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Taldrenites => Starfleet Command Models => Topic started by: Kitchener on November 16, 2009, 08:09:20 am

Title: Kitcheners corner
Post by: Kitchener on November 16, 2009, 08:09:20 am
Greetings,

I wish to make a WWII Mod for SFCIII, this is purely for personal use and will be quite simple. How many non trek models do you gents know of that would fit into my mod?

Thanky you all in advance.
Title: Re: WWII SFCIII Mod Query
Post by: Kitchener on November 16, 2009, 08:19:26 am
Forgot to mention that this can be as funky as you like. I would like this to be WWII with a twist. So normal tech and silly tech like german lazer blimps etc.. 

Think Red Alert 3 and you may see where im coming from.

Thanks. (why do we have to put in security questions on every post, thats just bloody stupid!!)
Title: Re: WWII SFCIII Mod Query
Post by: FoaS_XC on November 16, 2009, 08:32:44 am
There were some airships floating around a while back (check sfc3files.com) but otherwise? i don't think so.
Title: Re: WWII SFCIII Mod Query
Post by: Kitchener on November 16, 2009, 08:45:44 am
as in airship blimp types?  that would work, I can make my own ships but before I started I just wanted to see what was already out there, including maps that would make it look like the sky and stuff.

Im also unsure on the weapons and how that works etc, but im looking forward to all of your experianced input to prod me in the right direction.
Title: Re: WWII SFCIII Mod Query
Post by: intermech on November 16, 2009, 10:13:01 am
Here is one of the threads:

http://www.dynaverse.net/forum/index.php/topic,163375553.0.html

(http://www.dynaverse.net/forum/index.php?action=dlattach;topic=163375553.0;attach=15930;image)
Title: Re: WWII SFCIII Mod Query
Post by: atheorhaven on November 16, 2009, 05:35:33 pm
Also, we have some meshes that could be adapted, like candle's fighter (once he releases it).  ;)
Title: Re: WWII SFCIII Mod Query
Post by: Rod ONeal on November 16, 2009, 07:10:41 pm
There's Wicked Zombie's WWII style fighters.

http://drs.battleclinic.com/ (http://drs.battleclinic.com/)

(http://drs.battleclinic.com/downloads/shuttles/f40_angle1.jpg)
(http://drs.battleclinic.com/downloads/shuttles/f51_angle1.jpg)
(http://drs.battleclinic.com/downloads/shuttles/f4_angle1.jpg)
Title: Re: WWII SFCIII Mod Query
Post by: FoaS_XC on November 16, 2009, 07:31:47 pm
I was also thinking of those just now
Title: Re: WWII SFCIII Mod Query
Post by: intermech on November 18, 2009, 12:52:27 pm
This looks like a good skybox tutorial. Terragen makes some great scenery!
http://developer.valvesoftware.com/wiki/Skybox_(2D)_with_Terragen
Title: Re: WWII SFCIII Mod Query
Post by: intermech on November 18, 2009, 03:28:10 pm
I was doing a lot of things. . . I have been dealing with Interstellar Gizmo for the past year, in addition to baby food, she eats up a lot of time.

All of those fantastic space back grounds that I had are gone, poof! Sorry.
Title: Re: WWII SFCIII Mod Query
Post by: FoaS_XC on November 18, 2009, 08:05:26 pm
Interstellar Gizmo

LOL!!!
Title: Re: WWII SFCIII Mod Query
Post by: GQMarkDawg on November 18, 2009, 09:44:37 pm
Cozbo the creator of Unity and TOS mods was thinking of doing a WWII naval mod but the fact that you can't make the turrets turn stopped him from thinking it a enjoyable project.
Title: Re: WWII SFCIII Mod QueryA
Post by: intermech on November 18, 2009, 09:54:13 pm
That and ship stacking make it hardly worth the effort. You have to go with sky or space, or under water.
Title: Re: WWII SFCIII Mod Query
Post by: Kitchener on November 19, 2009, 02:38:58 pm
Thank's everyone. Lots of good information coming up in this thread. Interstellar Machine those newer models look fantastic it inspires me to do some things.

Hey, if i want to make a transparent object should it be a planar object? if so will it show when flipped? such as an antenna sticking from a building? or should it be a really flat poly with the texture applied to both sides then "alpha'd" like in the tut by IM.?
Title: Re: WWII SFCIII Mod Query
Post by: Kitchener on November 19, 2009, 04:28:25 pm
Its ok Interstellar Machine i worked it out..

