Hardpoint & Breaknode Questions. -1 reply

Please wait...

Guest

I didn't make it!

0 XP

 
#31 10 years ago

Two shots of the ship ingame.

Spoiler: Show
frmr1.jpg
Spoiler: Show
frmr2.jpg

A few views of the Problem area in milkshape.

Spoiler: Show
frmrm1.jpg

I have all the sides the same group at this time, but I have had them separated to other groups. It doesn't seem that any combination does a noticeable change. The issue appears to be in the Yellow area not the Red or Green.

---

So I tried something else..

I took out the Red smoothing group and exported. I got an interesting result. The one side of the ship is almost flawless. while the other side is still messed up... But an obvious change even in it.

Spoiler: Show
frmr4.jpg
Spoiler: Show
frmr3.jpg

I was thinking of cutting away the bad side and duplicate and flip the good side and reattach them. There is no centerline on the ship from part way up on the neck of the ship, so I would have to leave the forward section alone and reattach the existing forward section.

I figure then make the red section a separate mesh group which would hopefully cause it to clear up the remaining problem.

If you want a full view of the mesh in milkshape I can post that as well, or send you the file to look at directly. There is also another area on the forward section of the neck that is messed up, but I figure if I can get these plates fixed It's good enough to release, then maybe work on that for a later release.




Guest

I didn't make it!

0 XP

 
#32 10 years ago

Took me a couple hours.. It was easy to duplicate and mirror but i had to break apart the various pieces back into their proper groups.

Ctrl+H was the only thing that made that possible for me.. It's hard to get just the right triangle picked.

Anyways here are some updated shots. It's fixed almost everything, it appears to be 2 small defects that show up at certain angles one on a plate and the other behind it.

Spoiler: Show
frm004.jpg
Spoiler: Show
frm005.jpg
Spoiler: Show
frm006.jpg

What actually fixed it wasn't all the work.. well sort of. After I had the mesh back in order it still had the same awful looking shaddows on it. I then took the section I had as the Red smoothing group in the previous shots and made it a mesh Group of it's own, that's what fixed the rest up. Nice sharp lines on the plates now.

There is a bit of a drawback in that top is using mirrored textures for the most part. The only problem there is now the "windows" are mirrored. I think asymmetrical windows look better.. The bottom is also "half mirrored", but that's no problem as the bottom is a perfect mirror anyways. Well I'll see what I end up doing.

Still plenty of work I want to do. Be cool to fix those couple little defects around the plates as well but not sure how at this point.




F/\}{I´3$

Illiterate? I'm FahreS

50 XP

24th March 2006

0 Uploads

1,230 Posts

0 Threads

#33 10 years ago

Muldrf;5317934Took me a couple hours.. It was easy to duplicate and mirror but i had to break apart the various pieces back into their proper groups.

Ctrl+H was the only thing that made that possible for me.. It's hard to get just the right triangle picked.

Anyways here are some updated shots. It's fixed almost everything, it appears to be 2 small defects that show up at certain angles one on a plate and the other behind it. [/QUOTE] Oh yes that does look pretty good. i would separate the red part in side and front/back parts though. Another tip: if you open Manual Edit (ctrl+shift+e) and close it. ms3d will recompute the smoothing. Then you can see in ms3d how it will look like in game. Also experimentate with "weld together" (Vertex -> Weld Together). This allows you to modify smoothing a little bit. And it deletes vertexes that you cant see.

And check if those faces which still arent 100% accurate have a backside when "draw backfaces" is switched off. If they have those backsides try to delete them. (zoom inside the ship to see them, hopefully youll see nothing.)

Muldrf;5317934 What actually fixed it wasn't all the work.. well sort of. After I had the mesh back in order it still had the same awful looking shaddows on it. I then took the section I had as the Red smoothing group in the previous shots and made it a mesh Group of it's own, that's what fixed the rest up. Nice sharp lines on the plates now. [/QUOTE] yeah mesh groups work best.

[QUOTE=Muldrf;5317934] There is a bit of a drawback in that top is using mirrored textures for the most part. The only problem there is now the "windows" are mirrored. I think asymmetrical windows look better.. The bottom is also "half mirrored", but that's no problem as the bottom is a perfect mirror anyways. Well I'll see what I end up doing.

Still plenty of work I want to do. Be cool to fix those couple little defects around the plates as well but not sure how at this point.

if you dislike the mirrored parts, you have to use the original mesh or you have to remap the textures via the "texture coordinate editor". [QUOTE=Muldrf;5317384]Two shots of the ship ingame.

