earlton / stargate-invasion

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Design Suggestion - Alien Ship from Daedalus Variations #112

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
Maybe as a pirate Capital Ship?

http://stargate.wikia.com/wiki/Ship_(The_Daedalus_Variations)

Original issue reported on code.google.com by Wayne.S....@gmail.com on 21 Mar 2011 at 6:41

GoogleCodeExporter commented 9 years ago
we allready have it ingame as a Lucien Alliance ship

Original comment by mutert.m...@gmail.com on 7 Apr 2011 at 11:47

GoogleCodeExporter commented 9 years ago

Original comment by jtaylor...@gmail.com on 25 Oct 2011 at 3:41

GoogleCodeExporter commented 9 years ago
I know that you have the ship in-game already as a Lucian Alliance Corsair.  I 
mean no offense to the modeler, but the in-game ship is not very accurate right 
now.  I was inspired recently to learn how to model ships, and decided to start 
with the alien ship from Daedalus Variations.  After a few failed attempts at 
learning, I finally have a model that I think is decent (6000 polys) (see 
attached .mesh files and photos).  I am offering it to SGI for use in the mod 
if you guys want it.  I envisioned it as a capital vessel for the Pirate 
faction.  I also modeled the shield (750 polys) and fighter (500 polys), but 
the fighter is not quite done.

Please let me know if you would like to use the models for SGI.  I think that 
would be awesome, but whether you use it or not, it was fun to make :).  Also, 
I love the mod.

Original comment by Wayne.S....@gmail.com on 7 Nov 2011 at 7:17

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GoogleCodeExporter commented 9 years ago
Fighters.

Original comment by Wayne.S....@gmail.com on 8 Nov 2011 at 4:02

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GoogleCodeExporter commented 9 years ago
we are interested in using these. The current ingame model was never finished. 
My main concern is that the model it self is way to detailed. I would like to 
see if you can cut the poly count down to half of what you half and we will use 
it . Also would u be interested in joining the team. You have skills and know 
your stargate.

thanks jay

Original comment by jtaylor...@gmail.com on 9 Nov 2011 at 4:44

GoogleCodeExporter commented 9 years ago
Hi Jay, 

First, I am happy that you like the models and that you would like to use them. 
 I will look into reducing the polygon count for the primary ship.  Are the 
counts okay for the fighter and the shield?  I noticed that you guys generally 
stick to spherical shields in-game even when the canon ship had shaped shields 
(eg, Aurora) - was this a deliberate choice due to polygon counts or are 
shields simply on the back burner in favor of more substantive models?

Second, I am flattered that you asked me to join the team.  I would love to 
help, and you are correct that I know Stargate very well, but I think that my 
"skills" have a long way to go.  I feel like I am still learning the basics of 
how to model.  Also, due to real life time constraints, I am not sure that I 
would be able to contribute to the mod on a consistent basis.  My contributions 
would likely be sporadic.  In the interest of full and fair disclosure, I 
wanted to be up front with you about this.  If you think that sporadic 
contributions would be acceptable to you and the rest of the SGI team, then I 
accept.

Third, I would love to hear any advice you guys have to offer about learning to 
model, texture, and create particle effects.

Fourth, and lastly because this "comment" has become too long at this point, I 
also have some understanding of the nuts-and-bolts aspects of modding sins.  
For example, I have modified your latest release of SGI to make it possible to 
discover the following entities at starship graveyards: 
FrigateShipwreckExcaliber, FrigateShipwreckOriMothership, 
FrigateShipwreckRedlight, and FrigateShipwreckBlueberry (which is the latest 
model I started).  As you are aware, this required creating new .entity files 
for 3 of the ships, adding new .entity files for my 2 ships' abilities, 
altering the entity manifest, adding entries to the string file, and altering 
the galaxy scenario def file.  I also made some more minor changes, like giving 
Asgard colony ships the ability to capture neutral frigates, and altering 
baseline shield mitigation, etc.  I plan to alter the research tree for the 
Asgard, but I haven't started yet.

Original comment by Wayne.S....@gmail.com on 10 Nov 2011 at 11:02

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GoogleCodeExporter commented 9 years ago
Last comment was just to let you know that I could also help out with modifying 
sins files if you need it.

Original comment by Wayne.S....@gmail.com on 11 Nov 2011 at 4:05

GoogleCodeExporter commented 9 years ago
How would 4000 polygons work for Redlight?

There are a few artifacts in the lower quality model that I have to fix, but 
otherwise it doesn't look a lot different than the higher quality once it's 
imported into Sins.

I put the two models next to each other in the last 2 photos - see if you can 
tell which is which.

