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Author Topic: Geoscape Alien Gunboat  (Read 21398 times)

Offline Lord Drake

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Re: Geoscape Alien Gunboat
« Reply #15 on: July 16, 2012, 11:18:33 pm »
Okay, I can add the underside detail from the reference images.

I still don't know if I can convert it to .md2 using any of the scripts from the link Mattn posted. I'm using Blender 2.63 and those all seem to be for 2.4.


(By the way, what does 'afait' mean?)
« Last Edit: July 16, 2012, 11:20:24 pm by Lord Drake »

Offline H-Hour

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Re: Geoscape Alien Gunboat
« Reply #16 on: July 16, 2012, 11:36:32 pm »
Yes, underside should not be empty, but does not need to be detailed in any way. The player "can" see it, but is not expected to do so regularly.

(AFAIT = mistyped "AFAIK" = As Far As I Know)

Offline Lord Drake

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Re: Geoscape Alien Gunboat
« Reply #17 on: July 16, 2012, 11:38:40 pm »
Okay, I'm just going to add the fins you can see in the reference images. I'll let texture do most of the detail work for me. :)

Which reminds me, will you guys need a Normal map? Because I've no experience with those.

Offline Kildor

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Re: Geoscape Alien Gunboat
« Reply #18 on: July 17, 2012, 07:50:54 am »
There are three type of models.
1. Battlescape «model». This is just an object, and not md2-model.
2. geoscape model, this is very small and low-poly md2 model, shown only from top.
3. menu model, this should be large and detailed enough model.

About normalmaps — yes, we need all sort of maps — normal, bump, glow and so on. But they are not mandatory.

PS: I like your model, very nice work.

Offline Lord Drake

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Re: Geoscape Alien Gunboat
« Reply #19 on: July 17, 2012, 09:26:00 am »
Meep.
Never done anything with Normal, bump or glow maps.

Still need to find a script that will work with 2.63 to convert into a .md2.

Thanks, I was trying to follow your object, but I haven't quite managed to do that. ^^'

Also, the OP has been updated with new images.

Offline geever

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Re: Geoscape Alien Gunboat
« Reply #20 on: July 17, 2012, 11:04:00 am »
Still need to find a script that will work with 2.63 to convert into a .md2.

Or someone loads your model into a Blender 2.42 and export it with the old script... ;)
Exporting shouldn't be the biggest problem...

-geever

Offline Lord Drake

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Re: Geoscape Alien Gunboat
« Reply #21 on: July 17, 2012, 06:27:58 pm »
True, though I should still figure out how to do it on my own. :)
I also need a way to open a .md2 to retrieve some textures.

So, any more changes before I UV map?

Offline H-Hour

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Re: Geoscape Alien Gunboat
« Reply #22 on: July 17, 2012, 07:35:13 pm »
I also need a way to open a .md2 to retrieve some textures.
Are you looking for the textures of the other UFO maps? You don't need to open any MD2 files. Check /base/models/geoscape/ for the texture files.

So, any more changes before I UV map?
Looks ready to go to me. Don't worry about normal, specular or glow maps (we don't support bump maps). None of our existing UFO models have them. A simple diffuse texture is fine.

If normalmaps are ever to be done right the models would have to be rebuilt from scratch at a higher detail level with baked-in mapping to a low-poly model anyway.

Many thanks for working on this as it is one of the last remaining hurdles to getting the gunboat working fully in-game.

Offline ShipIt

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Re: Geoscape Alien Gunboat
« Reply #23 on: July 17, 2012, 09:27:51 pm »
I still think the UFO should show four engines, as specified.

Offline Lord Drake

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Re: Geoscape Alien Gunboat
« Reply #24 on: July 18, 2012, 09:51:23 am »
H-Hour:
Ah, you're right. Stupid me.

Mmk, I'll start UV mapping then.
I just aw that this hadn't been done yet and I figured it was both a good chance to practice and a way to help out the game I'm enjoying. ^^

ShipIt:
Where does it say it has four engines?

Offline ShipIt

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Re: Geoscape Alien Gunboat
« Reply #25 on: July 18, 2012, 12:22:46 pm »
ShipIt:
Where does it say it has four engines?

The numbers are defined in components.ufo. If the player disassembles an undamaged Gunboat, he will get four alien propulsion.

Of course this is a design decision and I cannot decide if its really that imortant. Imo, if the game says the UFO has four engines, we should go with it.
« Last Edit: July 18, 2012, 12:26:04 pm by ShipIt »

Offline H-Hour

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Re: Geoscape Alien Gunboat
« Reply #26 on: July 18, 2012, 06:32:14 pm »
ShipIt: you are of course right that ideally the art should follow design. But in this case I think we are bound (for the time being) to the artwork we have, simply because it's so hard to get the artwork we need. For that reason, we should adjust the number of components (engines) to match the design of the model and prefab (2 engines).

Offline Lord Drake

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Re: Geoscape Alien Gunboat
« Reply #27 on: July 18, 2012, 06:57:21 pm »
I just did two engines since that is what the prefab had. I can add more if I need to.

Have you considered that perhaps what you get in game isn't in fact a whole engine? Maybe the engines use multiple propulsion units.
They're aliens, you can come up with just about anything.


EDIT: OP updated. Just awaiting feedback.
« Last Edit: July 18, 2012, 11:36:34 pm by Lord Drake »

Offline ShipIt

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Re: Geoscape Alien Gunboat
« Reply #28 on: July 19, 2012, 07:03:11 am »
ShipIt: you are of course right that ideally the art should follow design. But in this case I think we are bound (for the time being) to the artwork we have, simply because it's so hard to get the artwork we need. For that reason, we should adjust the number of components (engines) to match the design of the model and prefab (2 engines).

In this case I honestly disagree. The Gunboat UFO is an advanced alien Fighter, bigger, faster, with more and better weapons than the Fighter. He needs the additional power to mach this approach.

Also, we do not have a lot of artwork yet, so it would not be much of an effort if we do it now. Else it will never be done. So, if Lord Drake is willing to add two more engines to his model as he said, I will spent some additional minutes of my time and add them on our maps/prefabs, too. We would only need to decide were to place them.

Have you considered that perhaps what you get in game isn't in fact a whole engine? Maybe the engines use multiple propulsion units.

That sounds plausible. If we can incorporate something like this into the research text for the Gunboat, it would do the trick, too.

Offline H-Hour

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Re: Geoscape Alien Gunboat
« Reply #29 on: July 19, 2012, 10:53:19 am »
So, if Lord Drake is willing to add two more engines to his model as he said, I will spent some additional minutes of my time and add them on our maps/prefabs, too. We would only need to decide were to place them.

Ok, you're right. Can you coordinate with Lord Drake and check with Kildor (who designed the gunboat) to make this happen?