View Thread
Point Defense Systems » Point Defense Systems Remastered Project » PDS General Discussions
 Print Thread
Battlestar and Friends
mrWHO
BTW

@DrthVdr12: what program do you use to texture ships?
Is there is any (and it would be good if it's free) program for easy UV texturing ships (I mean only texturing, not whole modeling).

Because if someone could provide me with good quality textures I could try to texture (coz I found UV mapping rather easy, however making goot texture is quite dufficult to me) that swarm of untextured Taiidan models (Mine, Dei's, ShowHow's)
 
Drthvdr12

Quote

But what is that thing on the front (the two big holes), and please tell me it's not another spinal mount direct reactor feed plasma beam or anything like that.


I'm sorry, thats what it is. The kicker about this one though, is that the muzzle is actually a magnetic guide for the Ion beam, so the thing has a firing arc of about 60 degrees. So, coupled with a spinal mount on a battleship slightly larger than the Al-Khalid, it should be much more powerful and helluva more flexible in a forward assault. Don't forget that this class is former Republican, so should have different attributes than Imperial designed vessels like the QJE.

But, I do have a concept for a 780m Heavy Cruiser (originally classified as Light Battleship) design thats dominant on guns (Think HW1 Taiidan Destroyer). Should be the Republic's successor to the QJ but predecessor to the BB seen.

Quote

@DrthVdr12: what program do you use to texture ships?
Is there is any (and it would be good if it's free) program for easy UV texturing ships (I mean only texturing, not whole modeling).

Because if someone could provide me with good quality textures I could try to texture (coz I found UV mapping rather easy, however making goot texture is quite dufficult to me) that swarm of untextured Taiidan models (Mine, Dei's, ShowHow's)


The only programs I use for modeling and texturing are Milkshape and Photoshop 6.0. For easy UVing, check out my tut at the RDN forums. Because I transfer the wireframe snapshot to photoshop, I have an effective way to pinpoint details.
You get great skinning tips from flight sim skinning tutorials, which is what I sometimes do. These are great, because they try to be as photorealistic as possible. You can check some out at http://www.simmerspaintshop.com/forum...utorials/
 
mrWHO
Thx, I have pohotoshop and I'm getting my hand on Milkshape.

Could someone provide me with QJE and Shamshir textures files (coz I want something to base on) ??
 
Ironwatsas

Quote

I'm sorry, thats what it is. The kicker about this one though, is that the muzzle is actually a magnetic guide for the Ion beam, so the thing has a firing arc of about 60 degrees. So, coupled with a spinal mount on a battleship slightly larger than the Al-Khalid, it should be much more powerful and helluva more flexible in a forward assault. Don't forget that this class is former Republican, so should have different attributes than Imperial designed vessels like the QJE.


Given the pre-placement of it's guns, i'd say that a spinal mount as described above would be forgivable. That given, I personally would optimise it with large latteral thrusters (or some simulation of such) to allow it to manuver while still keeping it's main guns on target.

That 0R revising it's role as a medium/long range support battleship and leaving general engagement to upgraded Qwaar-Jets or QJEs, though the latter role is what we're probably going to have the Vanaar-Jet do if and when we get authorisation to mod it.

Either way, the first order of buisness is giving it a name...

Something like 'Ranei-Ki' or 'Valan-Shu' or something ethnic Taiidan sounding like that.
 
yasotay
Thanks DrthVdr12- for getting this old Taiidan's heart going again. I am please to see the Imperial colours again. Would love to see your other Taiidan ships here as well.

Of note: has anyone yet contacted EE to see if he has any issues with us upgrading the Vanaar-Jet to PDS standards? Rather ironic that his "ubership" is barely a frigate by modern PDS standards. Might I recommend that a member of the European team make the endevor. The Pacific and American team have run a-foul with EE in past dealings. :rol:
 
TelQuessir
I need a bloody cutting beam on my V11 close assault battleships, so the new Taii boat naturally fits in.

Mr Who - V11 is as easy to master as a game of Independence War, your pessimism is appreciated but not required Smile Infact all the new AIs fly like I-War humans, tactics wise.

Rest assured the attack bombers and sniper PBCs would be tons of fun, that is, until the REM fighters cut them to pieces when they're not looking.
 
mrWHO
I-War you say? Well I-War 2 is the only "Newtonial Physic" game that I take a pleasure from playing (I tried B5:I found Her and few others but controls were sick).
Also animated HUD ships vectors were really usefull.

