WIP: Rebel Space Station (ahh major problem need help_
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- wishihadaname
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WIP: Rebel Space Station (ahh major problem need help_
i've decided that for my map im gonna have the rebels on a space station instead of a calamari cruiser so i've set about creating one in XSI so far i have the hanger and some hallways done and its looking preaty cool, what i was wondering is three things actually.
1) how meny textures can i have per object?
the station is going to be all one HUGE object with an interior to help ease the pains of putting it toghether. so i have just in the hanger and hallways 3 different skins.
2) how do i create a force field like the once on the capital ships.
should i create my own or scale up the original or what cas i also what to put some windows on the station and i was thinking of changing the texture of the forcefield to look like glass in order to do that
3) anyone want the model when i'm done?
im just wondering cas i haven't been able to find a space station model and was wondering if anyone wanted the station in an uncompressed from seperate from the map?
ill have some screenies of how its going some time next week when there is actually something to look at
ps. anyone have a good metalic kinda texture i can use for the exterior?
1) how meny textures can i have per object?
the station is going to be all one HUGE object with an interior to help ease the pains of putting it toghether. so i have just in the hanger and hallways 3 different skins.
2) how do i create a force field like the once on the capital ships.
should i create my own or scale up the original or what cas i also what to put some windows on the station and i was thinking of changing the texture of the forcefield to look like glass in order to do that
3) anyone want the model when i'm done?
im just wondering cas i haven't been able to find a space station model and was wondering if anyone wanted the station in an uncompressed from seperate from the map?
ill have some screenies of how its going some time next week when there is actually something to look at
ps. anyone have a good metalic kinda texture i can use for the exterior?
Last edited by wishihadaname on Mon Aug 11, 2008 10:57 pm, edited 1 time in total.
- Maveritchell
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Re: WIP: Rebel Space Station
wishihadaname wrote:im just wondering cas i haven't been able to find a space station model
Hidden/Spoiler:
It's not the best model, but there is at least one that exists.
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Caleb1117
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Re: WIP: Rebel Space Station
1. As many as you want/need.wishihadaname wrote:
1) how meny textures can i have per object?
the station is going to be all one HUGE object with an interior to help ease the pains of putting it toghether. so i have just in the hanger and hallways 3 different skins.
2) how do i create a force field like the once on the capital ships.
should i create my own or scale up the original or what cas i also what to put some windows on the station and i was thinking of changing the texture of the forcefield to look like glass in order to do that
2. All the forcefields are is a thin box, with a transparency enabled, and a scrolling texture, then you alter parts of it's collision with the ODF.
Better to use the shipped forcefields. For windows, just make a hole where you want them, then make a thin pane that fills the hole. You can mark the glass texture for transparency after export
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wazmol
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Re: WIP: Rebel Space Station
In the edit flags grid by squeddie theres a one saying sheild, maybe that works...
I cant remember off of the top of my head the requirements...
I cant remember off of the top of my head the requirements...
- wishihadaname
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Re: WIP: Rebel Space Station
ok thanks you guys for the answers i was wondering also can i cut shapes out of larger shapes. aka can i cut a doorway out of a box or cylinder? if so how do i do that
EDIT: also that space platform is cool but its not what im looking for sorry, im making the HUGE rebel space station as seen in empire at war. im probably gonna make the phase 2 or 3 since the others would be too large to be useful
EDIT: also that space platform is cool but its not what im looking for sorry, im making the HUGE rebel space station as seen in empire at war. im probably gonna make the phase 2 or 3 since the others would be too large to be useful
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Re: WIP: Rebel Space Station
Yeah I knew he was wrong when I saw that picture, it was pretty easy for me to detect an EAW station craving.
So are you needing like, a picture of one or what?
So are you needing like, a picture of one or what?
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Caleb1117
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Re: WIP: Rebel Space Station
http://www.gametoast.com/forums/viewtop ... es+booleanwishihadaname wrote:ok thanks you guys for the answers i was wondering also can i cut shapes out of larger shapes. aka can i cut a doorway out of a box or cylinder? if so how do i do that
I would use boolean, since your going to make alot of corridors, and it's worked great for me, and alot of people I know in the past.
