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My s3o model
Posted: 05 Feb 2006, 03:08
by diggz2k
Posted: 05 Feb 2006, 03:27
by Das Bruce
That bottom face looks nasty.
Posted: 05 Feb 2006, 06:04
by Maelstrom
But the texture makes it look round. And who is going to be concentrating on the underside of the plane anyways.
The model looks nice. What mod it is for? The texture could have some more detail on it though, as it looks really low quality. Also, while 193 faces is nothing to the Spring engine, if you really want to save faces try making the round barrel things with ~8-12 faces around the outside. That will save a few faces. But again, ~200 polys is actually quite a low poly count.
Posted: 05 Feb 2006, 20:32
by SwiftSpear
Whats the texture resolution? I think I can see pixlization on the everything. Map it into a 128x128 at least if you want it to look good.
Bad textures can make models look better by using way more texture then they acctually need until they get the hang of UV mapping stuff extreamly efficiently.
[edit] the gat's don't look too bad...
Posted: 05 Feb 2006, 20:42
by IMSabbel
Just one hint:
For posting that kind of screenshots, please think about using png, or gif.
That "modern art" look isnt really helping, you know?
Posted: 05 Feb 2006, 21:31
by mongus
jpeg quality aside...
It looks fine, what is it :D
i mean, its like a figther? or a gunship.. or completelly different thing?
The lower pictures are in upspring rigth?
so that is the texture you are using?
its quite ugly yet.. :) i think you will be texturing it more..
and what was your question again?
you want to take that model into spring?
Posted: 05 Feb 2006, 22:15
by FoeOfTheBee
mongus wrote:
and what was your question again?
you want to take that model into spring?
The screen shot is from upspring, but when we try to use the model in spring (put it in the objects3dfold, set an fbi to reference it, put the png texture in the unittextures folder) the unit is completely invisible.
Posted: 05 Feb 2006, 22:23
by Argh
I'm taking all this down. Spring's community has proven that it does not deserve my help.
Posted: 05 Feb 2006, 22:32
by IMSabbel
Is this supposed to be sarcastic, ignorant or just random?
(show me a webbrowser that can view dds, natively...)
Posted: 05 Feb 2006, 22:53
by Argh
I'm taking all this down. Spring's community has proven that it does not deserve my help.
Posted: 05 Feb 2006, 23:11
by FoeOfTheBee
Argh wrote:Don't use a PNG, use TGA or DDS...
Tried TGA, same result. Haven't quite figured out how to save as dds from the gimp. Looks fine in UpSpring, invisible in spring. I saved both texture files with the default options from the gimp. The texture map and model were made with Wings3D. If anyone is interested in taking a look, pm me or diggz for the files.
Posted: 05 Feb 2006, 23:14
by mongus
its both stupid and ignorant.
Stupid: we are talking about the image attached to the model, the one that is supposed to be made upon the uv map.
(a side note on this, have you got a dds image to work in spring argh?)
Ignorant: as you dont know how does Upspring works, you post such stupid thing.
offtopic to say the least, he is not asking about the quality of his jpegs but on how to put the unit into spring.
Why dont you post the model and uvmap, i give it a try to make it work.
Anyhow its not that difficult, yous hould be able to figure it by yourself.
The unit (basically) consists of 3 parts.. i lie.. like 4.
1-model (hack it in any 3d app)
2-texture(s) (use tga so far is what ive seen works.)
3-Unit TDF (copy a similar unit, chage names, weapons,Objectname=unitname.s3o;)
4-Unit script. (Try Madta scrit tutorial, @ FU, ugly but good, use scriptor for compiling).
Use Upspring to compile the s3o and the images.
IMPORTANT
All part names in s3o must be in lower case.
to test it, i use the ufo format....
just use the default dirs and pust stuff where it should be
(s3o in 3dmodels, textures in unittextures, unit tdf in units.. script in...).
then use HPIpack and point the source to your files and the ouput to spring main folder, (dont close hpi pack for fast and easy tweaking).
saving the game can avoid the .cheat, .give unitname thing.
Posted: 05 Feb 2006, 23:41
by Argh
I'm taking all this down. Spring's community has proven that it does not deserve my help.
Posted: 06 Feb 2006, 00:03
by IMSabbel
Argh wrote:No, it showed that I read the last post
The screen shot is from upspring, but when we try to use the model in spring (put it in the objects3dfold, set an fbi to reference it, put the png texture in the unittextures folder) the unit is completely invisible.
DOH.
I take it back :D
But you have to admit that this was a series of posts whose contents made this kind of missunderstanding very likely :)
Posted: 06 Feb 2006, 00:27
by mongus
Argh wrote:Last but not least... use the estimate size functions of UpSpring...
write!
once put a unit there and it was underground.. all bc of the heigth iirc.
on the spcript thing.. well someone said marcos lazyspriptor had bugs.. but which ones? and its like perfect for me.. or im too lazy? :)
all i do is save as 3do, run the script on it, and its almost done..
pd: granted abbel, you are offtopic here.
Posted: 06 Feb 2006, 00:31
by FoeOfTheBee
Argh wrote:Last but not least... use the estimate size functions of UpSpring (the left-most tab). This information has to be set at least semi-correctly to create a good set of variables for drawing the unit.
As for the script... for a simple test, just write up a script like so:
Code: Select all
piece firstpiecename, secondpiecename, anotherpiecename, etcetc;
Create()
{
}
...that is all you need, you do not need a full script just to see if your unit draws.
It was the estimate size stuff. It's upside down and flies backwards and the texture is messed, but it is visible.
Posted: 06 Feb 2006, 00:52
by mongus
Heh, great its woking now.
you must rotate it before exporting, not sure the axis, i did a 180 turn around x axis(y axis works aswell) before exporting and turned up rigth.
A question:
did you use the import uv map function? is that working for you?.
and someone got dds to work!?
Link for the GIMP plugin, it saves dds files, i think dxt5 compression is for text1 and dxt1 for text2, the documentation mentions something about rgb and rgba, i think that is only the channels, red green blue and alpha for first texture and witout alpha for the seccond.
Posted: 06 Feb 2006, 08:30
by diggz2k
It isn't for any particular mod and if you want it with maybe a dif texture just ask. It has a 256 by 256 texture. I prolly wont be texturing it anymore than it already is. I was thinking that it could be a fighter with a chain lasers that function like bullets. or it could be a gunship. really it could be anything. just move the cylinders around a bit and it could be a torpedo bomber. Thanks for the feedback. I'm now going to recompile it from upspring and make it visible.