New ship for EM

Custom mods, stories, and artwork based on the Evochron / Arvoch universe.
Daedalus
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New ship for EM

Post by Daedalus »

I'm on it. As cool as it be to change at will the shape of your ship, I think the game will look a lot better with a more appealing artistic direction.

I just need to practice ship texturing and uvmapping.
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Post by Viper »

Great, good to have you on board. ;)

@En4cer: I'm currently in the process of rescaling / repositioning the cap ships from the HD capital ship mod. When I'm done, I'll put some files up which you can use.

Edit:
It might take until tomorrow. It's proving even more tedious than I expected to get them spot on.

[Edited on 11-14-2012 by Viper]
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Post by Viper »

@En4cer: in which format would you like to have those cap ship models?
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Post by EN4CER »

If you could drop it in a .blend format that would be excellent. I can also open 3ds files but I'm not very adept at using the program yet. You do fast work, man!

EDIT: What brush did you use to give your R on your sig the worn look? I've had to manually do that using select by color and then deleting the variants. Yours looks much better.

[Edited on 11-14-2012 by EN4CER]
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Post by Viper »

I'm not entirely sure the .blend exporter is working correctly. Would you mind if I sent you the files in .OBJ format? Blender will have no problems loading those. I'll throws in the .blend files as well just to be sure.
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Post by EN4CER »

Yeah that'd be great.

What brush did you use to give your R on your sig the worn look? I've had to manually do that using select by color and then deleting the variants. Yours looks much better.
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Post by Viper »

I used a random variety of brushes, can't really recall which ones exactly. Most of them are called something along the lines of 'grunge', 'cracks', 'rust', etc. I mostly look for them on Deviantart.com. You can get great stuff there for free.
I have quite a large collection of brushes, and what I do is I just randomly click on one, then click a few times in random areas in the image, randomly select another brush, etc etc. I also vary the opacity of the brush in an attempt to give everything a really messy look. Sometimes I also use several layers for the 'grunge', playing around with the layer modes until I'm satisfied.

A good rule of thumb to keep in mind is to not be too tidy with work like this. Just make a really nice mess of it. The results will be better than when you try too hard. ;)
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Post by Viper »

Here are your cap ships En4cer.
I wasn't able to get you the blender files after all, since I don't seem to have an exporter for that, which I thought I did. My bad.
I do have them in OBJ format for you though.

>>Download EM HD Capital Ships_OBJ<<
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Post by EN4CER »

Thanks again! I'll grab these when I get home.
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Post by polyvinyl_zer0k »

With the looming expansion I plan on getting back into heavy modding. Have the modding capabilities changed in the expansion? Has the list of moddable components been expanded?

Vice, what will us modders have to look forward to?
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Post by Vice »

There are a number of new and different options in terms of customizing. A new customizing kit will be available the provides details. Particular areas of improved options include cockpits, background environments, and spacecraft models.
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Post by Serafino »

That Sx3 reminds me heavily of a Mass Effect fighter/interceptor, is that what it's based off? I'd love to have one of those in my game!
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Post by Viper »

That's exactly what it is. ;) I have a version all set up for EM, I was planning on releasing it when the expansion has rolled out. Keep an eye out. ;)

[Edited on 12-6-2012 by Viper]
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Post by Frost N7 »

someones gonna have to tell me if the gryphon ever gets finished :P

Heh , lel

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Post by Viper »

Unfortunately, the Griffin has way too many polys for EM, it's just listed here as decoration.
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Post by Frost N7 »

Im not sure but , it would be cool if you could reduce the polys

Heh , lel

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Daedalus
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Post by Daedalus »

Teasing...

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I'm working (slowly) on some civilian models and cockpits.
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Post by Daedalus »

Ok, here are the quite finished civilian ship model, and the first try making a cockpit:

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wings, reactors, cockpit can be changed (Ill make some more).
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Post by Marvin »

:cool: If you could manage to get both the ship and cockpit to work in the game, that would be really cool.
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Post by Daedalus »

Model finished and smoothed, il try to import it today

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Post by Marvin »

:cool: If you have problems importing, this thread might help: http://www.starwraith.com/forum/viewtopic.php?t=10178
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Post by Viper »

Wow, that looks very promising Daedalus! Can't wait to try it out in game!
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Post by Daedalus »

Ok, I tried to import the mesh, all ran fine until I selected the frame:

"Error: need to link limbes at line blabla"

But I checked and I have One mesh in blender.
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Post by Viper »

I don't know which modeling program you're using, and which exporter for that matter, but any exporter should have an option like 'connect meshes', or 'export as single mesh', or perhaps 'connect mesh limbs'. Make sure you tick this option before exporting the model as a DirectX mesh. This is what's going wrong there. ;)
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Post by Marvin »

:cool: From the link I posted above ...
PROBLEM SOLVED! browsing all day .. searching .. reading .. trying ... eventually I found the solution for Blender users. The solution is another utility 3D app named LITHUNWRAP .. the name of this app is incorrect.. this is the 3D app for 3D artists that solves 3D file conversion problems . In my case I loaded the X file created from blender and saved it to a new X file .. the new one WORKS in EM ... yippeeeeee...
... supported further down by Capt. Cronic.