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HW2 Models...

  1. #101
    BenJAMin
    Guest
    Just to be 100, great job!!!!!!!

  2. #102
    evil penguin
    Guest
    ok i g2g now... ill be back tomorrow
    edit:dah! beat me to it, ben
    edit:yes! no longer red!

  3. #103
    F'Lar
    Guest
    huh?

  4. #104
    BenJAMin
    Guest
    Originally posted by evil penguin
    ok i g2g now... ill be back tomorrow
    edit:dah! beat me to it, ben
    edit:yes! no longer red!
    LOL! Sorry. Shall I delete my post to give you the honor? You certainly deserve it!

    These are going to be a PAIN to put together! Anybody got one yet? There should be a prize for the first person to post a photo of a model.

  5. #105
    W0ps
    Guest
    if tenkai at my computer would accept textures (wich it for some reason doesn't) I'd apply the following trick: Open the model with different textures applied to it in 3dsmax
    render to texture
    use that bitmap in tenkai

    but, alas, somehow tenkai doesn't do textures, it makes everything plain gray. (anyone know how to counter that?)

  6. #106
    F'Lar
    Guest
    yay

  7. #107
    I am a sun God Ammon Ra's Avatar
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    The Angelfire site you are trying to reach has been temporarily suspended due to excessive bandwidth consumption.

    The site will be available again in approximately 2 hours!

    Are you the owner of this site?


    hehe..think that that is the first time evil penguin....right???

    EDIT: can anyone mirror the gif files please??? some1 without a bandwidth limit???? :jk:

  8. #108
    F'Lar
    Guest
    someone plz mirror the pics, maybe arioch?

  9. #109
    Outsider Arioch's Avatar
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    This is pretty cool stuff.

    If you guys need me to host some of it, send the files to me, and I'll set up a temporary directory for them.


  10. #110
    F'Lar
    Guest
    thanks arioch that would kick ass

  11. #111
    Amglco
    Guest
    Hey W0ps, the reason you see gray is that most likely your using .3ds files. Textures show up on .obj files when using tenkai. You would know that if you had read a few of my past posts explaining it to you all.

    And on a different note, evil penguin, I finally got to see your work after a couple of hours waiting, perhaps anglefire was not the best choice? But aside from the host, you've been working hard I see, but your models look very difficult to put together, some have missing textures and simply repeat other areas. Some even have all the lines from Tenkai still in there. I don't want to discourage or insult, but those could use a little work... I myself havn't released more than just the mines and research ship because they happened to have all the textures in one file. Maybe if W0ps can prove his theory for rendering in max, we can all finish the models pretty quickly.

  12. #112
    Harpanet
    Guest
    Cool models!

    it might work better to run that utility on the LOD 1 model instead of LOD 0, that way the paper models are so complicated.

    then again, it might make them look like cr@p, and we don't want that either.

    can someone who has the files handy take a look and see how much detail is lost if use one of the lower poly versions of the ships?

    and I'll second a request for the Taiidan HC, lack of textures and all

  13. #113
    evil penguin
    Guest
    ok im home now...sorry i had to see the matrix. best...movie...ever. i will get down to buisness now.
    edit:sorry amglco. i am taking a lot of credit here. you are the one who taught me how to do this...im just the one who did it first.
    Last edited by evil penguin; 15th May 03 at 6:49 PM.

  14. #114
    Amglco
    Guest
    I'm not looking for credit :P, I was just explaining something W0ps, and trying to get you to do better models, no offence ment towards what you have already, but they do need some work

  15. #115
    evil penguin
    Guest
    yes i am aware of this.. i heard what w0ps said and i am getting a 3dsmax demo cd in the mail (lol) in the meantime, the heavy cruiser is up... looks pretty bad tho

    there is no spoon

  16. #116
    F'Lar
    Guest
    wow.....looks interesting, thanks dude

  17. #117
    Amglco
    Guest
    You know, I think gmax is pretty much the same as 3dsmax, just without all the bells and whistles, but still does the same job.

    Plus gmax is free.

  18. #118
    evil penguin
    Guest
    ooh noww you tell me...
    what to do next...what to do next...kadesh mbf...thanx arioch, if you can do that that would be great.
    well the kadesh mbf has like 20 seperate textures but its all good because its really the same thing. underside is fine.
    ok i am now getting gmax or whatever
    Last edited by evil penguin; 15th May 03 at 8:03 PM.