Original comment by Wayne.S....@gmail.com on 12 Nov 2011 at 12:12

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GoogleCodeExporter commented 9 years ago
Hello sorry for the late reply been busy with real life.  4000 poly is good. 
Also like the blueberry she is coming along nicely. I imported your model in 
3ds max and hooked up generic textures to here. Once in game she popped up with 
errors. There are vertices in her that are causing issues. What program do you 
use to model? Do you have a msn messenger login?  The team would like to speak 
with you. I am not a modeler adn therefore would like to see u and the rest of 
modeler to chat. We use a program called eclipse to mod the various none 2 or 
3d stuff.

thanks jay

Original comment by jtaylor...@gmail.com on 14 Nov 2011 at 1:09

GoogleCodeExporter commented 9 years ago
Hi Jay,

I have been using Autodesk Softimage Mod Tool 7.5.  It's free and recommended 
(I think) for beginners such as myself.  I export the files into .xsi format 
using the settings recommended in the modding supplement in the documentation 
for sins.  I then convert to a .mesh file using the convertxsi command line 
tool.  When I convert from .xsi to .mesh, I receive no error notices of any 
kind from the command line tool.  When I use the .mesh model in the sins 
developer .exe, I receive no errors regarding the vertices of the ship.  On a 
side note, I always receive an error regarding duplicate vertices in the Goauld 
Combat Fighter.

As for messenger, I just signed up for an account: guandigs@hotmail.com

I can't speak with anyone for the next couple of days because I have law school 
work to do, but hopefully we can talk soon.

Original comment by WMasse...@gmail.com on 14 Nov 2011 at 7:25

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GoogleCodeExporter commented 9 years ago
which version of xsi are you using?

Original comment by jtaylor...@gmail.com on 17 Nov 2011 at 4:32

GoogleCodeExporter commented 9 years ago
RE: Redlight
I have been exporting .xsi files as version 3.6.  I'm not sure you've had an 
opportunity to check out the 4000 poly mesh yet.  If you have, does it give you 
the same errors?  Let me know if you have the same trouble with the 4000 poly 
mesh.  Maybe we would have better luck if I sent you the .xsi file, or even the 
project file pre-conversion to .xsi?  I am open to your suggestions.

RE: Softimage Mod Tool versus other 3d modeling programs (Maya)
I recently downloaded Maya from the Autodesk website free of charge because I 
am a student, but I have not yet learned how to model in Maya.  Upon first 
glance, the interface seems more complicated than the Softimage Mod Tool.  I 
was unable to discern any reason for the increased complexity, but I am 
guessing that Maya has superior functionality / power.  Unfortunately, I won't 
have time to learn Maya for a few weeks (I am entering the law school exam 
period).

RE: Questions
I am curious about a few things if you have time to respond:
(1) Still wondering whether it was a conscious decision to avoid "shaped" 
shielding for ships like the Aurora?
(2) Are the models you posted on ModDB with 7000+ polys in the mod?  If yes, 
how were you able to shrink the overall size of the .mesh files?  My 4000 poly 
.mesh seems to be 1.5-2x larger than your largest .mesh files.
(3) What number of polys would you like for strikecraft and shields?  Each of 
mine for Redlight is around 500 to 750 polys.
(4) Finally, has anyone started an Asgard starbase?

Original comment by Wayne.S....@gmail.com on 17 Nov 2011 at 4:58

GoogleCodeExporter commented 9 years ago
Hi Jay,  I haven't heard from you in a while, so I thought I'd check in.  I am 
sure you've been busy (Thanksgiving, Modding, Real Life, etc).  I will email 
you some files later.

I have finished Redlight, Blueberry, & Odin (Asgard starbase).  I have no idea 
whether you still want to use Redlight, but I am emailing it nonetheless.  Let 
me know if you would like to use the other models.

Best, Wayne

Original comment by Wayne.S....@gmail.com on 28 Nov 2011 at 7:19

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GoogleCodeExporter commented 9 years ago
i wasn't thrilled with odin as she stood before, so i tried again.  let me know 
if you like it, although i think it's far to detailed to go into sins as is.

Original comment by Wayne.S....@gmail.com on 3 Dec 2011 at 9:53

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GoogleCodeExporter commented 9 years ago
hello ,  

how many poly is the starbase? As for the other models yes we will be using 
them.

thanks jay

Original comment by jtaylor...@gmail.com on 10 Dec 2011 at 5:35

GoogleCodeExporter commented 9 years ago
Odin (spherical texture proj) - 8500 polys
AsgSat (xz texture proj) - 1800 polys
AsgCannon (cubic texture proj) - 1300 polys
AsgCapitalShipFactory (cubic texture proj) - 2300 polys

Original comment by Wayne.S....@gmail.com on 12 Dec 2011 at 3:39

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GoogleCodeExporter commented 9 years ago
first attempt at drone capital ship from sgu... never realized how undefined 
this ship is in the show until i tried building it.

Original comment by Wayne.S....@gmail.com on 15 Dec 2011 at 11:57

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