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Forum Index » » Fan Art » » Jane's Fighting Ships (2272 edition)
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 Author Jane's Fighting Ships (2272 edition)
Ravendark
Marshal
Sanity Assassins


Joined: July 01, 2010
Posts: 443
Posted: 2012-09-12 06:59   
every day that passes without kennys ship models in game, some big fat lady sits on kitten.. devs how could you? :'(
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Hyperforce
Grand Admiral
K'Luth Revolution


Joined: January 25, 2009
Posts: 43
From: Perth, WA
Posted: 2012-09-14 02:23   
beautiful works.
particularly i like the Pincer and your ICC Dico/Aura Cruiser designs
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Admiral Valeor Tackle
Admiral

Joined: February 26, 2012
Posts: 106
Posted: 2012-09-14 14:55   
Any word? Are the devs on it?
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Joined: April 19, 2009
Posts: 291
From: Semi retired after 1.67 !
Posted: 2012-09-14 16:11   
doubt it
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Pantheon
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Joined: May 29, 2001
Posts: 1789
Posted: 2012-09-14 20:07   
As mentioned multiple times in this thread - it's a complicated issue that only Faustus can fix, and has been brought to his attention multiple times.

There's nothing any of us can do, no matter how much we want these models in-game.
[ This Message was edited by: Pantheon on 2012-09-14 20:07 ]
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Kenny_Naboo
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Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-09-14 22:27   

Well like Jack said. We'll just have to wait.

So what the community can do is to step forward and offer artwork, designs, anything u can contribute. If n when Big F does pull through, we'll have a large pool of stuff to draw from. I'm sure there're more of u out there who's had more time on Max, Blender or Maya than me. Create something!

The game needs better textures. I'm a hack texture artist. If someone out there has better textures, I'll be glad to work with you.



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Pantheon
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Joined: May 29, 2001
Posts: 1789
Posted: 2012-09-23 09:19   
I heard you guys like ships or something...

Note: There's still work to be done to get these in-game, but we're now in a position to start adding to our roster of models.


[ This Message was edited by: BackSlash on 2012-09-23 15:02 ]
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Kenny_Naboo
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Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-09-23 21:51   


Whoa. I cried.

I wished LoA was still active around here to see his Executor finally in the game.



Thanks Jack and F. Great work.

Lemme know what else is needed. Do you need damaged model textures and stuff? Blinky nav lights and stuff?
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Walrus of Apathy
Admiral
Templar Knights


Joined: August 07, 2005
Posts: 466
From: Dorans Basement
Posted: 2012-09-23 22:43   
Quote:

On 2012-09-23 21:51, Kenny_Naboo[+R] wrote:


Whoa. I cried.

I wished LoA was still active around here to see his Executor finally in the game.




Can you E-mail him or something? Call him? Send him a postcard?
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-09-23 23:32   
OK, I need input here. Any experts in 3DS or something.

The textures show up correctly in 3ds max, but are flipped on the X-axis in the game.

Case in point, the ICC dread. The tail emblem that reads "ICC" reads CCI. I've checked the model and found that the UV face and actual face at that region is not flipped at all. Texture is also not flipped.


I could do a quick fix and simply invert all the emblems (the other textures won't matter), but then it just won't be right. I mean, not addressing the issue, but merely skirting it.


Need expert opinions here.



Edit:

Just some thoughts here. When the models were scaled, were there any negative numbers involved, especially on the XY axis? That'll invert things for sure.

Also, I've found some articles on inverted/mirrored textures issues.
I'm no means an expert in programming. Just wondered if these could help.

http://lwjgl.org/forum/index.php?topic=1845.0

http://www.gamedev.net/topic/542178-solved-inverted-texture-problem-using-rh-coord-system/

http://stackoverflow.com/questions/5316529/opengl-texture-inverted

http://gamedev.stackexchange.com/questions/8013/inverted-textures



Edit: I've rechecked the models.

All normals are not flipped, at least in 3DS max.

I'm gonna try exporting a couple of the models with flipped normals to see what the effect is ingame.

Also, I've reset Xform and collapsed the models and exported them in a separate file to see which method works.




[ This Message was edited by: Kenny_Naboo[+R] on 2012-09-24 05:18 ]
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Flux Capacitor
Marshal

Joined: July 30, 2010
Posts: 305
From: the place
Posted: 2012-09-24 07:36   
well i dont know much, but i do know negative numbers are involved yes. x-axis goes from negative [value] trough 0 (centre) to positive value, same for y-axis. up is positive, down is negative, 0 is straight forward.


but i think in that case it would affect only one side of the ship.

you can test this by putting emblem on other side of axis.

oh btw if all else fails, just make the emblem mirrored and then when it gets rendered the re-mirrored image is normal again
[ This Message was edited by: -domedi- on 2012-09-24 07:38 ]

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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-09-25 02:28   

Good news is that Faustus fixed the FBX imports.
All textures are displaying correctly now.

Now, besides spanking new ships, I can try recreating the existing ships with mapped textures.

Working on the ICC M-400 series dreads now. Gonna take awhile.





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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2012-09-25 06:18   
I know the trails are broken at the moment and the death animations use the old models, there's still some work to be done .
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Kenny_Naboo
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Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-10-04 10:47   

ICC Dread (Ver 2, Assault Type) added.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-10-13 21:35   


The UGTO Harbinger Dread has been added.
This was the second design by LoA and might be the last new UGTO dread design.
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