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Majestic-MSFC

Majestic is thy Name!

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2nd April 2006

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#31 9 years ago
apoclaydon;5251905 but anyway i can convert max files if there done on 3dmax2009 or earlier and i can convert 3ds files but to get them into a2 they will need to be able to be supported by ms3d as i cnt export in 3dmax and ms3d cant support huge polies

Indeed it can support usually 30,000 to 40,000 at the most. Sometimes depending on the model you can be lucky enough to get a 60,000 in but the application often crashes regularly.

For Armada 2 it's best to work under the 3,000 poly mark. People can live with that, and run models of that size very easily and Milkshape 3D has no issues what so ever with that poly count, as Milkshape was designed for low poly modelling. If someone wants to do some high poly stuff, either 3D Max, Lightwave or Blender (which is free) are better options.

Also to convert to A2, you need either v4 or 5 of 3D Max (which are basically impossible to get these days) or Milkshape 3D. However the limitations of Milkshape 3D is that the exporter to SOD doesn't export animation meaning if you want animation in your models 3D Max (version 4 or 5) is your only option.




Major A Payne

The 6th Day

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7th August 2002

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#32 9 years ago
anarchyfan;5252237@ Payne... lol i guess i need to do some cleanup on my JJPrise... lmao

In all the time I've spent viewing and making models I've noticed that its a massive challenge to recreate a canon ship in high poly accurately, but its almost just as much of a challenge to get the same kind of quality but with a much lower poly budget.




apoclaydon

Modding Beginner

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7th October 2006

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#33 9 years ago

i think high poly models would be tolerated if the modder tried there best to make it as user friendly as possible (reduce as much as possible and use low res textures) some ships are naturaly high poly due to designs such as the adromeda acendant or a battlestar




Guest

I didn't make it!

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#34 9 years ago

Well I know that we can use up too 4 levels of detail both in meshes and textures. I think if you can get the 3rd and 4th LODs low enough and tweek your art_cfg.h file for the partculars of your PC you should be able to run 5K to 6k models. The trick is balancing rendering resource use. Now I don't have enough date to say for certain but I'd love to see it tested.




1337_M0DD3R

I'm a modding adict!

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21st February 2010

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#35 9 years ago

Okay.... Well, I will provide the links to the models.

@ Payne Yes, I know there is a good chance of lag. I plan on having these vessels capped (limited construction). This will reduce lag.

I don't need them immediately. Just tell me where you are when on "big stages" of progress. I apologize if I am demanding, I would do this myself if I had a modeling program as well as the needed porting stuff. But of course I don't.

Edit: Links removed.




apoclaydon

Modding Beginner

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7th October 2006

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#36 9 years ago

links broke due to hotlinking being forbidden




Ragnar

Sneaking about...

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17th April 2007

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#37 9 years ago

Yeah, links are broken AND they're linking directly to RAR files.

:)




1337_M0DD3R

I'm a modding adict!

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21st February 2010

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#38 9 years ago

Hmm.... Try this one.... they're in the mesh section.

The STMC: Download Star Trek Meshes & 3D Objects for 3DS,Max,Lightwave LWO and trueSpace COB models

Look for the ships/stations listed, for ones that may have multiples the author is listed.

Magellan Class by Steven USS Cheyenne (Defiant Variant) by Jorg Gerlach USS Seeker USS Valiant USS Prometheus by Ed Giddings And then DS9 by Jorg Gerlach




Major A Payne

The 6th Day

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7th August 2002

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#39 9 years ago

1337_M0DDR. I can tell you now that except for the seeker and possibly the magellan (I don't remember if its been released), the others are already done. Your most likely going to have to use those until and "IF" higher poly versions of these are done, but I wouldn't hold your breath. Worst case scenario is you'll have to learn to do it yourself. At least by doing these yourself you'll not have to rely on making requests.