• Hello and welcome to MSFC. We are a small and close knitted community who specialises in modding the game Star Trek Armada 2 and the Fleet Operations modification, however we have an open field for discussing a number of topics including movies, real life events and everything in-between.

    Being such a close community, we do have some restrictions, including all users required to be registered before being able to post as well as all members requiring to have participated in the community for sometime before being able to download our modding files to name the main ones. This is done for both the protection of our members and to encourage new members to get involved with the community. We also require all new registrations to first be authorised by an Administrator and to also have an active and confirmed email account.

    We have a policy of fairness and a non harassment environment, with the staff quick to act on the rare occasion of when this policy is breached. Feel free to register and join our community.

Straxus's Various 3D Projects

S

Straxus

Deleted Due to Inactivity
Former MSFC Member
Well I may not do stuff with armada anymore, though I have been learning DarkBasic Pro for developing my own video game.

So decided it was time to start making some ships for it.
No name on this one yet, just trying to come up with a basic collection of ship designs to start out.

nonamewip01.jpg
 

Avon

The older I get, the more I forget
Joined
28 Dec 2006
Messages
491
Very nice, man. It kinda reminds me of something, but I cant put my finger on what. Looks like a cool design and a good start:thumbsup:

So.......tell us about this game you're making:eek:
 
S

Straxus

Deleted Due to Inactivity
Former MSFC Member
The game is a combat simulator that I hope to evolve into a very very small scale "mmo" type game. Thinking probably no more than 2 dozen people. That is if I can find the time and patience to keep learning the software. I still have soooo much more to learn.

I have added a bit to the model and begun the deconstruction of it in peices top/side/front/back for texturing preperation.
 

Majestic

Administrator
Staff member
Administrator
Seraphim Build Team
Joined
17 Apr 2006
Messages
18,325
Age
39
That is one very interesting and unique design.
 
R

Ragnar

Deleted Due to Inactivity
Former MSFC Member
I like it :D

Kinda reminds me of Eldar ships from Warhammer 40k ^^

What platform are you developing the game on? What language?
 

Terra_Inc

MSFC's Cheshire Cat
Staff member
Site Manager
Necromancer/Troll hunter
Kitten Commander
Joined
16 Dec 2009
Messages
3,137
Age
34
The game is a combat simulator that I hope to evolve into a very very small scale "mmo" type game. Thinking probably no more than 2 dozen people. That is if I can find the time and patience to keep learning the software. I still have soooo much more to learn.

I have added a bit to the model and begun the deconstruction of it in peices top/side/front/back for texturing preperation.

Wow, distributed gaming? I've done some programming in that direction and let me tell you, that is a pain in the butt. We used Java's RMI (remote method invocation) for that and it really wasn't easy getting Client-Server to work with that. Bidirectional RMI = do not want. :sweat:
 
S

Straxus

Deleted Due to Inactivity
Former MSFC Member
I am using DarkBasic Pro to program the game. It supports limited network gaming. I however have not got that far in my learning...

Was reading some other posts and someone was talking about Cardassian ships. So made a quick ship few hours ago. Prepping it for texturing now as well.
 

kjc733

Wibble
Staff member
Site Manager
Seraphim Build Team
Master Shipwright
Joined
30 Mar 2008
Messages
2,477
Age
39
That reminds me of the ship from homeworld and those ones from the Voyager episode about the void. In any case, it's a good design, well done.
 
S

Straxus

Deleted Due to Inactivity
Former MSFC Member
Here is a low poly Cardassian ship I am working on. This one when done will be donated to the community and free to use in any mod anyone wants.
It's not anything spectacular mesh wise, though hoping to make it shine with the texture I am gonna be making for it.

cardyone.jpg


In reflection I probably could have saved more polys if I didn't use boolian merging...
 

Amateur

Waiting for Godot
Joined
29 May 2006
Messages
755
Age
34
I love the shape of that Cardassian ship, looks very sleek - I can imagine it as a light cruiser type thing.

What parts did you use Boolean on? If it was the front indented bit then I don't blame you - manually making something like that can be a pain and a half.
 

