project-navigation
Personal tools

Author Topic: Dropship/Fighter Contribution  (Read 40670 times)

Offline Sandro

  • Squad Leader
  • ****
  • Posts: 240
  • Maintenance guy for UFO:AI 3D engine
    • View Profile
Re: Dropship/Fighter Contribution
« Reply #15 on: October 05, 2012, 11:55:31 pm »
Nice model. Really nice. But being the tech guy I am, cannot skip asking following questions:
1) Six engines, right?
2) Why only 4 of them get shaped intake ducts, while the front ones get only the outline?
3) What is the point of wedge-shaped gap between the front engines' intakes and the outer small part of fuselage?

Offline Anderty

  • Rookie
  • ***
  • Posts: 29
  • GUI designer, web-developer, 3D artist.
    • View Profile
    • anmeyro.net
Re: Dropship/Fighter Contribution
« Reply #16 on: October 06, 2012, 01:00:06 am »
Nice model. Really nice. But being the tech guy I am, cannot skip asking following questions:
1) Six engines, right?
2) Why only 4 of them get shaped intake ducts, while the front ones get only the outline?
3) What is the point of wedge-shaped gap between the front engines' intakes and the outer small part of fuselage?

1)No, 2 ultimate, top-end-edge engines ever build by humanity, acting as powerful enough, to power such aircraft, making it fighter and drop-ship too. As well, they're vertical thrust engines.

2)Those engines don't use much air, as they're not on aerodynamic basis, but air pressure technique, mixing little oxygen with liquid oxygen as fuel. Such method is very experimental, that's why Hyperion is only aircraft with such technology. It's still experimental prototype, so, massive production isn't option. As well, such cutting-edge tech isn't fairly cheap.
'Bout top intake ducts - they're not for main engines. For more effective take-off and landing, additional small engines were added at bottom aileron. As well they work as additional extreme maneuverability function to craft, but such overload is pretty heavy for pilot and crew, so that option is used only in emergency purpose.

3)Well, can you describe, why all artists in world won't draw anime for me? I can't. So, can I describe, why I wanted add this gap? Sure I can, but it won't change any-thing. I like it as it is and, though, it look more interesting, than just boring wing-like thing from main hull. By this gap, it's making little bit more interesting form. ;D

Feel free to test me more. I like it XD.

Offline Anderty

  • Rookie
  • ***
  • Posts: 29
  • GUI designer, web-developer, 3D artist.
    • View Profile
    • anmeyro.net
Re: Dropship/Fighter Contribution
« Reply #17 on: October 06, 2012, 12:10:00 pm »
UPDATE

I thought it should be nice, to show progress so far.

I have question: does .md2 use alpha channels as transparent units, or not? Cuz I wan't place text on separate flats for many purposes, but can't figure, does engine support such feature.

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: Dropship/Fighter Contribution
« Reply #18 on: October 06, 2012, 12:23:52 pm »
Looking nice. No, we don't support any alpha channels in our current models.

If you haven't seen it yet, you might want to take a look at our Artwork page which has information on normalmaps, glowmaps and specularity maps.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Dropship/Fighter Contribution
« Reply #19 on: October 06, 2012, 08:02:26 pm »
nice progress. can you maybe export the mesh already as an early md2 version and attach it here? i would like to test the shape in a few maps to give some more feedback about it.

Offline Anderty

  • Rookie
  • ***
  • Posts: 29
  • GUI designer, web-developer, 3D artist.
    • View Profile
    • anmeyro.net
Re: Dropship/Fighter Contribution
« Reply #20 on: October 06, 2012, 10:11:34 pm »
Progress so far.
Texturing is very time consuming, but - fun.

Bout exporting, I'm still experimenting. I hate blender render engine, that's why many materials won't work properly in it, as I use Cycles render engine.

I attached blend file too, just in case. If sometime, someone will take time and will guide me, how to do it properly and show me it alive - I'll consider full-way project working. I mean, I'll do all way through in modeling, but right after I'll understand system.

Please, be conservative to changes, as I tried many shapes and designs, coming to such appealing one wasn't easy for me. As well I put many "realistic" touch in it (As we can imagine in it '-.-). If needed, I can write full information data. As well I have idea to preview picture to aircraft's, but that's another topic.

As well I have design question - how many weapon slots it'll have? Cu'z 2 'projectile' slot's I made already (shaft style doors near pilot. Those aren't thrusts, as, I guess, people guessed. Those are weapons). If aircraft battle system will work as I immagine, than some weapon slotting will be kinda interesting.
« Last Edit: October 06, 2012, 10:16:16 pm by Anderty »

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: Dropship/Fighter Contribution
« Reply #21 on: October 06, 2012, 10:22:53 pm »
Two weapon hard points is good for this craft.