Here is a preview of the allied HQ for my mod. very early image here.

Allies in this mod are US (+CANADA) & UK 

X Axis (enemy) Soviets, China (Korea) and Germany

I want to build the bases in less than 1000 polies with 1024 maps, transparencies and reversed polies used in full to their adv  :smitten:

After this base is complete, I will start the enemy base and then the map.. I would appreciate your help with everything. designs, ideas and criticism is welcome  :angel:
Title: Re: WWII SFCIII Mod Query
Post by: FoaS_XC on November 19, 2009, 04:32:04 pm
Might need more runway room - but still pretty awesome.
Title: Re: WWII SFCIII Mod Query
Post by: Kitchener on November 19, 2009, 05:06:24 pm
Quite right, and adjusted, I want to add transparencies to the air control windows and detail the interior..  so i will add a planar image on a cross section to show the interior at at total of 4 polys, is it better to alpha channel the windows or reverse poly them? on the sfc engine?
Title: Re: WWII SFCIII Mod Query
Post by: intermech on November 19, 2009, 05:23:38 pm
SFCIII will only render one side of a polygon, so, if you are doing an antenea array, you will have to have polygons on both sides.

Love the air base!
Title: Re: WWII SFCIII Mod Query
Post by: FoaS_XC on November 19, 2009, 05:25:45 pm
Actually - keep it as it was before - but don't make that a hanger, make it some sort of command building. If you wanted a dedicated hanger and landing strip, i would do something like this:

(http://img199.imageshack.us/img199/577/95015986.jpg)
Title: Re: WWII SFCIII Mod Query
Post by: Kitchener on November 19, 2009, 05:30:30 pm
Interstellar Machine

Thank you for that, its making sense slowly, YOU have made transparencies fun in this genre  8)

FoaS_XC:-

Remodelling the allied base now, as ur interpritation works better..   :)
Title: Re: WWII SFCIII Mod Query
Post by: Kitchener on November 20, 2009, 09:48:02 am
Thanks to fury for the general shape, I think it looks lots better. going to flesh that underside out so its not flat, otherwise might look silly from side on when in game  :buck2:
Title: Re: Personal Project WWII SFCIII Mod
Post by: Kitchener on November 20, 2009, 11:24:23 am
Transparent air traffic control, with chicks  :D

mabey im kicking the ass out of the transparencies, going to do the windows next and frame them out.
Title: Re: Personal Project WWII SFCIII Mod
Post by: Kitchener on November 20, 2009, 12:00:30 pm
Im happy with the airtower  :)

I made windows wipers and had different transparencies for the dirty area and the wiped area but it was looking too busy so I got rid of it.  :angel:
Title: Re: Personal Project WWII SFCIII Mod
Post by: Kitchener on November 20, 2009, 12:19:16 pm
I apologise for the numerous posts, but I like to share my thoughts and ideas and developments, I understand you guys cannot post on every little detail so im just moving along.

I had an idea for the underside and its now nearly done:

Support sturctures, these also house accomodation / living areas. Imbetween these bridge like (scaffold) framework (transparent again) as a supporting element.

Under the hanger, an extra hanger with lifts and stuff to store extra craft like an aircraft carrier would in its hull. under the air tower, is the command centre.. where all the planning gets done  :hoppin: lol

that needs some work yet.
Title: Re: Personal Project WWII SFCIII Mod
Post by: Kitchener on November 21, 2009, 08:41:07 am
thank you fallenwarrior

I have now finished the control tower, well the top of it. want to do the radar station next I think. If Intestellarmachine is around, or if anyone knows, is there a limit on overlapping transparencies on sfcIII. By that I mean how many you can see through?
Title: Re: Personal Project WWII SFCIII Mod
Post by: Bonk on November 21, 2009, 09:35:52 am
Nice work lord_kitchener! :thumbsup:

I have some atmospheric space.mod files around here somewhere.
Title: Re: Personal Project WWII SFCIII Mod
Post by: Kitchener on November 21, 2009, 09:52:47 am
Thanks bonk I would really like to see them if you have the time.

