Importing Ships......

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Howlingmad
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Post by Howlingmad »

How about some Darkening ships too! :D
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Firedancer
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hmmm

Post by Firedancer »

Commander Jamieson wrote:
XenonKiller wrote:Does anyone know the model filename for the Xenon M3 in X-Tension?
V folder:
00016.pbd is the Xenon M3

Cheers
hmm I must say I don't like the new Xenon ships with their weird propellors, but can one only replace? I'd guess one might be able to add them in parallel, no?
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tylium
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Post by tylium »

you can change all types of shis even M0 classes
:P somebody did something stupid o no its me :P
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tylium
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Post by tylium »

i am working on an ship model that would get some atention :lol:
:P somebody did something stupid o no its me :P
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WQP
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Post by WQP »

Oh how I would love to get my own spaceships into X2 - then it would be the penultimate space game :)

Max is a little beyond most people's needs, GMAX costs big $$$ for the developer (like Egosoft would have to buy a license for about $50K I think it is)...what's the answer? I don't know... :(

Maybe an external compositing app that can stitch together .obj files or something.

Or how about Kaydara Motionbuilder (.fbx)? It's slowly becoming one of the defacto interchange formats, and I think they have plugins for just about every app. (Have to upgrade the one I use, but hey thems the breaks and it won't cost that much...)

Here's one I'm playing with right now - though it's too high poly for real time...

[ external image ]
Howlingmad
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Post by Howlingmad »

Really nice ship WQP.

What are the specs of this fine beast?
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WQP
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Post by WQP »

Howlingmad wrote:Really nice ship WQP.

What are the specs of this fine beast?
Hey Thanks! :) I'm sure there'll be no end of ship designs from people if moddable ships are ever doable in X2...mix in a bit of scripting and we could have some pretty cool in game events!

Haven't thought that far ahead - it's supposed to be a long range interceptor - something in-system that can stay out for a week or so and poke around. It'd probably be an M3 in X2 I would think, with a respectable armament, not too good on storage space though (at least once its armed up).

Been tweaking it a bit...

[ external image ]
Howlingmad
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Post by Howlingmad »

Really good work there. :wink:

Do you have any other works? I would really like to see them if you have them on a website somewhere. You can pm me with the address if you want to keep it secret. :D
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Troj
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Post by Troj »

WQP wrote:Oh how I would love to get my own spaceships into X2 - then it would be the penultimate space game :)

Pen ??? What would be the Ultimate space game then ?

Nice ship though ...
Semper Pugno, semper Vinci.
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WQP
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Post by WQP »

Howlingmad wrote:Really good work there. :wink:

Do you have any other works? I would really like to see them if you have them on a website somewhere. You can pm me with the address if you want to keep it secret. :D
http://c4d.preik.net Have an assortment of stuff there.
Howlingmad
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Post by Howlingmad »

Thanks for the link WQP.

That is some bloody amazing work there mate. :D :D
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WQP
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Post by WQP »

Howlingmad wrote:Thanks for the link WQP.

That is some bloody amazing work there mate. :D :D
Hey thanks!

I'm still playing with this ship....

[ external image ]

I think I might be able to make it a working realtime game model by making a simplified model and rendering the complicated geometry to a texture, and applying the detailed texture to the simplified model.

But of course there's no point doing that until we have a ship importer for X2 ;)
Howlingmad
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Post by Howlingmad »

I haven't got a clue what you just said! But I think I like it all the same! :D If it means flying that beast in X2. 8)
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Troj
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Post by Troj »

I'd suggest that if you can convert your Model to a format that 'Milkshape' supports, then It'll be ok to import ... when I finish the program :)

To Clarify ... if Milkshape doesn't complain about too many vertices or polys then the models probably good ... If you've seen my Thread about the model formats and the screenshots I've made so far .. that particular ship model has 5442 defined vertices and 10176 triangle faces plus I guess 7 textures. The main problem as I've mention is that the Egosoft format has multiple models defined (potentially) in each model file for the lower poly models that AQC uses ... Can anyone think of an equivalent general format like max or something ?
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WQP
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Post by WQP »

Howlingmad: :D The gist of what I said is that I need to make a low poly version, taking out some of the details and 'painting' those details on instead. Like having a matchbox car with door decals instead of actually sculpting in doors! Lots of wasted polys in my model!

Troj: I've gotten C4D stuff into milkshape before - I just use the .OBJ file format, usually I have to flip some normals etc. Haven't done too much with milkshape, just the demo, but if Milkshape allowed me to transfer graphics to X2, I'd pay the $ in a hearbeat :)
Howlingmad
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Post by Howlingmad »

WQP wrote:Howlingmad: :D The gist of what I said is that I need to make a low poly version, taking out some of the details and 'painting' those details on instead. Like having a matchbox car with door decals instead of actually sculpting in doors! Lots of wasted polys in my model!
AHH! Still sounds good though! :D
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Troj
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Post by Troj »

Because of the Multiple Model problem, I probably won't be writing a Milkshape filter but a standalone program that takes a milkshape ASCII file(s) and imports then into a single X2 body file.
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Howlingmad
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Post by Howlingmad »

Hey WQP...Check your PM.

Let me know. :D :D
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