Offline ShipIt

  • Project Artist
  • Captain
  • ***
  • Posts: 906
    • View Profile
Re: Dropship/Fighter Contribution
« Reply #22 on: October 07, 2012, 08:42:54 am »
Please, be conservative to changes, as I tried many shapes and designs, coming to such appealing one wasn't easy for me. As well I put many "realistic" touch in it (As we can imagine in it '-.-). If needed, I can write full information data. As well I have idea to preview picture to aircraft's, but that's another topic.

Not sure if I got this right. For sure nobody will touch your work here without need.

Offline Anderty

  • Rookie
  • ***
  • Posts: 29
  • GUI designer, web-developer, 3D artist.
    • View Profile
    • anmeyro.net
Re: Dropship/Fighter Contribution
« Reply #23 on: October 07, 2012, 12:00:05 pm »
Not sure if I got this right. For sure nobody will touch your work here without need.

Oh, I meant, that people can use it, as it's contribution to open-source project. What I mean - if changes must be done, consider them minimal, as for me - making design for this drop ship was one hell of a ride XD.

But, well, it's ok. I should finish texturing today, so, ship soon will be ready. I still wan't to learn better, how I should export it properly, so, please, If anyone downloaded current .md2 files, can you tell, does it work right? (As there's no attached texture still, that shouldn't be error for now).

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: Dropship/Fighter Contribution
« Reply #24 on: October 07, 2012, 12:33:23 pm »
Our wiki has some information about exporting from Blender, although it may be out of date. Please give it a shot and update the wiki if you find anything incorrect.

If you're unable to get it working, don't worry. Provide a OBJ file of the model and I will get it to MD2 for you. We'll probably rename the MD2 and texture files before we add it anyway, so this is not a problem for us.

Please also specify what license you are willing to release under. We prefer GNU General Public License 2.0 or later. But we're also happy with CC BY-SA 3.0 if you'd prefer that.

Offline Nutter

  • Squad Leader
  • ****
  • Posts: 223
    • View Profile
Re: Dropship/Fighter Contribution
« Reply #25 on: October 07, 2012, 01:30:24 pm »
Okay...as soon as this is implemented, I'm reinstalling the game.
And never using the Firebird again. Unless I really, really have to.

Offline geever

  • Project Coder
  • PHALANX Commander
  • ***
  • Posts: 2561
    • View Profile
Re: Dropship/Fighter Contribution
« Reply #26 on: October 07, 2012, 01:39:48 pm »
And never using the Firebird again. Unless I really, really have to.

Someone is upgrading Firebird also, if I'm right...

-geever

Offline Crystan

  • Project Artist
  • Captain
  • ***
  • Posts: 572
  • UFO:AI Lead Sound Artist
    • View Profile
    • http://crysea.cr.funpic.de/
Re: Dropship/Fighter Contribution
« Reply #27 on: October 07, 2012, 07:02:39 pm »

Offline Anderty

  • Rookie
  • ***
  • Posts: 29
  • GUI designer, web-developer, 3D artist.
    • View Profile
    • anmeyro.net
Re: Dropship/Fighter Contribution
« Reply #28 on: October 07, 2012, 07:09:34 pm »
So, almost there. Interior and bottom hull part left. (Bottom wouldn't bee much detailed, as no one will look there so much. Except, if  air combat will work as intended, than I'll make little update, where bottom textures would be little more detailed.)

I haven't draw textures since very looooong time ago, so I work pretty slow... still, I'm glad, progress is pretty fast.

Thought, If I tried to make high-poly object first and make textures from that, making low-poly model textures should be faster and easier... but, thought, If do like I do now - textures are making additional depth by themselves, which is - great.

After I'll finish texturing, I'll try to add little bit more detail, by adding chassis... I'm against them, as I know by personal experience: professional pilots can land crafts so smooth, that you can't even tell, are you landed yet. And as phalanx recruit only best of the best... so, plane, designed for cover troops by itself on land, must land with all its body. So chassis - is bad. Anyway, I'll ad small ones, which won't make any big difference in height.

As well - may be, someone have nice interior textures? As I'll be more than happy to put some to use.
« Last Edit: October 07, 2012, 07:21:55 pm by Anderty »

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: Dropship/Fighter Contribution
« Reply #29 on: October 07, 2012, 07:35:14 pm »
Looking very nice. You're right, no one will see the bottom unless we crash it! :)