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Freelancer ship development

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Freelancer ship development
Offline Lump Lorry
03-09-2007, 11:12 PM, (This post was last modified: 03-09-2007, 11:13 PM by Lump Lorry.)
#11
Member
Posts: 388
Threads: 25
Joined: Dec 2006

' Wrote:don't do the wings, or it will look too much like a fighter jet form present day. without the wings it looks spacier.

Yap, in space you do not need any wing but if you follow this line also the small wing on the tail should be eliminated. Anyway many original freelancer's ships have wings even if they do not resemble nowaday's ones.

Lump Lorry
on behalf of the Lorry Family
_______________________________________________________________________________
Kruger's bar und Mensa on Essen Station
(Reunion 4.85 chars)
-- The new Lorry Family --
Lump Lorry free trader. chief of the Lorrys | [RM] Hg. M(anfred) Von Lorryhofen Rheinwer's Obergefreiter
[HF] Cesare Lorry Hellfire Legion member | Kuger - Jack "Deep" Hole Kruger Minerals worker

(Former chars on Disco 4.82) -- The old Lorry Family --
Lump Lorry freelancer trader. chief of the Lorrys | Manta Lorry freelancer pilot | [HF] Cesare Lorry
fighter pilot, HF member | sso|Ace Wolverine Lorry bounty hunter | [RM] M(anfred) Von Lorryhofen
Rheinland Military pilot | [AEGIS] GB 303 Ticonderoga AEGIS artificial intelligence gunboat | (secret
member) In charge of keeping the family's secrets
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Offline Panzer
03-10-2007, 01:50 AM,
#12
Man of iron, blood and Nyxes
Posts: 3,092
Threads: 56
Joined: Dec 2006

I'd personally leave the wings (the ship needs to neter atmosphere after docking with a planet's dock ring and land on the pad), I'd perhaps only change their shape slightly, to give them a more "futuristic" look. Like the ones used on the Reinland Banshee LF. Negative wing angle( also see the new Russian S-37 berkhut, same thing there and the plane itself looks dreamy)

[Image: Vxqj04i.gif]
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Offline AlexPaladinStorm
03-10-2007, 06:28 AM,
#13
Member
Posts: 96
Threads: 3
Joined: Feb 2007

' Wrote:WIP Update:

I've got gotten done with the modeling process. The ship is 1108 triangle polygons. I haven't decided if I want to can the wings yet. The original drawing does not have wings on the ship. Don't mind the blue shader its just temporary untill I finish up the UV mapping process. Untill then I'll have to find the Freelancer Textures somewhere online or give it a custom paint job.

Don't worry about the textures too much. The right importer can pull the textures (as well as the models) out of the game. Bretonia, Kusari/Corsair, Liberty/Bounty-Hunter, Rheinland, Border World, Pirate, or Civilian (Yeah, there's basically just 7 different skin sets in the game. Kusari and Corsair share a set, and Liberty and Bounty Hunter share a set. I just recently discovered this fact). One of us could snag them, or you can get the proper software to export them yourself. The .mat files aren't too hard to find in the game directory.

I use MAX myself, and, to be honest, I'd like to have a more direct export-import between the formats FreeLancer reads. But I've made do, and I'm getting fairly close to making a ship quite workable in-game. I had some trouble getting it to look right in-game, but I think I figured out my problem, and I'll be messing with that soon enough.

Currently: Remastering Kiith Somtaaw's Acolyte Fighter. These Homeworld ships need some Sirius work done on them. ^.-

"Do not interfere! We're here to protect the President! Schultzky's a traitor!"

For peace throughout the colonies! We will never forget..

"He who controls the [insert orange powder drug here] controls the universe!"
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Offline legeonation
03-10-2007, 03:25 PM,
#14
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Posts: 132
Threads: 20
Joined: Mar 2007

What I'll be most likely doing is getting rid of the wings. As for texturing right now I need to UV map the ship. Thought I generally use Maya to UV map and texture. Importanting and Exporting between those 2 3D software packages isn't too bad considering they are both owned by the same company.