I took out the Red smoothing group and exported. I got an interesting result. The one side of the ship is almost flawless. while the other side is still messed up... But an obvious change even in it.

I was thinking of cutting away the bad side and duplicate and flip the good side and reattach them. There is no centerline on the ship from part way up on the neck of the ship, so I would have to leave the forward section alone and reattach the existing forward section.

I figure then make the red section a separate mesh group which would hopefully cause it to clear up the remaining problem.

If you want a full view of the mesh in milkshape I can post that as well, or send you the file to look at directly. There is also another area on the forward section of the neck that is messed up, but I figure if I can get these plates fixed It's good enough to release, then maybe work on that for a later release.

thanks for the pictures, there is no need to send me the file.




Guest

I didn't make it!

0 XP

 
#34 10 years ago

I believe I found the remaining problem with the plates. I had missed one of the faces, and it was distorting things, I've moved it to the other mesh group and that seems like it should fix it. I also cleaned up the smoothing groups there and other areas like you suggested.

After looking at the Neck again, I believe transferring the two "C" shaped channels that run just under the problem area to another mesh group will fix the issues I am having there. I'll also refine the smoothing groups in the area.

--

I'd like to use mirrored textures, that way I can eliminate a texture file, but I am not sure I like the windows that way. The textures aren't fully mirrored at this point, so I should remap them anyways.

I don't think I can use mirrored textures unless the ship has a centerline running it's full length. You can't texture map "half a face".. So I would have to create a centerline running the rest of the way forward on the ship. That's adding a few polies, but it's not exactly a high poly ship, I just wonder if I can manage it without distorting things.




F/\}{I´3$

Illiterate? I'm FahreS

50 XP

24th March 2006

0 Uploads

1,230 Posts

0 Threads

#35 10 years ago

Muldrf;5318246 I'd like to use mirrored textures, that way I can eliminate a texture file, but I am not sure I like the windows that way. The textures aren't fully mirrored at this point, so I should remap them anyways.[/QUOTE] I usually try not to use mirrored textures, because the asymmetry created through the windows make it more realistic imo. And in Legacy you usually dont have lots of ships on your screen. But you have often close ups. Therefore I do believe that the additional texture file is worth enough to use it. I dont think that you loose any frames because of one more texture file in Legacy. But thats only my point of view.

[QUOTE=Muldrf;5318246] I don't think I can use mirrored textures unless the ship has a centerline running it's full length. You can't texture map "half a face".. So I would have to create a centerline running the rest of the way forward on the ship. That's adding a few polies, but it's not exactly a high poly ship, I just wonder if I can manage it without distorting things.

Ah ok i understand the problem. Usually if one uses mirrored textures, one builds half of the ship, textures it and then mirrors the mesh. I dont think that you can create a centerline without remapping the textures after that. Atleast not with MS3D




Guest

I didn't make it!

0 XP

 
#36 10 years ago

I'm thinking I'm going to go with full textures. But I realized that the ship should have identical window layouts on both sides most likely. So I'll take half the windows and dupe them to the other side, and pick which to light and which to not light.




F/\}{I´3$

Illiterate? I'm FahreS

50 XP

24th March 2006

0 Uploads

1,230 Posts

0 Threads

#37 10 years ago

Muldrf;5319727I'm thinking I'm going to go with full textures. But I realized that the ship should have identical window layouts on both sides most likely. [/QUOTE] Sounds logical, but you should check some canon shots of that lady first!

[QUOTE=Muldrf;5319727] So I'll take half the windows and dupe them to the other side, and pick which to light and which to not light.

Yes thats a good plan.




Guest

I didn't make it!

0 XP

 
#38 10 years ago

Not much to go on if it has the windows in the same location on both sides. She isn't seen much on screen. I didn't find any shots of the real model that I could see both sides. Well found one that was to be it but it was unfinished and had no windows at all yet. Although I think I do remember there being a aft view of her in the one episode. Guess I'll have to get out the dvds and take a look.

Anything I have found with views of the sides is drawings by people, or recreated models and they have mirrored windows. I know if any are by Andrew Probert himself or not, as they don't say where they came from at least the places I have found them so far.




F/\}{I´3$

Illiterate? I'm FahreS

50 XP

24th March 2006

0 Uploads

1,230 Posts

0 Threads

#39 10 years ago

Well if you havent the required references, you have to decide on your own. That does happen often, but its rare that somebody will complain about any mistakes, because nobody will notice them xD




Guest

I didn't make it!

0 XP

 
#40 10 years ago

I need to find some time to finish the ship up. I also have to work out the weapons for it and all that operational type stuff. It's been years in coming so I might as well give it the proper attention than rush it.