3D Modeling tutorial questions.
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Ok, another question.
I want to scale something, and I want to move the central point at which the program scales from.
When I select what I want to scale, it automatically puts the reference point for the scaling in the center, but I want to scale from one of the edges.
Any idea how to do that?
Also, is there a way to measure something. Say I have a cylinder that made last time I was modeling. And I cant remember what its diameter is. Is there a was to measure it?
I want to scale something, and I want to move the central point at which the program scales from.
When I select what I want to scale, it automatically puts the reference point for the scaling in the center, but I want to scale from one of the edges.
Any idea how to do that?
Also, is there a way to measure something. Say I have a cylinder that made last time I was modeling. And I cant remember what its diameter is. Is there a was to measure it?
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Since you already posted in this thread you could have as well read the first page of this thread... at least
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X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:

X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:

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I know it's been a while since there was a post but if you go to the Autodesk site and register as a student you can get a free license for 3ds Max 2012. I've only been using it for about a week now and managed to sort of make a very low quality own take on a VF-1 from Macross.
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I made a tutorial a few years ago, for X3 Reunion, have a peek and see if it helps, I use 3DS Max so it's for those that use that or Gmax, it's almost the same.
http://roguey.co.uk/x3/edit/killertide/ ... orial1.php
Not sure about the links for some of the tools, so if they're not good, lemme know.
http://roguey.co.uk/x3/edit/killertide/ ... orial1.php
Not sure about the links for some of the tools, so if they're not good, lemme know.
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Okay Folks,
For the first: Sorry for my english, i know it sucks but i'm from Germany and i dont't write in english often.
but back to the point.
I now have read trough the whole thread and become a little suprised about so much comments thet mean it's not a good idea to use blender.
I have modeld many weapons in skyrim and i also tryed to mod some ships for X3. in both ways i started with gmax and soon i was very depressed because nothing worked the way it should. So, for skyrim i tried it with blender and: oh look it worked!
now, after i banned X3 from my Computer and thought: "okay, Let's face it you will never get your own ship in this F@~!ng Game!" I'm at the Point to say: kay let's give a second try with Blender.
I think for someone like me, who never done 3dmodelling before Blender is the right choise:
1. It's opensource
2. it's very simple if you have the time to show some basic tut's at Youtube for an hour.
3. You can export the models to any other programm like gmax or 3ds or so
4. you can "post-paint" your models and export them with UV-map whitut using plugins or tricky techniques.
Get me right! gmax is a good prorgamm and i think if you have the experience and the skills it's easy to work with.
for the sekond, my problem was never the programm itself. my problem was the fakt that i used a german tutorial for x2 because they said its the same like modeling for x3, and no matter what i tried there ware three end-effects
1. The game crashed
2. The game runs but my ship wasn't available
3. The ship was available but when i scripted or buied it it was invisible or the game crashed.
i asked so many people around here (don't know my username from past) an noone was able or wanted to help me so i gave it up. now i think i will give a second try... and i hope now there are more people to help if there are these issues again.
for my vacation i have planned to make my wisch come true: a new souvereign race.
it will be a sort of nomad nation. the dont will have many stations. instead of an own sector they will fly trough the unnamed and hostile sectors with an huge fleet. they will produce there goods at special ships in size of superdestroyers and they will have powerfull ships to defend there ships.
its similar the original series of Battlestar Galactica. the Fleet of the overwhelming.
okay its a big goal but i think i will start with modeling the ships for every class an the i give a try for scripting. i don't done every scripts yet but i think it should be similar to programming java php etc. so i think i will be able to learn.
one question for last. Does anyone know a good tutorial english or german whitch is aktual and proofed to work? would be a great first step for me to get my costumships work.
sorry for the lang post. hope my english wasn't that bad
thas all Folks.
For the first: Sorry for my english, i know it sucks but i'm from Germany and i dont't write in english often.
but back to the point.
I now have read trough the whole thread and become a little suprised about so much comments thet mean it's not a good idea to use blender.
I have modeld many weapons in skyrim and i also tryed to mod some ships for X3. in both ways i started with gmax and soon i was very depressed because nothing worked the way it should. So, for skyrim i tried it with blender and: oh look it worked!
now, after i banned X3 from my Computer and thought: "okay, Let's face it you will never get your own ship in this F@~!ng Game!" I'm at the Point to say: kay let's give a second try with Blender.
I think for someone like me, who never done 3dmodelling before Blender is the right choise:
1. It's opensource
2. it's very simple if you have the time to show some basic tut's at Youtube for an hour.
3. You can export the models to any other programm like gmax or 3ds or so
4. you can "post-paint" your models and export them with UV-map whitut using plugins or tricky techniques.
Get me right! gmax is a good prorgamm and i think if you have the experience and the skills it's easy to work with.
for the sekond, my problem was never the programm itself. my problem was the fakt that i used a german tutorial for x2 because they said its the same like modeling for x3, and no matter what i tried there ware three end-effects
1. The game crashed
2. The game runs but my ship wasn't available
3. The ship was available but when i scripted or buied it it was invisible or the game crashed.
i asked so many people around here (don't know my username from past) an noone was able or wanted to help me so i gave it up. now i think i will give a second try... and i hope now there are more people to help if there are these issues again.
for my vacation i have planned to make my wisch come true: a new souvereign race.
it will be a sort of nomad nation. the dont will have many stations. instead of an own sector they will fly trough the unnamed and hostile sectors with an huge fleet. they will produce there goods at special ships in size of superdestroyers and they will have powerfull ships to defend there ships.
its similar the original series of Battlestar Galactica. the Fleet of the overwhelming.
okay its a big goal but i think i will start with modeling the ships for every class an the i give a try for scripting. i don't done every scripts yet but i think it should be similar to programming java php etc. so i think i will be able to learn.
one question for last. Does anyone know a good tutorial english or german whitch is aktual and proofed to work? would be a great first step for me to get my costumships work.
sorry for the lang post. hope my english wasn't that bad

thas all Folks.
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Actually reading through this topic I don't find any comment saying that it's not a good idea to use Blender. A reason, why gmax is often recommended is mentioned by enenra on the first page:Splitterflug wrote:I now have read trough the whole thread and become a little suprised about so much comments thet mean it's not a good idea to use blender.
enenra wrote:In the end it's not the program that is important but whether you find a program comfortable to work with and whether you can actually produce something with it. As long as the program is able to export in a file type GMax is able to import. (Because there are only im/export tools for the X games for GMax and 3DsMax - the latter is quite expensive)
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
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- Joined: Sun, 26. Feb 06, 10:57
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- Joined: Sun, 26. Feb 06, 10:57
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Its done. When I import Scene file and after some jobs I export bodies with Export all. Then I did the problem with engines. So I needed to delete all scene parts before I start export.
Another question. After import ship to 3DS max all parts all polygons have the same Material IDs. I would like to add material to engines from other ship.
Another question. After import ship to 3DS max all parts all polygons have the same Material IDs. I would like to add material to engines from other ship.
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Hi its me. again 
I would like to ask you guys if is some game engine limitations or some other reason why you not provide transparent windows on ship models. I'm working on a new model cockpit and in the future I would like him to insert a some ships. I would like to achieve final effect also to be seen from outside the cockpit

I would like to ask you guys if is some game engine limitations or some other reason why you not provide transparent windows on ship models. I'm working on a new model cockpit and in the future I would like him to insert a some ships. I would like to achieve final effect also to be seen from outside the cockpit