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Olath Maelthra
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[HSP]Wangtang
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PostPosted: Thu May 31, 2007 4:05 pm    Post subject: Olath Maelthra Reply with quote



This would be a kick ass ship to strick fear into your enemies. With air to air rockets, 2 flamethrowers mounted ont eh bottom, and some MG's with ap rounds. Death from above!

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PostPosted: Thu May 31, 2007 7:32 pm    Post subject: Reply with quote

that looks AWESOME!!!!
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PostPosted: Thu Jul 26, 2007 5:27 pm    Post subject: Reply with quote

WHOAAAAAA!!!!!! u draw that? XD :D :sniper: :evil: :lol: :shock: :microwave: :computer: :slice:
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PostPosted: Fri Jul 27, 2007 11:54 am    Post subject: Reply with quote

indeed
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PostPosted: Fri Jul 27, 2007 10:35 pm    Post subject: Reply with quote

anither kick ass creation by Wang!
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PostPosted: Fri Jul 27, 2007 11:07 pm    Post subject: Reply with quote

corrects shadow ehem Drawing
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PostPosted: Fri Aug 21, 2009 11:44 pm    Post subject: Reply with quote

[HSP]Wangtang wrote:
indeed
Sheesh! All these other maps I've been doing - and I forgot all about the Olath! o.O

I've started several models on that concept but never seem to finish them. :D

EDIT: I've been doing a bit of updating on some of my many creations, and here is an update on my version of the Maelthra:




Not too sure about the tail section yet, might change it a bit - have to wait and see how it looks with a texture on it.

Enjoy! :P

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PostPosted: Sat Aug 22, 2009 11:51 am    Post subject: Reply with quote

Nice, it looks good so far.
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PostPosted: Sat Aug 22, 2009 4:37 pm    Post subject: Reply with quote

Zephyr wrote:
Nice, it looks good so far.
Thanx! I've been learning a bit more about how to do cool stuff in UED, so I thought I'd try a bit on the Maelthra. :P
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PostPosted: Sat Aug 22, 2009 5:55 pm    Post subject: Reply with quote

Lol epic vehicle! flame thowers at bottom is just.... great... BURN THE PEOPLE BELOW
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PostPosted: Sat Aug 22, 2009 10:44 pm    Post subject: Reply with quote

I'd like to point out that while its a good looking model, its not very accurate to the drawing.

Why dont you try using Maya Auto, its way better than UED.

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PostPosted: Sun Aug 23, 2009 12:07 am    Post subject: Reply with quote

Extreme wrote:
Lol epic vehicle! flame thowers at bottom is just.... great... BURN THE PEOPLE BELOW
Ahh hmm, I believe those are the exhaust from the hover jets no?

I actually enjoy the challenge with UED, trying to see just what I can come up with using just UED.

I've had to reinstall my OS so many times, I usually just use UED - but the only time I was ever able to use the export scripts for ut2k4 in Maya was when I first installed 4.5 and the scripts for it.
The newer ones however don't seem to work at all, and I haven't been able to figure out why yet - keeps coming up with a bunch of 'not found errors' when it tries to run the export script.

And unfortunately, they only support the newest PLE versions - so when ever they update or come out with a new version, if you want to be able to get help on a specific subject - you have to be using their newest offering.
From my experience, only the scripts designed for each version work with each version.

But I will try again, cuz I do miss using it.

Here is another update: as you can see, I did make a few changes.










This last shot is going to be about the size of the single seater for a fighter version for my Descent series maps

And when I get Maya going again, I'll start on a more accurate version.

FYI: Unfortunately Autodesk has apparently decided to pull the PLE and just go with the 30 Day Trial! Bummer!
So, I guess I'll have to use some other freeware/shareware app - since I don't seem to be able to find my software key for PLE 5, 7 or 8.5.

EDIT: Well I was able to get a hold of a 5.0 key, so now all I need to do to run it is change the date - so it doesn't think it's expired! :P
Still need to see if the exporter is going to work on it with a different OS than it was originally made on - who knows.

