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-   -   Queston about DOGA L3 (http://forum.shrapnelgames.com/showthread.php?t=26584)

JAFisher44 October 27th, 2005 12:43 PM

Queston about DOGA L3
 
Ok, I can't seem to find a way to do this, but I am hoping it is possible.

I am trying to make an emittion that is semi transparent. Is this possible? Please help me http://forum.shrapnelgames.com/image...ies/tongue.gif

Starhawk October 27th, 2005 01:32 PM

Re: Queston about DOGA L3
 
Not with Emission no you go to free settings and all the way at the bottum there is a "transparency" setting, simply set that to a slightly higher ratio then it is by default and wham bam transparant ma'am.

JAFisher44 October 27th, 2005 01:54 PM

Re: Queston about DOGA L3
 
Yes, this I know. What I want is to have both emittion and transparency on the same object. Is this possible? Or, is DOGA just too limited?

Starhawk October 27th, 2005 02:36 PM

Re: Queston about DOGA L3
 
Oh you mean you want a BRIGHT shiney transparancy http://forum.shrapnelgames.com/images/smilies/happy.gif

Yeah it's possible I've done it a few times when I was just playing around, all you need to do is work on the transparancy/emittion ratio if you get it just right you get a semi-transparent glow which is cool.

Strategia_In_Ultima October 27th, 2005 03:45 PM

Re: Queston about DOGA L3
 
Or, make a shiny high-emittion object in the center of your object and place another larger, transparent object around it. I've never tried it, but I imagine it'll yield the same results; a see-through object which emits a nice lil glow.

AgentZero October 27th, 2005 03:53 PM

Re: Queston about DOGA L3
 
Well, while the thread is here, I've got me a question as well. I've been fiddling around with Doga L3 for a few hours now, making a model of the Daedelus from Hell is for Heroes, and I've run into one little stumbling block I can't seem to get around. How, exactly does one apply different textures to different parts of the ship? I know it can be done, from looking at AT's work, but I'll be danged if I can figure out how.

Starhawk October 27th, 2005 05:38 PM

Re: Queston about DOGA L3
 
1 Attachment(s)
Ah tis easy you simply apply a different "color" to each section of the ship and edit it appropraitely for example the Icaran warships (especially the cappys) have something like 5-8 colors all of which are different textures and schemes.

Take a look.

Atrocities October 27th, 2005 11:32 PM

Re: Queston about DOGA L3
 
1 Attachment(s)
Quote:

JAFisher44 said:
Ok, I can't seem to find a way to do this, but I am hoping it is possible.

I am trying to make an emittion that is semi transparent. Is this possible? Please help me http://forum.shrapnelgames.com/image...ies/tongue.gif

Try this, make two identical parts, one slightly larger than the other. Make one transparent, and the other you glow effect. (Adjust the glow effect down just a tad).

http://www.shrapnelcommunity.com/thr...89949-test.PNG

JAFisher44 October 28th, 2005 12:49 AM

Re: Queston about DOGA L3
 
Well, thanks for the suggestions. However I don't think that any of them will work. really what I want to acheive is something that is shiney but that you can still see through. Even if i do the above suggestion the inner emittion still blocks line of sight. I guess I will just have to accept the limitations of the program.

TerranC October 28th, 2005 04:00 AM

Re: Queston about DOGA L3
 
Quote:

JAFisher44 said:
Ok, I can't seem to find a way to do this, but I am hoping it is possible.

I am trying to make an emittion that is semi transparent. Is this possible? Please help me http://forum.shrapnelgames.com/image...ies/tongue.gif

Perhaps this is what you have in mind? http://www.shrapnelcommunity.com/thr...89967-d00d.PNG

Atrocities October 28th, 2005 04:08 AM

Re: Queston about DOGA L3
 
That is very good.

JAF, can you give us specific info on what it is your tying to do with this concept? What kind of part is this effect going to be used for?

Strategia_In_Ultima October 28th, 2005 04:40 AM

Re: Queston about DOGA L3
 
Quote:

Atrocities said:
Quote:

JAFisher44 said:
Ok, I can't seem to find a way to do this, but I am hoping it is possible.

I am trying to make an emittion that is semi transparent. Is this possible? Please help me http://forum.shrapnelgames.com/image...ies/tongue.gif

Try this, make two identical parts, one slightly larger than the other. Make one transparent, and the other you glow effect. (Adjust the glow effect down just a tad).

http://www.shrapnelcommunity.com/thr...89949-test.PNG

'Swhat I said. Or meant, in any case.

Kana October 28th, 2005 06:27 AM

Re: Queston about DOGA L3
 
While we are questioning...What file format does DOGA export in...?

Kana

Atrocities October 28th, 2005 07:20 AM

Re: Queston about DOGA L3
 
Quote:

Kana said:
While we are questioning...What file format does DOGA export in...?

Kana

Nothing really useful. The Polygon counts are way to high.

