Thanks, Doom. I found them! But I am disappointed by them. They look so squishy...
Problem is: I work this model out with Blender. Looks all fine. What happens if I am ready with texturing? How do I get the textures and the ship itself in-game?
Hitboxes, hardpoints and so on? Is it actually possible to work with Blender here? I did an export as 3ds and imported the whole thing in Milkshape... looks crappy.
@Tenacity: I don't want this thing to be a battlecruiser.:PI have other plans with it.
Zis looks great! We from die LWB can ship crops and hops with it ja? And make non-donating ships go kaboom?
Need a change from my Behemoth anyway!
But on a serious note: It looks awesome, and not like a BHG ship imho. It looks agressive, but don't all Rheinland ships look kind of agressive? Even the train is meant to splatter pirates all over its hull while <strike>passing</strike> knocking over them. I like it.
Quote:Hitboxes, hardpoints and so on? Is it actually possible to work with Blender here? I did an export as 3ds and imported the whole thing in Milkshape... looks crappy.
it is possible to make hadpoints with blender as with any moddeling program. However some limitations on them like arcs will not be possible to make without editing CMP file with UTF editor. I make them with HardCMP. But for that to be good model must be perfectly aligned in x axis, and all numerical inputs must be very precise. In past Igiss most complained aboput badly placed hardpoints, so pay attention what you do.
I recomend texturing model in Milkshape since its main tool that modelers use. However texturing in Milk is rather hard compared to other programs. And it takes time to be done corectly. I use Milkshape, others use other programs...so it can be done in many ways.
As for looking crappy in Milkshape dont be bothered by that. Important thing is how it looks in game.
Textures may seem small but look at any vanilla ship and most of custom ones they look rather well in game. So again, dont be bothered by that.
The usual process by which those of us who prefer to avoid using Milkshape as much as possible is to UVW map the model, or texture it as its usually known and then export to a .3ds file.
All of your mapping coordinates should be saved along with material associations inside the file, and should be preserved upon importing it into Milkshape.
From there its only a matter of importing the textures, checking mapping, potentially rescaling the model and then exporting it as a CMP. Working on a hitbox concurrently isn't the worst idea either.