I'm back, and working on something fun... -1 reply

Please wait...

Stalkerh

The Empire is Back...

50 XP

24th April 2003

0 Uploads

54 Posts

0 Threads

#11 9 years ago

Slight update...

Most of the way through model tweaking/conversion. Have done some basic sound re-work (getting some beam cannons in-game with appropriate sounds). I've created a monster spreadsheet that shows off nearly everything that will be going into the mod, if anyone's interested. It's the basis for most of the ODFs I will be building out for ships/weapons. It's very similar to the sheets I built for STvsSW and SW:FC balancing. Keep in mind that some things may change during testing...

I've also attached a screenshot of one of my favorite Terran fighters: the Ares!

Yes, that is a transparent cockpit... :) Only viewable when you're super-close.

Edit: I've also attached an early view of the Orion's LOD0 (about 9k polys). The other LODs are much lower, with LOD1 being about 1.5k polys.




Dan1025

Adopt, adapt, improve

50 XP

24th February 2007

0 Uploads

1,454 Posts

0 Threads

#12 9 years ago

Great work so far, I've always liked the design of the Freespace ships, so I'm looking forward to this one.

Keep up the great work :)




Freyr VIP Member

A2Files Staff

46,876 XP

6th February 2005

11 Uploads

4,275 Posts

0 Threads

#13 9 years ago

Oh goodness, are you using the uber high quality stuff that the FS2 community has been doing over recent years?




Stalkerh

The Empire is Back...

50 XP

24th April 2003

0 Uploads

54 Posts

0 Threads

#14 9 years ago

Yup! Got permission to use those models a long while back. The biggest challenge is taking the high quality models and remaking them so that each object only uses one material (Armada's restriction). Thankfully, all the base Freespace 2 models (being used as LOD1) have only one texture per object, so I just need to mess with LOD0. I also have to rework some textures to include light maps in the alpha channel.

By far the most difficult piece for me is recreating the animation sequences. I've never done animation before (outside of Flash). Right now it's trial and error, unless a model animation guru can give me some tips :)




Major A Payne

The 6th Day

50 XP

7th August 2002

0 Uploads

2,535 Posts

0 Threads

#15 9 years ago

Stalker. Armada doesn't have a single texture map limit. I've used models with up to 15 textures before now. As long as the model is grouped as per texture then you'll be fine.




Achilles

I stole fire from the lighter!

50 XP

13th January 2003

0 Uploads

1,596 Posts

0 Threads

#16 9 years ago

perhaps he means one as in a single texture rather than multiple for diff/light/bump/spec ?

Glad to help out with animation (you are running max 5 I hope/pray?).

Also it's amazing to see one of the old guard walk these streets again ;)




Stalkerh

The Empire is Back...

50 XP

24th April 2003

0 Uploads

54 Posts

0 Threads

#17 9 years ago
Major A Payne;5233011Stalker. Armada doesn't have a single texture map limit. I've used models with up to 15 textures before now. As long as the model is grouped as per texture then you'll be fine.

I know... I'm dealing with 7 textures per group in some cases (so 7 individually textured objects are grouped, with each object posessing a regular texture and a bump map). Most of my work is trying to break those groups up so I can export successfully. Some of the larger ships will have ~14 textures, if you include bump maps. Yay for detail! ;-D




Stalkerh

The Empire is Back...

50 XP

24th April 2003

0 Uploads

54 Posts

0 Threads

#18 9 years ago

Achilles;5233019perhaps he means one as in a single texture rather than multiple for diff/light/bump/spec ?

Glad to help out with animation (you are running max 5 I hope/pray?).

Also it's amazing to see one of the old guard walk these streets again ;)

Yup, Max 5. Milkshape drives me crazy... Especially since I'm used to max (used it to build models for Freelancer back in the day for the FrostWorks crew).

So... If I have a radar dish and I want it to rotate (most, if not all, of my animations will be rotations)... how would I go about that? It will be rotating 360 degrees, continuously.

Thanks in advance for the assistance :) even us old-guard folks don't know everything ;)




Achilles

I stole fire from the lighter!

50 XP

13th January 2003

0 Uploads

1,596 Posts

0 Threads

#19 9 years ago

milkshape is aweful, and I also did a little freelancer modding, fun game back in the day.