JAFisher44 October 28th, 2005 11:27 AM

Re: Queston about DOGA L3
 
1 Attachment(s)
Ok, this is what I am trying to do.

Large Image

http://www.shrapnelcommunity.com/thr...03-thrusta.jpg

this is sort of what the thrust from the nozzles of the space shuttle looks like the bright white cone of fire would look a little more realistic if it were about 25% transparent.

I'd also like to add a very slight emittion effect to the outer cone.

Moderator Note: Please limit the size of your images.

TerranC October 28th, 2005 03:29 PM

Re: Queston about DOGA L3
 
What about this, then?

Starhawk October 28th, 2005 05:50 PM

Re: Queston about DOGA L3
 
My question: How do you get a perfect Sphere with DOga! I'm trying to make a 5th Imperium Shipset but that's dang hard when the "sphere" has frakkin corners heh.

Kana October 28th, 2005 05:57 PM

Re: Queston about DOGA L3
 
From what I've seen trolling about on the Star Fleet Command Model sites...most modellers suggest that you don't do a completely round, or circular object...the poly count ends up to high...so you actually end up having a multi-sided object that at a distance and with a texture, look round, or cylindrical...for example...one of the warp engine nacels on a star trek ship should be a long cylindrical tube...but its model with actually 24-64 seperate sides...

As for file export...I ask, because I found a program that will import and export models in like 50 different formats...one of which is .X...and was wondering if I could import DOGA models directly and then export them to .X...

Kana

Atrocities October 28th, 2005 09:15 PM

Re: Queston about DOGA L3
 
Quote:

Starhawk said:
My question: How do you get a perfect Sphere with DOga! I'm trying to make a 5th Imperium Shipset but that's dang hard when the "sphere" has frakkin corners heh.

The perfect sphere is a huge polygon hog. I have sphere parts that are perfectly round. The more you use them, the higher the polygon count of your model is.

JAF, that is a nice design. I really like it.

Atrocities October 28th, 2005 09:17 PM

Re: Queston about DOGA L3
 
Quote:

Kana said:
As for file export...I ask, because I found a program that will import and export models in like 50 different formats...one of which is .X...and was wondering if I could import DOGA models directly and then export them to .X...

Kana

Yes we can export to X format. However there have been problems with the X exported models. They don't load all that well in the X viewer for SF and SEV.

I would be willing to donate an X model if you like.

Kana October 29th, 2005 04:35 AM

Re: Queston about DOGA L3
 
Quote:

Atrocities said:
Yes we can export to X format. However there have been problems with the X exported models. They don't load all that well in the X viewer for SF and SEV.
I would be willing to donate an X model if you like.

I was actually going to ask your for one of your DOGA models...in what ever format DOGA can export in...IF you have a .X model I would love to check one of those as well..

Thanks,

Kana

Atrocities October 29th, 2005 06:40 AM

Re: Queston about DOGA L3
 
1 Attachment(s)
Here is one of the lower polygon count Klingon ships I am working on for SEV. It is in VRML, DXF and Direct3d (x) formats. Enjoy and good luck.

Kana October 31st, 2005 02:14 AM

Re: Queston about DOGA L3
 
Thanks...

Edit: Ok I tried all 3 formats...there were plugins on Unwraps site. First off the vrml one didn't work...even though I had the plugin installed...the dxf and the .x worked, the dxf had no color, it was just grey, and I believe it was off axis. .X was the champ it was colored and on the proper axis...for those of you who want to take a look at the program, the demo is at...

http://www.unwrap3d.com/downloads.aspx

Kana

TerranC November 3rd, 2005 05:19 AM

Re: Queston about DOGA L3
 
Quote:

Starhawk said:
My question: How do you get a perfect Sphere with DOga! I'm trying to make a 5th Imperium Shipset but that's dang hard when the "sphere" has frakkin corners heh.

You get it like so:

Add parts from files --> go to 13_samp --> go to Parts --> go to ball --> Double click on any one of the three you see.

zircher November 4th, 2005 01:37 AM

Re: Queston about DOGA L3
 
You can also use a transparency mask and slider to get varying levels of translucency for a texture. That should give you the ghostly thrust effect.

DoGA is intended for stills and movies. There are two gotchas with using DoGA to make make game models:

One, you need to understand the difference between render engine effects and what an .X model supports. Blending, coloring, masking, and material settings are subject to getting dropped. Stick with white models with a single texture image per part. If you need more complex textures, you can create them in DoGA, render the image, and save that as a custom texture for your model.

Two, since DoGA uses a parts based metaphor, it does not create optimal game meshes. This can result in Z buffer conflicts which are visible as saw tooth patters where twi faces intersect.

The best thing to do is to use DoGA as a design tool and export the geometry to another program such as Metasequoia or Milkshape. There you can merge the faces, reduce the polygon count, and set the exact texture mappings that you want.

I have a tutorial here that can walk you though that process for DoGA and Metasequoia.

http://zircher.iwarp.com/doga (scroll down to Tutorials:)
--
TAZ

BTW, the reason that the DXF export looks wrong/offset is that all the faces are inverted. DXF is clueless about using vertex ordering to determine facing/normals. In most cases you can just select all the faces and invert them with one of the other editors.


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