Majestic

Administrator
Staff member
Administrator
Seraphim Build Team
Joined
17 Apr 2006
Messages
18,325
Age
39
Looks fantastic Straxus, on the topic of modelling, it's actually the textures that make a ship, so many low poly models look better than high poly ones thanks to their textures and from the look at this, this model is going to be in that category. :thumbsup:
 
S

Straxus

Deleted Due to Inactivity
Former MSFC Member
Hmm the trick will be keeping some detail in the texture while shrinking it down. I started with a 2048x2048 for the basics. I may need to go back over it in parts when I shrink it down to 512x512.

I kinda went boolian crazy on various areas. both merging and extraction. The front part was definitely a boolian extraction.
 

Majestic

Administrator
Staff member
Administrator
Seraphim Build Team
Joined
17 Apr 2006
Messages
18,325
Age
39
Well these days 1024x1024 is the standard texture size, especially if you have only one or two textures for the model. Some like me even go as far as having a single 2048x2048. All my BSG models have that size of texture. :thumbsup:
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
a 1024 x 1024 textures size is a pretty good compromise between detail and useage. Large enough to get some very nice details onto a mesh yet small enough for the game engine to grab at one pass.
 
S

Straxus

Deleted Due to Inactivity
Former MSFC Member
1024x1024 is the norm these days for Armada? (or another game?)
 

Majestic

Administrator
Staff member
Administrator
Seraphim Build Team
Joined
17 Apr 2006
Messages
18,325
Age
39
For Armada 2, 1024x1024, it's the norm. :thumbsup:
 

Majestic

Administrator
Staff member
Administrator
Seraphim Build Team
Joined
17 Apr 2006
Messages
18,325
Age
39
Well personally for stock A2 for a ship I wouldn't go over 2,500-3,000, for Fleet Operations (FO) you can easily go up to and even over 6,000. Naturally it all depends on the purpose of a model, a destroyer you would have at a lower count than a battleship or a station.

The reason FO is so much higher is the extensive work the team has done updating the engine to more modern standards. I have heard that they are currently working on improving it even more in the next patch, which should remove the lag of their Borg models etc.
 
S

Straxus

Deleted Due to Inactivity
Former MSFC Member
Really? Wow!
If A2 would ever cooperate I would actually mod it...
Just one more hopefully not too off topic question, what is the ideal polycount these days for A2 models?

Here is an update to the Cardassian ship texture
cardywip2.jpg


...and another project... higher poly, possibly for my game project, not sure yet.
randomone.jpg


EDIT - realized my pics were too big so had to resize them and reupload.
 

Amateur

Waiting for Godot
Joined
29 May 2006
Messages
755
Age
34
Looking good on both counts:)

As for poly counts, it depends really. If you're talking Stock then I always used 2,000 as the limit for ships (depending on size, very big battle cruisers and what not I would allow 3,000). The Fleetops team, coversely, have tweaked the graphics engine of the game and have ships of up to 6,000 polies.

A lot of people have moved over to FleetOps for modding, but I'd say that leaving the limit at about 2-3,000 would be good. That way it doesn't tax any system too much, and still allows those who use stock to have new things to play with :thumbsup:.
 

Hellkite

Lord of Death
Staff member
Administrator
Seraphim Build Team
Star Fighter
Joined
23 Apr 2006
Messages
7,650
I realy Like the over all feel to your Cardassian ship Straxus grate job :thumbsup:
 
S

Straxus

Deleted Due to Inactivity
Former MSFC Member
Thanks guys!

Well with this talk about fleetops I ran over to their site and checked it out. Sounds like they fixed many things I didn't like about A2 and hopefully it actually playable on my system.

It inspired me to try to make a lower polygon count version of one of my favorite ship designs from EVE.

The textured versions are the origional, the untextured version is my attempt to lower the poly count. At the moment I got it down to 2500 polys. I still need to add a few mesh details. Its down from the origional which was like 7792 polys. Debating reworking the mesh to get the poly count down further. All the crazy spikes on the ship makes that more difficult...

Phantasmlowpoly.jpg
 

Majestic

Administrator
Staff member
Administrator
Seraphim Build Team
Joined
17 Apr 2006
Messages
18,325
Age
39
2,500 is a great size, especially since the original was over 7k. Very good work. :clap:
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
I am indeed impressed. You, Sir, do very good work!
 