I have finished the tower that will support the radar and two defensive weapons. 939 polies so far
Title: Re: Personal Project WWII SFCIII Mod
Post by: Kitchener on November 21, 2009, 11:13:44 am
I just had a thought and it deflated me a little, the weapons on these defensive tower, missile or machine gun would need to rotate. I cant see anything about animation or rotation in the SFC III model manual. does that mean its not poss?
Title: Re: Personal Project WWII SFCIII Mod
Post by: FoaS_XC on November 21, 2009, 11:15:14 am
Nope - SFC3 does not do any sort of model animation.
Title: Re: Personal Project WWII SFCIII Mod
Post by: Kitchener on November 21, 2009, 11:16:47 am
urgh thats not good. but thanks
Title: Re: Personal Project WWII SFCIII Mod
Post by: atheorhaven on November 22, 2009, 01:25:45 pm
You still have an option here.. do your placements with multiple guns.  If you hitpoint it right, as a craft moves past your airfield, the airfield wil fire from the different gun placements.  It won't rotate, it'll just look like tight coordination by the weapons crew.  ;)

I'd suggest something like this: >|< for weapons placement.. with each station having six guns, or > two guns with the "point" pointing towards the center of your airbase.
Title: Re: Personal Project WWII SFCIII Mod
Post by: Kitchener on November 26, 2009, 12:53:39 pm
Thats a very good idea, thanks for that. But I dont like the idea of the turrets not rotating..  so I am going to modify the entire theme, go forward a fair few centuries, and make a mod based on fighters and asteroid bases  8)
Title: Re: Personal Project WWII SFCIII Mod
Post by: atheorhaven on November 26, 2009, 01:06:41 pm
Thats a very good idea, thanks for that. But I dont like the idea of the turrets not rotating..  so I am going to modify the entire theme, go forward a fair few centuries, and make a mod based on fighters and asteroid bases  8)

Okay, but could you also finish the current mesh you're working on and release it as a stand alone civilian air base?  We do need more meshes out there, and it looks like you have the transparent texture thing down quite well.  (And we need more meshes out there with this new method so that others can pick up on it).

Or releasing the base as a .MAX (or whatever native file saving format for the meshing program you're working in) will let others see how things are arranged too.

I think we'd all appreciate seeing that..
Title: Re: Personal Project WWII SFCIII Mod
Post by: Kitchener on November 26, 2009, 02:12:00 pm
Ok.. I dont mind sharing the .max files  :)

When I get home i will post the .max file up here, but this was all done using im's tutorial so everyone should be able to do it.

is max 5 ok with everyone, its all i got  :(
Title: Re: Personal Project's (Kitcheners corner)
Post by: Kitchener on November 26, 2009, 02:19:45 pm
So moving on, I will post the max file when i get home, but i was playing with this today in work

the thrust you see are 3 cones with transparency maps  8) I am going to multi layer this ship, like i'ms detailed ones  :smitten: but try and push the barrier a little futher if i can  :)
Title: Re: Personal Project WWII SFCIII Mod
Post by: atheorhaven on November 26, 2009, 03:49:51 pm
Ok.. I dont mind sharing the .max files  :)

When I get home i will post the .max file up here, but this was all done using im's tutorial so everyone should be able to do it.

is max 5 ok with everyone, its all i got  :(

It'll be fine... if someone doesn't have Max 5 (I'm one of those), then I'm sure that someone will convert the mesh to something that others can use.  :)
Title: Re: Personal Project's (Kitcheners corner)
Post by: FoaS_XC on November 26, 2009, 04:12:38 pm
I've got max9, so I can open up max5 files. I can then bring it into max4 and convert to mod.
Title: Re: WWII SFCIII Mod Query
Post by: Kreeargh on November 29, 2009, 09:48:44 pm
Thanks to fury for the general shape, I think it looks lots better. going to flesh that underside out so its not flat, otherwise might look silly from side on when in game  :buck2:

This reminds me Alot of the movie Sky Captain and the World of Tomarrow  :thumbsup:
Title: Re: Personal Project's (Kitcheners corner)
Post by: Kitchener on November 30, 2009, 07:04:18 am
Thanks.

Made a little progress with the ship. 756 polies.

Going to try and make some nice detailed textures now, Ill start with the cockpit enterior.  :angel:
Title: Re: Kitcheners corner
Post by: Kitchener on November 30, 2009, 08:15:40 am
little work on the colour scheme i am going to go with