Think of this thread as something similar to conceptships.blogspot.com for the Sins community. Basically, a way for the community to share what they have created whether it makes it into a mod or not.
At a minimum post a screen shot of your model in blender, xsi, 3d object converter, etc or in game. If you have a name for your ship or story behind it, even better.
We are looking forward to seeing what you have created!
Interested in importing your models into Sins?
Visit http://soase.weebly.com/modeling.html (thanks myfist0)The soase.weebly is a compilation of many of the hard to find topics created by many experienced soase modders and extensively added to by myfist0. Check it out, you won't be disappointed.
From the beginning of this thread IskatuMesk has wow'd us with his models and ultimately released a video of his creations in Sins of a Solar Empire. This particular model was my favorite in the beginning and still stands out.
SivCorp looking to stretch new ideas from existing models managed to create several menancing models including the fantastic Vasari version seen here: (Vasari Flagship Sonar Kal'd used in the Distant Stars Mod)
It's my thread so a few of my stuff...
You can have a particle effect represent part of the mesh, and have weapon effects in its relative position.
For example, I can have a particle effect splice a static wing onto a ship, and have weapon hardpoints on the "wing."
Well, what I wanted to do was have orbital components that moved around and fired weapons. But static hardpoints would just float in the air while the particle meshes continued to move around. If that makes any sense. Unless I can move the hardpoints with the particles it won't work.
That's what I basically tried to say.
Meshpoints don't move, but they don't have to be on the surface of the mesh.
HELP!
My texture projection looks like a giant mass of spaghetti!
How do I untangle it?
Do you have forget the segmenting stage just before the UV projection stage?
segmenting?
Explain, please.
Well, maybe I should be a bit more specific of what I want to do exactly.
Said there's the body of a big ship. It has orbital platforms circling around it. Like a planet's moons. But these all fire weapons. If I have hardpoints just floating in the air, they'll be firing all the time even when the platforms are not in that location. By placing the hardpoints on the particle mesh, they would then fire while moving from any position.
@Thoumsin
Thanks much for the tips.
So I currently have the model in OBJ format. Each section is a separate group. In this case, I would save the major model body as one mesh and the portions I wished to render effects with as separate meshes that could be used with particle effects?
Yes... if several portions used a identical particle effect, you can combine these portions in one single mesh...
Don't forget to add a hardpoint on the major body mesh who will be used for "call" the particle effect... finding the right location for the hardpoint can be somehow difficult and lead to various result... simply remember that in case of rotation effect by example, the hardpoint is the axe of rotation...
If you begin use a lot of these effect, it is a good idea in your game config file to increase the max particle count from 6000 to 16000...
All these effect don't slowdown the game... effect use mainly FX code ( shader code ) who is processed by the GPU when the game usual problem for slowdown are RAM and CPU
For the "pratical", maybe ask Tobi, the mod leader from the B5 mod... He have already some experience with the process...
Thanks Thoumsin. I'd love to work this out to have an "active" model in game.
My first attempt at a Mass Effect Texture for the Dawn of the Reapers mod.
Nicely done ZombiesRus. I like it.
-dolynick
Yup, nice stuff.
Very, very slow progress;
The ship outline looks good, but the bumps (weapons?) on the front look somewhat off-setting to the whole thing.
I probably shouldn't be criticizing you considering my horrible skills with modeling, but it's okay.
I am not sure what to do with those yet. I can't think of a good way to add them to the front without it looking... weird.
The problems that you are describing hurt what I am wanting to do with some of my ships.
I would suggest putting the nodules on the sides of the ship, but you already said that the sins engine had a slight problem with side weapon meshpoints facing forwards.
Well, I wouldn't consider clipping a slight problem, more like a major problem. So if I put them on the sides they would need to be strictly broadside. I may just redesign those weapons entirely.
/edit
Without beam drivers;
This ship is proving to be pretty difficult for me. I am not skilled enough in modeling to know how to approach the primary weapon system. I would have liked to embedded the beam drivers into the front but I have no idea how to do that, and booleans often don't work well for me. Alternatively, I am thinking of giving the ship a horde of missile launchers.
Missile launchers can work well as they can be side-mounted and still fire forwards. Though as is, the ship looks absolutely magnificent.
I would suggest putting a beam array in the red location and a missile array in the blue section. Both would work well.
for the beam weapons, in their current form I could see you creating insets on the front plating for them to sit in. It reduces their angle of attack from a technical perspective, but if they come flush, or near, to the surface then they might look better. I'm just throwing it out there since I have a hard time visualizing it.
Well I can't have 4 weapons because of the game's weapon limit (there's already two weapon types there).
I tried to mount beam weapons into the nose and it looked terrible. Took a look at the forward facing plates on the front but anything placed there is too close to the hull and will clip through the head when firing ingame. The bigger panel is extremely uneven and misaligned but I intend to try to mount some missile launchers there.
/e
Linked launchers, alternate view.
Those missile launchers blend in very well with the rest of the ship.
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