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creating shipsets
What's the best free graphics program out there that would allow me to create good shipsets for SEIV?
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Re: creating shipsets
Wings3d.
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Re: creating shipsets
What do you think of Blender?
Does Wings3d have the capability of creating shipsets for SEIV that could transition to SEV later? |
Re: creating shipsets
Blender would be great just because it's so powerful, but unfortunately the interface drives me up a wall with its complexity http://forum.shrapnelgames.com/images/smilies/frown.gif
Wings will let you export to .3DS and .OBJ, which are easily convertible to .X, which is the format which SE5 uses. Also, Wings is designed as a low-polygon modeler, which is good, because SE5 ships shouldn't have more than maybe 1500 polygons. There's been talk recently at the Wings forum about a plugin which would export directly to .X from Wings, but that's right now in the idea stage... it shouldn't be too hard to implement; it's just a matter of finding someone who has knowledge both of the obscure programming language (Erlang) which Wings is written in and of the .X format to actually write the plugin http://forum.shrapnelgames.com/image...ies/tongue.gif If you want to use a program called Art of Illusion, I did make an .X exporter for that program, but it currently is rather buggy; I've fixed up some of the bugs and I've got the revised version lying around on my computer somewhere, so if you're interested let me know and I'll zip up the revised version and post it http://forum.shrapnelgames.com/images/smilies/wink.gif edit: here ya go: http://kolis.dyndns.org/ed/prog/exportx/exportX-1.2.zip |
Re: creating shipsets
I use DOGA Its easy to learn. Its like building with legos.
http://www.doga.co.jp/english/ Look at my site to see what can be done with DOGA. |
Re: creating shipsets
Atrocities, is what you've done with your site done with the L1 version?
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Re: creating shipsets
I used L3 with many custom images and bonus model packs. You can get them from the forum or perhaps they are listed on Todd Zirchers web site.
I have posted a tremendous amount of info about this so do a search for DOGA and read through some of the threads. Post on the DOGA forum asking for new parts downloads and what not. |
Re: creating shipsets
Is it possible to create our own parts with DOGA, or are we limited to only what they provide?
I was thinking of creating parts in Bender or Wings3d and making them available for assembly in DOGA. I just haven't read enough of the documentation to find out one way or the other. |
Re: creating shipsets
One of the interesting perks to L2 and L3 is that while they are shareware, only the movie rendering feature is disabled. For ship set makers and model designers, the programs are fully functional. So, DoGA is essentially a freebie for our needs.
If you're new, I suggest downloading L2 and getting a feel for that before moving on to L3. I have written a translation of the L3 Parts Assembler help files on my DoGA support page, you can also find a tutorial on designing game meshes with DoGA for SEV, and a slew of parts. http://zircher.iwarp.com/doga Ed, weren't you working on a SUF export plugin for Wings3D? If so, what the progress on that? -- TAZ |
Re: creating shipsets
Yeah, I think I was a while back... never quite got the hang of Erlang... http://forum.shrapnelgames.com/images/smilies/frown.gif
Though what would be more useful with SE5 is an .X exporter http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: creating shipsets
Most of blenders interface woes can be fixed with 2 things, #1, dont eff with it unless you know what it does, you can find out what it does on the blender.org sites or the elYsiun forums. #2 1 hand on the mouse, 1 hand on the keyboard, and have a hotkey list available. Mouse id for moving things around and clicking number sliders mostly, keyboard is where about 80% of your commands are.
The only thing I haven't nailed down in blender is texturing... but then that is my weak point in many 3D programs...... |
Re: creating shipsets
OK, I said I used to be working on a .X exporter for Wings...
Well here's a preliminary version - can't export textures yet (all objects are gray), and I haven't done much testing, but it does create valid DirectX files http://forum.shrapnelgames.com/images/smilies/wink.gif http://kolis.dyndns.org/ed/prog/wpc_x/wpc_x.beam Source (in case you're interested): http://kolis.dyndns.org/ed/prog/wpc_x/wpc_x.erl Instructions: When you installed Wings you should have got a plugins shortcut under your wings directory. Go to that shortcut, then to the import_export directory. Place the beam file there and restart Wings. Use the new "DirectX (.x)" menu items under File|Export and File|Export-Selected. |
Re: creating shipsets
Woot!
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Re: creating shipsets
The .X exporter now supports textures! http://forum.shrapnelgames.com/images/smilies/laugh.gif
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Re: creating shipsets
Yaay!
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Re: creating shipsets
that 1500 poly limit, does that aply to Star Fury ships too or is that the SEV limit?
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Re: creating shipsets
It's not a limit at all. It's just a recommended figure to keep performance in mind. But yeah 1500 is good for bases, and 300-1000 is a good range for ships.
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Re: creating shipsets
Starfury has a lot fewer ships on screen at a time than SEV will, so Starfury can handle much higher poly counts without performance suffering.
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Re: creating shipsets
Wings3d isn't much harder, and will likely be easier to use for SEV.
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Re: creating shipsets
I finally got curious about these graphics programs, so about a week ago I downloaded Blender (free). The interface is a monster, but the Blender web sites assure me that once I get the hang of it, the journey will be worth the trouble. We'll see.
I seem to remember that it took a while to get the hang of playing SEIV too. That journey was worth it. Now I just have to worry about those pesky human players. |
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