for specularity. As far as I can tell though, there's no bump map functioning on any models. But yea, I've got everything stored away for later and Jeff has copies of all the maps I've made so far too.
At any rate, we have some nice renders that can be used in the wiki pages or banner ads or whatever.
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F2P: Colonel Mustang
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Mon Mar 07, 2011 10:54 pm |
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JeffL
Site Admin / Dev Team
Team:
Main: Jeff_L
Level: 1028 Class:
Sniper
Joined: Wed Mar 23, 2005 2:21 am Location: Santa Clara, CA
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Re: New Spearhead Model (wip)
The game generates a normal map (better than a bump map) from the color textures.
_________________ For support, please create a support ticket here and I will get back to you as soon as possible.
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Tue Mar 08, 2011 12:12 am |
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DarthFirebert
Team:
Main: Copernicus
Level: 884 Class:
Gunner
Joined: Thu Jan 01, 2009 5:06 pm Location: Here, floating in my tin can, far above the world...
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Re: New Spearhead Model (wip)
JeffL wrote: The game generates a normal map (better than a bump map) from the color textures. I think I get what you're saying. I'll fiddle with the textures more later and see if I can get the color map to show all the little hull details.
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Tue Mar 08, 2011 1:51 am |
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