If you say that it's like IW then it might be interesting

(I once converted Gladuis into something like I-W Corvette or PatCom - by adding some guns and missile launchers pylons to side, damn with those turrets and pylons it looks quite similar to them Grin -too bad that I lost those files)
Edited by mrWHO on 08-02-2007 12:02
 
mrWHO
I should begin texturing my Taidan ships at sunday when I'll be back to my PC.

while I'm still away from my PC I use my sister's computer to learn some things.

My very first attempt to texture in DrthVdr way:
img232.imageshack.us/img232/55/testti4.jpg


I still have rare problems with controls, but I mastered the interface good enough to think about texturing.

My last problem is to create good quality textures (well my art skills were never near even average lever Sad ).
But in worst case scenario I can give someone shots of my ships (top, bottom, side etc.) to create those textures so I can skin my ships.

I also found that in my Taiidan package only one ships was in .OBJ format (funn that it's the only ship I need to remodel a bit due to gunbarrels beign to high poly).
 
Drthvdr12
Well, before you continue working on the psd, you might wanna remap the highlighted areas. Reason is that the vertical elements will be stretched and wont look nice.
i6.photobucket.com/albums/y213/thedarthside/testti4.jpg
Edited by Drthvdr12 on 10-02-2007 00:33
 
mrWHO
I know, It was only a test with crappy paint "1 minute work" texture (I still need to remodel few things- as you can see those four large barrels are too high poly).

Tomorrow I'll be finally at my PC with Photoshop and I'll check that modeling/texturing forum link that you posted, I hope it will be enough to create something at least average looking.
 
Drthvdr12

Quote

I know, It was only a test with crappy paint "1 minute work" texture (I still need to remodel few things- as you can see those four large barrels are too high poly).

Tomorrow I'll be finally at my PC with Photoshop and I'll check that modeling/texturing forum link that you posted, I hope it will be enough to create something at least average looking.


Cool, just giving tips as I see em. Now, time for me to get aquainted with the M-16 assault rifle....
 
yasotay
Nice Taiidan bomber Mk.2 there. Good work indeed.
 
Knare
Thats a good job on the bomber. Pity it was ugly in HW1.
 
mrWHO
Well, bomber still need some remodeling and I have some ideas for more details on it.

On the other hand, this one is fully completed and I begun texturing process (I know textures are bit crap but I constantly upgrade them):

EDIT:
does anyone has teamcolor textures tutorial for photoshops (I know it's in RND package but I'm bit lazy to search).

EDIT2:

@DrthVrd: I need your help with Milkshape. When I select one face, many I select one or two faces near iths one, how the hell I can de-select one face when I have selected multiple faces - without de- selecting the rest?

Is there is any way to select faces/joints ect. via render window (bottom-right window where you can rotate the camera) ?
Edited by mrWHO on 13-02-2007 13:36
 
mrWHO
Latest Sobani Intel report from Imperial R & D station deep in Taiidan industrial sector:

-missiles racks for 12 missiles (type of warheads unknown)
status:

-engine, unknown type
status:

-prototype cokpit instalation
status:

EDIT2:
-minuguns
status:

@DrthVdr12: I really need your tip regarding selecting/deselecting the faces in Milkshape coz making details become really painful.


EDIT3:
Last update for today, I begun working on new cokpit, plus I modifed nose section to be less blocky.
Ohh, dont mind weard minigun barrels - those are WIP Smile
Edited by mrWHO on 14-02-2007 10:05
 
Drthvdr12
Nice bomber you got there:
There are two ways to select the face you want in Milkshape: Using "ignore backfaces" in select, and a more brute force method, selecting the problem face area with normal select and hiding it.
 
mrWHO
1) How to hide only one, selected face?

2) How to "unhide" hidden faces?
Edited by mrWHO on 13-02-2007 13:37
 
Drthvdr12
nay, select via bandbox. Then press ctrl-h to hide. To unhide all, use ctrl-shift-h. Extremely useful to get those nooks and crannys.Banghead
 
Knare
I like the "blockiness" even if it has no guns. Makes the ship seem more Taiidan.
 
yasotay
Very nice fighter/attack ship/ bomber you have going their as well. I think we have a strikefighter shipwright for the ITN. Looking forward to your corvette work.

The Shamshir was my interpretation of a Taiidan follow on to the Taiidan Heavy Corvette of HW1 fame. Of course they had to give it to the Vaygr.
 
Jump to Forum