  19. #119
    F'Lar
    Guest
    hey. you know what, all we need now is a fuel pod and a needle ship and we have all the kadeshi

  20. #120
    Amglco
    Guest
    Any clue as to what w0ps was talking about? i'm in gmax, i've got the .3ds model of the advanced swarmer loaded, i do an unwrap to see how many textures it needs, which is 7, but 9 id's(page 0 used 3 seperate times). So i create a multi/sub material, and input all the textures in their correct order of id numbers, and once applied, looks great, but now what? how am i supposed to turn this into something tenkai can unfold?

  21. #121
    Montial
    Guest
    well, this certainly has progressed fast...

    Well done indeed to all involved.
    Maybe you could take this to relic...?

  22. #122
    lest we forget trebmal_ca's Avatar
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    hmmm, with autocad and a plotter, I could make a very large cruiser model. I would just need some fairly heavy paper though

  23. #123
    F'Lar
    Guest
    do it and post it, make it so that the smallest polligon is the size of a piece of paper

  24. #124
    W0ps
    Guest
    sigh...
    the problem is all with texture coordinates... tenkai needs a logarithmic image size (like 128x128) as a texture. It doesn't display textures correctly on a 3ds. It does on obj. 3Dsmax has the ability to render an objects surfaces into a logarithmic sized image, and changing the object's UVW's so that it applied correctly.
    example:

    with texture:


    nice. so now we convert the 3ds with the changed uvw's (since Max changed them for the render to texture) back to obj, import it in tenkai, and see that the to obj conversion totally screwed the uwv's up that max had recently applied.

    if only tenkai could solve a 3ds texture correctly...

    opening each texture and then photoshopping all the layouts into one? way too much work of course...

  25. #125
    Amglco
    Guest
    If you could point at where I could find such commands or capabilties in max, that would be great, or maybe point me to a site...

    I kinda get what your saying, although I didn't know max could do this, maybe a plugin?, but for now I kinda came up with a simple yet long and boring solution... Using Tenkai, you set up the layout to your liking, then you choose one of the textures, and save the resulting image, then you choose one of the others. This continues until you've saved an image of the whole thing as many times as there are textures, and splice it all together.

    Yeah I know, not fun, but I suppose it could be done.

    Edit: This sounds very familiar to me... Did someone suggest this already and for some reason I think its my own idea?

  26. #126
    W0ps
    Guest
    it was the last paragraph of my post.
    or at least, that was what I tried to point out...

    3dsmax 5 has, in the render menu, the option "render to texture" wich applies only to the selected object, you add the type to render (for example lightmap, opacitymap or completemap, however you need the diffusemap) and 3dsmax takes all the current textures and then renders one bitmap, logarithmic in size, and applies that to the object. This is used to compress rendertimes, and for fake lighting. Also useful when exporting to game engines.

  27. #127
    Shrike
    Guest
    This is all brilliant stuff and I love the Swarmer stuff, just to throw an idea in for tabletop board games - lead figures? Moulds are cheaper than plastic, and companies like Games Workshop have shown the level of detail you can get.

  28. #128
    lest we forget trebmal_ca's Avatar
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    ya know, with the paper models, you could make a cool chess set

  29. #129
    F'Lar
    Guest
    ya, so can you post the kadeshi fuel pods and the needle ship?

  30. #130
    evil penguin
    Guest
    [englishaccent] right. jolly good. ill get right to it, then. [/englishaccent]
    edit:or ill do it after seeing the matrix again. it really dosnt matter.

  31. #131
    F'Lar
    Guest
    thanks

  32. #132
    F'Lar
    Guest
    so yeah, whats up with the models? graaaaaaaaa, why is no one responding to the posts, this is really disheartening that i cant get anyone to pay attention
    Last edited by F'Lar; 20th May 03 at 9:09 PM.

  33. #133
    F'Lar
    Guest
    woohoo, keep going cause im bored and wanna fold more

  34. #134
    Freelance Armorer SvK's Avatar
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    Dallas, TX, USA
    OK, the flightless one is now my hero.

  35. #135
    W0ps
    Guest
    how about somebody'd post a picture of a folded one?