Legeonation Ship R&D Development

[Image: racoolnessws2.th.jpg]
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Offline Fellow Hoodlum
03-10-2007, 03:40 PM,
#15
Bodacious Cowboy
Posts: 6,386
Threads: 1,038
Joined: Feb 2006

All of the vanilla ships, and quite a few of the imports have wings. The Ravenclaw and the Talon being the most
obvious examples. No need to completely remove them.
Possibly just a redesign. Can't help you on that. You talents in that direction are well documented there.
Keep it up.

Hoodlum

[Image: sighoodlumkb4.jpg]
Some say he is a proud member of: "The most paranoid group of people in the Community."
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Offline Jianerix
03-12-2007, 04:45 PM,
#16
Member
Posts: 8
Threads: 1
Joined: Mar 2007

' Wrote:All of the vanilla ships, and quite a few of the imports have wings. The Ravenclaw and the Talon being the most
obvious examples. No need to completely remove them.
Possibly just a redesign. Can't help you on that. You talents in that direction are well documented there.
Keep it up.

Hoodlum

Very amazing indeed!!! I think I also want to learn how to design a ship for Disco:)Keep it up.
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Offline Deimenried
03-12-2007, 06:50 PM,
#17
Member
Posts: 31
Threads: 3
Joined: Feb 2007

I think you should keep the wings; gives it a bit more presence on the battlefield (particularly if you are going for the bomber look). Also the wings would look awesome with some underslung missile/guns hardpoints.

Wish I could model 'em like you! Keep it up! :cool: can't wait to see the next update

Damien Ried - BAF Recruit - BAF|Ens.Damien.Ried
Ivan Zakharov - Freelance Scout/Explorer - Ivan.Zakharov

NOTE: Homing Missiles are not a substitute for accuracy.

Always Outnumbered, Never Outgunned.
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Offline legeonation
03-14-2007, 02:15 AM,
#18
Member
Posts: 132
Threads: 20
Joined: Mar 2007

The UV mapping is just about done I should have it done tonight or tommorrow. Then i get to look though all of the Freelancer textures to see if I want to use them. I'll have to dig up the program that converts the texture files to a format that Photoshop can read.

Legeonation Ship R&D Development

[Image: racoolnessws2.th.jpg]
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Offline Korrd
03-14-2007, 04:23 AM,
#19
Member
Posts: 3,714
Threads: 241
Joined: Aug 2005

Nice looking ships:)

I'm in the process of learning 3Dmax. Although I'm quite far from making something like that... (In fact, I just managed to modify a pyramid and paste it to a cube:D)

I would like to make a ship... I guess I will once I figure this thing out...

[Image: 3cfefe54.jpg]

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Offline Nightfall
03-14-2007, 08:43 AM,
#20
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Posts: 2,291
Threads: 58
Joined: Mar 2006

' Wrote:The UV mapping is just about done I should have it done tonight or tommorrow. Then i get to look though all of the Freelancer textures to see if I want to use them. I'll have to dig up the program that converts the texture files to a format that Photoshop can read.
easier way, why not work directly on the files - go to nvidia.com and download the photoshop plug-in to read DDSs, in addition, there's a zip file on TLR that contains most of the things you'll need, including the Vanilla textures in DDS (native FL) and TGA (more convenient to work with) formats. Unfortunately I think I renamed it on my computer try utilitiesandothergoodies.zip(size: 99.5MB), not sure if that's the name.

[Image: da0cdf1d.jpg]
[Image: I_like_it_shiny_by_ravenwoodarts.gif] [Image: duque-de-corsica.png] [Image: ghosts-of-razgriz-tr-bk-2.png] [Image: outcast-pilot-3.png] [Image: raving-outcast.png] [Image: jolly_roger_a1a.gif]
If the stars should appear one night in a thousand years, how would men believe and adore and preserve for many generations the remembrance of the city of God? - from 'Nightfall' by I. Asimov
The Outcasts consider Siniestre Nube a sacred place for several reasons. Early explorers discovered a jumphole within the depths of the cloud that leads to a strange world of ringed stars and strange craft. All ships in the burrial ground are placed facing that hole to honor the Alien Spirits. - An Outcast rumor
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