S

Straxus

Deleted Due to Inactivity
Former MSFC Member
Thanks guys!
Though the really difficult part will be duplicating the stock texture with one of my own and trying to keep the same kind of quality...
 

Majestic

Administrator
Staff member
Administrator
Seraphim Build Team
Joined
17 Apr 2006
Messages
18,325
Age
39
Texturing can be the hardest and longest part of modelling. :thumbsup:
 
S

Straxus

Deleted Due to Inactivity
Former MSFC Member
Phantreduce.jpg


Poly reduction finished. Not as low poly as I had hoped but did shave over 4000 polys off the model.
Now for the texture...
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
This is very good. A lot of the details can be recovered by proper texturing. Coxxon, the guy who made nearly all the BSG meshes and textures everyone uses regardless of what game they play, started with a single 2048 x 2048 texture sheet for all of his meshes. The amount of detail he placed into them is enormous. I am guessing he actually spent more time getting the textures right than he did the meshes. I reduced the size of these texture sheets by half for the BSGHRM v1.0 without a significant loss of detail. I think I lost a couple of running lights and some docking bollards off the portside Launch Bay, lol.

I have a 20,000 poly mesh of Galactica to go with Coxxon's original texture for her. I also have the Galactica mesh Majestic made. With Coxxon's texture applied to both meshs, the primary difference between them is the lack of turrets on Majestic's. This is not as big a difference during game play as some people believe. And I'm not complaining one bit about Maj's mesh, either. A well done texture does indeed makes a low poly ship much prettier and as accurate as a high poly mesh. A poorly done texture can thoroughly wreck the most well done mesh ever. A smaller poly mesh is easier for the game engine to manipulate. Since we're using the mesh mostly for playing the game, it does the job extraordinarily well. Maj calls himself a "Low Poly Specialist". What he is really doing is modding for effect rather than accuracy. If I place five trees alongside a road on a map in such a way it appears to the player he is driving thru a forest, and he/she thinks of those five trees this way, then these five trees are a forest.

If you place the same care and attention into the texture sheet which you've so obviously done with the mesh, I, for one, will be de-frakkin'-lighted to D/L and use this fine piece of work you've done so far.
 

Majestic

Administrator
Staff member
Administrator
Seraphim Build Team
Joined
17 Apr 2006
Messages
18,325
Age
39
If you can get detailed textures done, then you'll have a stunning mesh, AS Thunder has just said a low poly model can look just as good as a high poly if done right and with some nicely done high detail textures.

For and example have a look at this and this image and have a guess at what poly count this ship is?
 
S

Straxus

Deleted Due to Inactivity
Former MSFC Member
My guess would probably be really far off from the reality...LOL
What is the polycount on those?
I need to check that thread out in more depth after posting these pics.

Update on the Sansha's Phantasm

For comparison, origional mesh and (for the most part) origional texture
phantasmorigional.jpg


My low poly work in progress
PhantWIP.jpg


I am finding I have to modify the texture design a bit using the low poly "bulb" areas. What I didnt take into consideration was that for it to look good I could not texture the area perfectly rounded. So giving some semi-exposed structure areas arround the bulbs to make it blend better. (The dark areas)
 

Majestic

Administrator
Staff member
Administrator
Seraphim Build Team
Joined
17 Apr 2006
Messages
18,325
Age
39
My guess would probably be really far off from the reality...LOL
What is the polycount on those?
I need to check that thread out in more depth after posting these pics.

Near about 1200 poly's, you wouldn't think so looking at the finished product.

Update on the Sansha's Phantasm

For comparison, origional mesh and (for the most part) origional texture
phantasmorigional.jpg


My low poly work in progress
PhantWIP.jpg


I am finding I have to modify the texture design a bit using the low poly "bulb" areas. What I didnt take into consideration was that for it to look good I could not texture the area perfectly rounded. So giving some semi-exposed structure areas arround the bulbs to make it blend better. (The dark areas)

She's looking great and a fantastic work on the textures so far. I like how you're adding your own personal touch to the textures rather than just a complete copy. :thumbsup:
 
Top