  36. #136
    Shrike
    Guest
    I will set up The Garden tonight to host the Kadeshi ones and the Kushan fighters. Bit tired though, been working on the site all day. The link will work and I will post when it's up.

  37. #137
    Jackboot
    Guest
    Evil Penquin-Many thanks! I'll be folding tonight.

    I hope you don't mind if I link to the model page ;-)

  38. #138
    evil penguin
    Guest
    nope...

  39. #139
    F'Lar
    Guest
    yay

  40. #140
    Outsider Arioch's Avatar
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    Sorry to resurrect an old thread, but I wanted to mention that I've set up a section on Homeworld Shipyards to host card models like those listed here. The first model I've posted is Brett Gentz's Supernova Research Station.



    http://well-of-souls.com/homeworld/hwcm/

    I'll try to contact a few of you about hosting your models, and if anyone has some models they'd like hosted, drop me an email at arioch@well-of-souls.com.

  41. Child's Play Donor Homeworld Senior Member  #141
    it's nice today. molo's Avatar
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    Seattle, WA
    it'd be nice if people could blur the textures a little... they show up on these models like they're rendered in software mode and it looks sorta crummy.


    badass idea though! i could go for some swarmers and a tai bomber.

  42. Gamers Lounge Senior Member General Discussions Senior Member Homeworld Senior Member  #142
    Legendary JAL-18's Avatar
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    Twin Cities
    That is seriously sweet stuff.

    Great job, Brett! I hope you do more ships in this fashion. Your instructions are very clear and helpful. VERY user-friendly. I am honestly awed.

    And thank you, Arioch, for your hosting services and support. This is very nice of you indeed, and really shows how the people in the HW community are a much nicer and generous lot then most.

    GG both of you!

  43. #143
    Agar_beat
    Guest
    Can't relic team up with Revell inc.? It's a German company (a big one) which also has published tons of Star Trek Voyager ships as plastic models...

  44. #144
    Gearz
    Guest
    Crummy textures?? Woow... don’t want much. The problem is in the original lif files, they are tiny in comparison to the models. The textures for the Research Station are enlarged nearly 250% to cover the surface area. Blurring would make them look like wet crayon drawings. It’s the trade off between good textures and a reasonable size (workable) model. It is food for thought, though. A once off set of redrawn master textures would go a long way. Any volunteers?

  45. #145
    Teancum
    Guest
    I'll bet they have master textures at Relic. Any chance of them giving us a hand? I can't imagine any reason why they couldn't hook us up with more detailed textures

  46. #146
    Outsider Arioch's Avatar
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    I don't think so. The HW textures look like they were created at that size.

  47. #147
    W0ps
    Guest
    but how did Brent make that model? I managed to get some models in 3d paper made myself, but somehow it couldn't load textures on a 3ds file, and when I used a DXF format, it failed to display the maps the way they should have been... could someone (like Brent) pls tell me how to get things right?

  48. #148
    Gearz
    Guest
    I don’t have access to any top shelf 3D software (or skills to drive it, for that matter) spent weeks trying to work around the format problem. So, I created the model from a base dxf file (dxf don’t have UV info = no map/textures) applying the textures to the Research Station by hand. For what its worth, extracted the lif’s to png then convert to bmp/gif, resized/rotated /punched/prodded/poked/buried in soft peat/abused/threatened, them to fit the models sections. Then painted them onto the bitmap of the model parts. It’s a pretty unsophisticated method (but it works). It would be excellent to have an all singing all dancing program, but it can be done without one. Sorry it’s not the sort of method you can just point to a url, and say steps 1,2,3. Give it a go, once you get an eye for it, it’ll open up a lot of possibilities.

    Brett

  49. #149
    W0ps
    Guest
    wOw

    respect..!

    I'll try... want one quite bad so I'll have to...

    my problem was, that a 3ds models does have texture coordinates but somehow tenkai failed to put a texture on it, instead making it all grey/black...

  50. #150
    Koloth
    Guest
    I have just finished piecing together basic documentation for my program I used to create my swarmer shown early in this thread. I sent off to Arioch a zip file containing documentation, my program, and two example outputs (the swarmer and the taiidan destroyer). Hopefully when he receives it he will be able to post it so the rest of you can get access to it. This program allows for the unfolding of textured models, but it is rather difficult to use and kind of finicky. Hope this helps.

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