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Re: WIP: Rebel Space Station
Caleb1117 wrote:http://www.gametoast.com/forums/viewtop ... es+booleanwishihadaname wrote:ok thanks you guys for the answers i was wondering also can i cut shapes out of larger shapes. aka can i cut a doorway out of a box or cylinder? if so how do i do that
I would use boolean, since your going to make alot of corridors, and it's worked great for me, and alot of people I know in the past.
dang, i tried to forget that crappy tutorial, dont follow it, it much easyer to get the same result with other methods
if you dont want to use bolean, you can use the"duplicatepolygon" method (select the poly(s) you want the corridor to be cutted in, press STRG+D and scale/modify the polygon the way you want the corridor shape. then duplicate this polygon again and and move itnto the startpoly and TADAA you have your corridor
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Caleb1117
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Re: WIP: Rebel Space Station
Yea, that works great for hangars, or singular hallways, and you should probably use it to make the hangar, but I never got how you would conveniently make multiple connected halls with it. Oh and he means Ctrl + D.DarthD.U.C.K. wrote:(select the poly(s) you want the corridor to be cutted in, press STRG+D and scale/modify the polygon the way you want the corridor shape. then duplicate this polygon again and and move itnto the startpoly and TADAA you have your corridorCaleb1117 wrote:http://www.gametoast.com/forums/viewtop ... es+booleanwishihadaname wrote:ok thanks you guys for the answers i was wondering also can i cut shapes out of larger shapes. aka can i cut a doorway out of a box or cylinder? if so how do i do that
I would use boolean, since your going to make alot of corridors, and it's worked great for me, and alot of people I know in the past.
I assume you use a German keyboard D.U.C.K.?
- DarthD.U.C.K.
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Re: WIP: Rebel Space Station
yes, my fault
thanks for correcting me, i wouldnt have noticed
thanks for correcting me, i wouldnt have noticed
- wishihadaname
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Re: WIP: Rebel Space Station
thanks i figured it would be easier to just make the interior sperately then make the exterior around it gives me more control over furniture and the like btw gonna have my first screenie soon its just the hanger bay arm of the station but i think it looks preatty cool. just one problem, how do i take XSI screenshots?
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Re: WIP: Rebel Space Station
Prt scr, and paste into an image editor.
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Re: WIP: Rebel Space Station
i personally like the rebel station from EAW.
(in the back of this pic)
(in the back of this pic)
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Re: WIP: Rebel Space Station
Best not, cause if you have to scale it up, the collision won't work.wishihadaname wrote: im not sure how big its gonna turn out ingame so ill make an msh.option file and adjust station size as needed
One square on the XSI grid is a meter, or 3 feet.
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Re: WIP: Rebel Space Station (ahh major problem need help_
omg seems like nothing can ever be easy can it? i have about half the station roughly done so i follow rep's tut to the letter and got an msh file from it. then i put toghether my msh odf and three tga's and tried to put it ingame but ZE just crashed... any ideas?
p.s rep's mesh converter crashed at what i think is the end of the prosses is that normal?
p.s rep's mesh converter crashed at what i think is the end of the prosses is that normal?
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Re: WIP: Rebel Space Station (ahh major problem need help_
No its not normal for the converter to crash at the end...
But it is normal for it to crush my dreams of modeling
But it is normal for it to crush my dreams of modeling
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Re: WIP: Rebel Space Station (ahh major problem need help_
... ok thast helpful so how do i fix this. i kinda have a hunch, the station is even though its only half way done its HUGE. i mite have too meny polys how do i check?
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Re: WIP: Rebel Space Station (ahh major problem need help_
To check your polygon count, click on the 'i' icon under 'Display'. Then press 'u'.
- wishihadaname
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Re: WIP: Rebel Space Station (ahh major problem need help_
wachu talking about wilis? jk but i can't seem to find it maybe im just retarded but regardless. im gonna make the station into 3 different chunks in one object to save poly count. do i need to make three different colisions/lowrez or will the one i had from the entire station put toghether work?
EDIT: nevermind i tried exporting a really small house i made in like 5 min it crashed the meshex too. clearly im making a mistake somewere. here is step by step what i do
1) i take ALL my items put them under my MS3DSceneRoot (null)
2) i take all the items and murge them toghether
3) make 2 copies of murged items and call them Blah_lowrez and blah_collision
4) hide the unfused parts (uncheck render and view)
5) export
6) use meshex
7) crash meshex
idk of the three items i've exported one was a station as all different parts but not hidden it crashes
second was station as all one part with the single pieces hidden in render and XSI views it worked but only created a 1k msh. file and when i used it in ZE there was nothing there
three small tat house with all different parts crashed Meshex also (made to test if polycount was a problem)
any ideas im utterly lost here?
EDIT: nevermind i tried exporting a really small house i made in like 5 min it crashed the meshex too. clearly im making a mistake somewere. here is step by step what i do
1) i take ALL my items put them under my MS3DSceneRoot (null)
2) i take all the items and murge them toghether
3) make 2 copies of murged items and call them Blah_lowrez and blah_collision
4) hide the unfused parts (uncheck render and view)
5) export
6) use meshex
7) crash meshex
idk of the three items i've exported one was a station as all different parts but not hidden it crashes
second was station as all one part with the single pieces hidden in render and XSI views it worked but only created a 1k msh. file and when i used it in ZE there was nothing there
three small tat house with all different parts crashed Meshex also (made to test if polycount was a problem)
any ideas im utterly lost here?
