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...
There have been some floating around? is there a way to get them for sins?
Well, here's one way to accomplish this: [MINI MOD] Sins Flagship Mod (Need Ideas) (Version 0.01 Released)
heh ya i have gimp just that paint shop was so much quicker to make i just printscreen then paste then upload im lazy guy i dont why it was so small when i took the pic from xsi but w.e ... nice ships btw all of the above great work on those textures.
yeah... but... the polygon count is above what Sin's considers acceptable, and reducing the polycount might not be so good as it might destroy the model. At the moment I can't find it... possibly because it's in the German part of the forum there... and for the life of me I don't know German or can read it
Awww Dam well thanks for the look man haha hopefully it'll pop up in English with a lower poly count or someone makes it :]
I can always optimize those high polycount meshes
Finding it isn't gonna be easy... I need to find the thread it was in, in the first place... though it seems the model isn't completely on par with the current Terran BC. IMO the new design look to it, making it look all awesome and what not. If I manage to find it I'll throw the link up
Found it... it was in the German part of the forum as I thought... had a tough time finding it... it's the ship at the top of the list
http://forum.egosoft.com/viewtopic.php?t=253847&highlight=starcraft
This is as best as I could find... guessing this is the older Starcraft 1 looking battlecruiser
OMG thank you!!!!!!!!!!!!!!!
now all i need to do is to export it
how can this be done please :3
I have no clue... I'm still trying to figure it out... hmmm... I guess looking into this section of the scripts and modding area of the forum there would help?
http://forum.egosoft.com/viewtopic.php?t=216693
it's either that or you have someone more experienced have a go at it
I hope someone can i honestly suck at modding
where is the ship files? all i see r pics.
He's right. It's the vertex count that is reported after ConvertXSI that matters the most. I don't have the exact number, but the limit for what Sins will handle in game is about 100,000 vertices. I have a model in use in game that weighs in a bit over 90,000 (about 30,000 triangles in XSI) vertices after conversion. Obviously, it's not optimized but it started out from a 1,000,000+ polygon source and I was looking for something quick and dirty for the time being. The game will crash as soon as the model is tried to display a model that isn't under the 100,000 vertex limit.
-dolynick
go down to the bottom of the page and below version 1.1 you'll see a link, that's the download. There will be other ships in that pack as well s you might have to search for it
also... you'll need this
http://x3e2.doubleshadow.wz.cz/download/X3%20Editor%202-2.0.14.0-setup.exe
the x3 editor 2, possibly X3 editor and the x3 mod manager to actually extract the files from the cat/dat files if you aren't familiar with X3 modding... and trust me I have a hard enough time as is myself... I still can't get somethings to work as intended.
The X3 editor 2 is needed to convert the bod and bob files which are where the model files are located. On from there I am absolutely clueless as how to convert them further into a format a modeling program can use to open up and view the model.
The pack contains, the BC in two versions I think and the Valkyrie from Starcraft in case your wondering... if there is any consolidation... I there there is someone on here that is familiar with extracting X3 ships already. Danman from the 7DS mod extracted several Boron models from the X3 game and used them for his Atlantian ships for the mod
Nice job ZombiesRus5, I like it.
sorry im havnt been very active like i was but the computer had to repaired and havnt been able to use wings =p, but i whipped this up in i think 20 minutes so tell me what yall think
its a planet bomber cruiser
here a new ship that i just made up out of nowhere appearly ...........many guns and 4 ROCKET PODS!!!!!! MUHAHAHAH .
Hi there, your works are all amazing. Well, after following that thread a long time, I thought about posting myself.
Nial
Apollo
Cheers,
TobiWahn Kenobihttps://forums.sinsofasolarempire.com/361694/
Nice work TobiWahn Kenobi, Very nicely textured. The lighting on the Apollo name looks awesome. I am curious as to how you achieved this effect. Is it done with a lighting filter on the texture or have you put some Flair points there? Either way fantastic job.
Get models there also Alexrose.
like the apollo sign , lights ^^ ( easy target aim for the apollo sign men )
@SuperZEROI'm using cinema4D for modelling and sometimes for textures. All of the textures of the apollo were created from 3d models/objects made in cinema4d, then rendered for color, specular, reflection, depth, and light textures. Using AO baking I baked an AO layer into the texture, then using Radiosity I baked an illumination layer into the texture as well. The lightning is a result of this, using the radiosity map, combined with the lightmap for the green (illumination) and in parts for the alpha (bloom) channel of the -da file.
The depth texture was converted into a normalmap using the NV Photoshop plugins, storing the red channel in the alpha channel.
Thanks for the flowers. I probably sank 2 weeks into the model and about 6 weeks into the textures (if I were better, I would be faster I suppose)
@TobiWahn_Kenobi Those models are fantastic.
I haven't quite figured out a good way to do lights and blooms yet. I'm using 3dcoat to texture my models and I pretty much have colors, specular and team color down ok. I may paint the object a second time to generate the reflection, light map and bloom. Just not sure yet...
@EternalRequiem I'm thinking the atlantis based ships with their organic look might be cool in the plague race.
Edit - Added some team color, reflective, light and bloom to the texture...
I use the light channel ( green -da channel ) for direct as well as indirect light and bloom a bit more selectively, althouh it can do for some wonderful effects.
Take a look at this model from Thoumsin ( aka. Fileosoft ). His model, his texture. modified by me, also I added AO (Ambient Occlusion) and Radiosity (direct and indirect lightning from lit parts) for Bloom and Lightchannel
Vorlon Heavy Cruiser
Thanks for the info on the Occlusion tool. I found this in 3dcoat and used it to generate a light map for my object. Much better results
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