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PostPosted: Mon Aug 24, 2009 12:32 pm    Post subject: Reply with quote

[HSP]@uToPL@y wrote:

I actually enjoy the challenge with UED, trying to see just what I can come up with using just UED.

You really shouldn't use the editor to create a mesh anymore complicated then a box or something simple like that. Not only is in inefficient because ued doesn't have many tools to make the process faster. But the way UED triangulates the mesh and calculates lightning you end up getting very UGLY lighting on your mesh's. You will get the appearance of edges across a flat surface even though theres physically no edge there.
You also can't use smoothing groups from UED.

So get a 3d modeling program if you want it to look good.
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PostPosted: Mon Aug 24, 2009 4:10 pm    Post subject: Reply with quote

Can it rotate easily liek spacefighters? or it will just hover a certain distance, and will those flame turrets be controlled by driver or 2nd conpartment
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PostPosted: Mon Aug 24, 2009 4:35 pm    Post subject: Reply with quote

Blazzing wrote:
But the way UED triangulates the mesh and calculates lightning you end up getting very UGLY lighting on your mesh's. You will get the appearance of edges across a flat surface even though theres physically no edge there.
As you can see by the meshes in the Maelthra, there really isn't too much of that going on - because I found out recently that if you stay away from any long thin polygons and don't tweak too many vertexes, it actually shades well enough. Also if the lights used for a particular section with bad shading on a mesh is place 90 degrees perpendicular to the center of the surface of the polygon, it will almost alleviate about 75% of all bad shading - from my experience anyway.

So if you build your model with mostly square to right triangle poly's or at least close to it - you can actually make a fairly intricate model without a lot of bad shading.

1 trick I've learned is to convert the BSP to meshes early in the building process, and reconvert it back into triangulated BSP to make minor changes for bad shading spots - and most times a simple zero depth bevel will get rid of most bad shading as well, but of course assembling many simple mesh shapes with good shading to make larger more complex meshes is the easiest way to make meshes with good shading.

And if you keep in mind how a brush will triangulate when converting it to a mesh, it will keep the shading corruption to a minimum.

As I mentioned earlier in this thread, I've had a bit more time to be creative lately - and made a bunch of test maps/models to figure out the best way to construct BSP to be easily made into meshes with good shading.


Quote:
You also can't use smoothing groups from UED.
Yeah, unfortunately - but that's where ambient lighting and good texturing come in, to detract from any bad shading.

Quote:
So get a 3d modeling program if you want it to look good.
Like I've mentioned before, since I'm still just another starving artist - I only use unlimited or PLE versions to accomplish most of what I need to do.
Like: Gmax, Maya PLE 5-8, Sketchup, MilkShape3D, UVMapPro, Win3D, SeriousEngine 2 Modeller - among others that I paid nary a cent for.

Even if I had an extra $2-3k - I doubt I would spend it on an industry typical modeling program.

And, as you can see from my previous post - I was able to get Maya going again so I'll be using it and Gmax for my modeling needs.

FYI: It's interesting to note that when you convert a mesh with smoothing to a brush and rebuild the BSP it doesn't show any smoothing on the brush, but after your done tweaking it and reconvert it back into a mesh - it keeps the smoothing attribute! :P

So there is some way to enable smoothing on UED meshes, it's just that the default setting for it is to not use it - so it might be a commandline setting or flag for importing meshes?
But with ASE, the mesh_smoothing setting is set for every polygon that uses it - so there would be a relatively simple method of search & replace to add a mesh_smoothing attribute or flag to each line in a *.t3d file if there were such a thing.

Although there is one way to simulate smoothing on meshes by setting a light to the value it already has without moving it, and the engine will recalculate the lighting for that light - while smoothing the surrounding lighting in the area of that light.

I'm still researching the matter, because your right about the way smoothing looks so much better on just about any mesh.

Too much info? :P

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Last edited by [HSP]@uToPL@y on Mon Aug 24, 2009 9:33 pm; edited 1 time in total
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