Dynaverse.net
Taldrenites => Starfleet Command Models => Topic started by: markyd on November 29, 2004, 12:29:13 pm
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(http://www.myimgs.com/data/markyd/wraith1.jpg)
(http://www.myimgs.com/data/markyd/wraith2.jpg)
(http://www.myimgs.com/data/markyd/wraith3.jpg)
(http://www.myimgs.com/data/markyd/wraith4.jpg)
(http://www.myimgs.com/data/markyd/wraith5.jpg)
Urm.... explains itself really... 8-)
No having a go at me for not finishing the others yet... their commin ;)
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Ooohhh, very nice. Can't wait to add it to my Rom collection.
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AWESOME!!
The only thing I would do...is to raise the nacelles higher..to increase the angle
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BUGGER!"!!!!!!!!!!!
Problem... Im converting it.... but when I convert to .mod the lightmap doesnt work.... the bmp is 1024 x 1024 filename is "wraith" the illumination map is 1024 x 1024 again a bmp, filename is "wraithi" both are indexed as 8bit 256colours.... it works as a max file... but as soon as I convert it to .mod the bmp appears ok... but the illumination map doesnt show.... ???
Help ;) I wanna get this released tonight ;D
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sounds like you did it correct...dunno
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I have a couple of utilities that I use to set the lite maps. I might be able to fix it for you, if you want me to try. I'd need the converted model and the BMPs.
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Thanks Rod.... I'd rather have the utilities though if possible ;) ;) ;) ;) ;) ;) ;)
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Now THAT is a wicked hot Warbird, S31-MarkyD... can't wait for it to get released.
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Awesome!! ;D
Not sure about the light maps not showing up...only thing I can think of is to make sure the file you're opening in modviewer or ingame is the right one...I know it sounds like an obviuos thing, I've done that before, and it makes ya say WTF!?!?! ;D ::) :rofl:
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Thanks Rod.... I'd rather have the utilities though if possible ;) ;) ;) ;) ;) ;) ;)
I use an older version of CV, the original DX9 version, to attach the i.bmp to the model. I don't still have the original installer, nor do I know where it's still available. I could try and take it off of my HD for you, if you'd like.
After you save a model in this version of CV there are some polies that don't show up anymore. I don't know why. To correct it I run it through the M6 model editer (version 1 the version 2 messes up the smoothing on the model) and use the "compute norms" function to correct the missing polies.
It's a bit clumsy, but it works. I believe that the M6 model editer is still available. If not I can try and take it off of my HD for you as well. Let me know, bud. 8)
PS I love the model. I'm a TOS junkie.
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This may or may not help. I once downloaded a Brikiri cruiser but the textures never showed. The BMPs were 256 color files. I converted the files to 24-bit BMPs and the textures showed up. Just a guess.
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sweet.
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Ooh, now that I gotta have. I hope you get your lightmap problem solved soon. I've no idea how to help you, but I really want this ship.
-S'Cipio
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hey rod looks like its time to get milkshape3d. lol adding lightmaps is way easier with it.
PS the ROM wraith looks AWESOME
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Thanks guys..... I am really at a loss with the lightmap problem... It is the right size, right format, right name, and is applied correctly... confusing the buggery off me this one... Willing to send it to anyone who might wanna help get it sorted ;)
Thanks :)
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somewhere i remember reading somewhere that for SFC the I-maps should be 8-bit .bmp's. now im not totally positive about that but it might be worth a try.
the ship looks totally sweet markyd she has a place in my ship list when she is finally released. exellent work
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Thanks Dude... ;)
Yeah the Bmp's are 8 bit and 256 colour depth... they should be working... they do work until i convert it to a .mod... then the ship is fine except the windows and necceles dont glow... >:(
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oooooo...more Rommies...oooo....Me like.
Semper Fi, Carry On
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I tried to take CV directly off of my HD. I'm not very PC literate, unfortunately. When I sent it to someone to try it out it wouldn't work. The error he got was that it couldn't run because it didn't have, or couldn't access, the d3d.dll file. If someone who knows what they are doing wants it to make it work, let me know and I'll forward it to you.
In the meantime if you want me to see if I can get the light maps working e-mail it to me.
rocketrod6a@aol.com
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Cheers ROD Thanks..
Sent ;D
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let me have a bash at it as well
wulf111@hotmail.com
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Thanks Dude... ;)
Yeah the Bmp's are 8 bit and 256 colour depth... they should be working... they do work until i convert it to a .mod... then the ship is fine except the windows and necceles dont glow... >:(
if all else fails 24 bit always works....
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sent wulf...
Gonna try 24 bit and see what happens ;D Thanks guys ;)
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changed em to 24 bit.. makes no diff >:(
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send me the file, robert.dufrane@gmail.com i'll try my luck at it (maybe it wasn't applied right in max...?)
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sent... thanks tus...
And as a side note guys there are a few mesh errors still to be ironed out.... I just wanna get the light map working then re work the .mod... :'(
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Well I have been working on this problem all night... the only thing I have discovered is that the specular intensity is also missing once converted... I have checked agains my other ships and I have done NO diferent this time around.... >:(
Im having a bad hair day to say the least.. thanks for your help guys ;)
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(http://www.myimgs.com/data/markyd/wraithBS.jpg)
http://www.battleclinic.com/halo_skin/docks/dock.php?id=1098
Ready For Download ;D
I never managed to fix the illumination map... so I decided to colour the illumination map even brighter and it shows through... he he... I cheated but it works.... although if someone does work out why it never worked I would appreciate it ;)
*Edited to fix link.
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LOL...Sweet
I love jury-rigging :)
this is a very sweet model...great work mate :)
THANKS!!!
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Thanks dude ;D
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markyd... check ur inbox... you got a present :) (you might want to rename the mod file)
btw I couldn't open ur max file so i had to open the mod file. so while i was fixing the lightmaps (don't know what the problem was...worked fine over here) i also went ahead and detatched the smoothing groups so the mod file would stay smooth when exported :). my only suggestion may be to increase the overall brighteness of the illum map in photoshop using curves
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MADNESS
It still doesnt work for me... wierd... but it does show in the taldren attribute editor... wierd wierd wierd... Im gonna have to stick it ingame to see if it shows then ;)
Thanks TUS ;D
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they are hard to see in max unless you turn off the global light. try that and see if it works
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yeah they do show... just not very bright.... ;)
I must just be fussy... oh well thans Tus ;)
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in the material editor you will want to check the color box by illum (don't go into the illumiantion map editor), watch how bright they get then..... ;) (note, this does not like using white that much, so if you have spot light effects they will look a bit funny when its completly dark)
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yeah thats what I normally do.... If I open the.mod and apply the illumiantion it works great, when I export it again and then import to see if it has worked the illumination map doesnt glow and I have to re-apply it in the material editor to see it in all its glory... it still shows otherwise just not as bright as I would like... :'(
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the best way to guarantee that the illumnations are at the correct brightness is to just desaturate the entire illum map, and use curves to up the brightness. i will gurantee that that will work
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Thanks dude ;D
Ahhhh.. wish that I'd seen this earlier.. I'll download the mesh and see if I can send you fixed MODs..
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Excellent.. thanks guys ;D