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Posted: Tue Oct 12, 2004 11:26 pm
by karajorma
Swamp_Thing wrote:The Hounds of the Baskervilles
I personally prefer The Sign of Four but that might be because in some unfathomable way I've managed to develop a crush on Miss Mary Morstan :D


Grim : In TS goto file>preferences and check your texture path. If that isn't pointing to the folder you've got the FS textures in that could be the problem.

Posted: Tue Oct 12, 2004 11:41 pm
by Hippo
That one from Star Trek...

Posted: Wed Oct 13, 2004 12:52 am
by Grimloq
karajorma wrote:Grim : In TS goto file>preferences and check your texture path. If that isn't pointing to the folder you've got the FS textures in that could be the problem.
YAY!!! thats it i think...

Posted: Wed Oct 13, 2004 1:30 am
by Hippo
Yeah... Max does that too... Sortof a small fix that stops you dead in your tracks...

Posted: Wed Oct 13, 2004 1:47 am
by Taristin
How do you make maps emit light in Max? Like Radiosity? How do you do it?

Posted: Wed Oct 13, 2004 2:08 am
by Hippo
Self illuminating... Use a greyscale of the map with lighter areas for lighter parts... you can do the same thing for self opacity, but for that, you only need to use the same map twice...

Posted: Wed Oct 13, 2004 2:49 am
by Grimloq
do you know how to do that in truespace?

Posted: Wed Oct 13, 2004 2:55 am
by Grimloq
right, how about this:

BEFORE:
Image

AFTER:
Image
tis much better, no? :)

Posted: Wed Oct 13, 2004 3:27 am
by Singh
holy CRAP!
its........its....so pretty! So ub3r! so......sweet!!!!!!!!!!

My only complaint is that the antennas on hte side make it look strange and a bit un-canonish, but thats just pesonal preference ;)

*really wishes he had a seal of approval right now :P

Posted: Wed Oct 13, 2004 3:28 am
by Taristin
Hippo wrote:Self illuminating... Use a greyscale of the map with lighter areas for lighter parts... you can do the same thing for self opacity, but for that, you only need to use the same map twice...
I know how to do that, but the maps never cast light onto things for me...

Wait... why greyscale for an illumination? What if it's blue light?

Posted: Wed Oct 13, 2004 3:42 am
by Grimloq
[smug]and wait till you see what i did to the bottom...[/smug]

you know how most of the bottom of hte hecate is that greyish color? well, i made an indentation along the entire bottom. its got a belly! :razz: lol.

it sits at *gulp* 4072 faces (turrets, triangulated, everything), but i htink i can pull that off becasue:
A: you rarely/never see more than 1 hecate in a single mission.
B: the hecate only makes an appearance in what, 4 missions of FS2? and in one of them, you dont even need to notice it (the pheonicia)
C: its a rather large destroyer, so i think the fact that its like, 5X bigger than the fenris at 2/3 the polycount, i can say i did pretty well. (yes, VA, that was a wise-crack at you :wink: )
D: its cool enough that i think most people could stand the polycount anywayz :wink:

however, subsystems, blown-up stuff, etc isnt there yet. i plan to make each of the 'wings' a seperate subsystem that wou can blow away... :badgrin:

and the side antennae are kinda supposed to put you off a second. but i think it fits a C3 vessel nicely.

[edit] and yes, there IS a nameplate... :)

Posted: Wed Oct 13, 2004 4:02 am
by Black Wolf
You don't mean glowmaps do you? Just go into the material editor, choose the +Maps rollout and click on Self Illumination if you do.

Posted: Wed Oct 13, 2004 4:10 am
by Taristin
No. I know how to do glow maps. I want my glow maps to emit light, though. Light that will shine on the side of the vessel when it's enabled. Like Luminosity...


I know how to do all that other stuff you guys are suggesting. I just wanted the blue streaks on my Kisou's glowmaps to shine a blue glow onto the raised areas of the ship...

Posted: Wed Oct 13, 2004 4:20 am
by Hammer
looks good this time around.....

Posted: Wed Oct 13, 2004 4:22 am
by Hammer
Oh not a fan of the antennas.....even if it is a C3 ship