Here is a step by step for you, hope it helps.

Spoiler: Show

Before you start a couple of points.

*animation speed in 3dsmax isn't the same after it's converted to SOD... perhaps a little slower? *Anything too complex will be screwed up, I don't mean you cant have lots of animated parts but say a 3 part robot arm wont work right. *For the most part you can't use the scaleSod command on models with animation, unless it's a centrally based rotation.

Anyway, I made this radar to show help in the step by step. I realise I'll be repeating things you already know but if someone else needs to use this it will be easier. Also I'm assuming it's already textured as animating should be the last thing you do before setting up your hierarchy.

359k8r4.jpg

now we need to collapse everything that needs animating which would be this part. (collapsing makes it easier but isn't needed)

21ahhqe.jpg

so select all the wanted mesh and click the utilities tab at the top right, then collapse then collapse selected

qwy4h4.jpg

now it's one solid mesh, go ahead and name it if you like (I'll call it radar). At this point it's advisable to reset your xform (save it first!). so, with the mesh still selected go to the utilities tab again, press reset xform then reset selected.

2rgj7gm.jpg

**Note: If this causes your mesh to explode then reload the save you did before the xform reset and right click on the radar mesh then convert to editable mesh and the reset the xform.

Now that's done we can set the pivot. With your mesh selected press the Hierarchy tab and select affect pivot only.

2yui0ex.jpg

this will show a 3 point axis in your mesh, select the move tool and move it to the pivot location. (It moves just like any other piece of mesh but you should avoid rotating it) I'd suggest the center of the supporting cylinder, near the base of the entire radar mesh.

15ehdgk.jpg

Once you are happy you need to click the affect pivot button again to deselect this tool.

34p1dap.jpg

Finally we are ready to animate, so go ahead and click 'N' or press the autokey at the bottom of the screen. Now the keyframe bar should be red.

34govf5.jpg

First you need to thing about length of the animation, for the average construction ship I recommend between 40-60, since this is a slow radar we'll try 300. so right click in the play button, this will bring up the animation length menu, look for the length text box and type in 300 ad press ok, now the number of keyframes will have changed to 300.

25krcrs.jpg

Now select the rotate tool, ensure keyframe 0 is selected and press the keyframe button, this will store the exact location of the mesh as it is now. A white box will appear at keyframe 0 to confirm this has worked.

k3ryao.jpg

now click on keyframe 300 to select the end of the animation, do this by sliding the keyframe bar along to the end.

6r6bk5.jpg

now rotate your radar through 360 degrees in the required direction, make sure to either use the typed method or to select the radial lines around the object in the none perspective views. either way make sure it turns exactly 360 degrees. and again hit the key to lock the keyframe in it.

2nqtxf8.jpg

you can now hit the play button to view your animation, but you will notice it speeds up and slows down, this is a default setting in 3dsmax but it's easily fixable. make sure your radar mesh is selected and press the animation timeline display located in the bottom left hand corner next to the keyframe bar.

9bglk5.jpg

It will bring up a graph of your animation. The curved line shows the speed up and slow down of you animation, at either ends of this are white dots, select them both and then press linear

21ca80k.jpg

Now your curved line should be a straight one, go ahead and close the graph view.

ct3q9.jpg

Now press 'N' or the autokey button to stop animating, the keyframe bar should become grey.

Hurray, we are done! carry on as usual, make sure not to convert the radar mesh into editable mesh or to reset it's xform... just leave it alone aside from adding it to the hierarchy.

Hope that helps.




Stalkerh

The Empire is Back...

50 XP

24th April 2003

0 Uploads

54 Posts

0 Threads

#20 9 years ago

Awesome guide... thanks! I'm running into an issue where the graph is not showing up for the rotation though, so I'm not able to flatten out the rotation speed. Any ideas? Following the guide word for word.

Edit: Nevermind... I didn't end up needing to flatten the graph. Seems like it flattened by itself...

Also, I had to set a keyframe at frame 150 (halfway through the rotation), then another at 300 (all the way through the rotation) to make the rotation work. Anytime I tried to do a full 360, nothing actually happened when the ani was played. Will release a video soon of the first fully-animated, weaponized, and sound/musiced ship. Thanks again :)