mormegil mormegil

Sample Ship models and Textures

Sample Ship models and Textures

Have fun with a in game modle, and everything that went into makeing it.

http://library.galciv2.com/index.aspx?m=23
This file contains:
1) 3D Studio Max file of the hull and the extras.
2) CorelDraw File of the of the Texture, with mutable layers.
3) PSD File of the Texture (Created form the Corel File, Not everyone uses corel
4) The final texture maps, used in game, diffuse, light and Normal map.

I am working on detailed tutorials on making models and textures for the game, but for now this will hopefully help people out.

http://library.galciv2.com/index.aspx?m=23
44,339 views 40 replies
Reply #26 Top
I have not change the options of pandaplugin,except texture save as png.Everything is default .


@ Vorlone
Well, the problem Is that maybe I have changed the Options in the plugin, so it would help If you tell me YOUR OPTION BECAUSE THEY ARE DEFAULT AND WORKING!!!!

THANK YOU!

O.k. I resolved the Problem "The Hard Way" I reinstalled 3ds max 8 in order to get the defaukt options back.

So the point was "DO NOT RENAME THE TEXTURE!" Before I didn't know it bcause I thought that 3dModel AND Texture must havbe a name of 3dmodel and a texture of the game.

So it was a missunderstanding.

So thank you, Vorlone for your help. The Only Person who real helped....

... and that's really poor,because there are more modders here then just "Vorlone", so please people give the othrr users a hand.
Reply #27 Top
OK,it makes me happy, finally a problem less . Yep that is German reliability
If it functioned,makes screen shots !
Reply #28 Top
OK,it makes me happy, finally a problem less . Yep that is German reliability
If it functioned,makes screen shots !


If it means you speak german, well me too. Could have brought the solution quicker!
Reply #29 Top
Is a dxf file that direct x export you're talking about? Or is that a different format? In other words, if a package supports direct x export, will it just say that, or is that a specific extension, like "dxf"?


It should be directX or the ".x" format, as far as I know. DXF is another format altogether (AutoCAD Drawing eXchange Format).
Reply #30 Top
Is a dxf file that direct x export you're talking about? Or is that a different format? In other words, if a package supports direct x export, will it just say that, or is that a specific extension, like "dxf"?




^
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What addo said above .

Silo is just an inexpensive Utility modeller I recommmend. If you have access to a hi end animation package you dont need it (though you may find it more accesible for modelling, than an ultra dense high end package).

You still need direct x (.x) export. Your free options for this are Blender or an independant converter program ( I think there is a free one around, though i dont remember the name). Also, in addition to my previous links, I should have proably mentioned GMAX:


Link



Reply #31 Top
Hi all.. Its been a while since i've done any 3d modelling. My experience in it was limited to AutoCAD 2000 (yeah, old school and I did mostly architectural drawings.) What I would like to know is where can i get my hands on a tutorial for beginners that can show me how? or better, is there a step by step tutorial on using a 3D program say (maya or 3d studio max) and creating a simple model and putting it in the game?
Reply #32 Top
I went searching for an answer.. I found a few 3dsmax tutorials for a few hundred $$$.

Blender however since its open source, can be found right on its site Link

Reply #33 Top
3dcafe.com has free tutorials (see the free stuff link on the RHS). I'd suggest looking at box modelling. Also, although it's not specifically starship modelling, http://www.comet-cartoons.com/ has some great tutorials (particularly the box-modelling a person one).
Reply #34 Top
So, what is our orientation axis? Should we be pointing the hull down the X, Y or Z axis? Axis+ or Axis-? How should our null be oriented for hardpoints.

I swear this reminds me of designing ships for Iwar2.

oh, and Hi Aldo. Thinking about bringing some Reciprocity models into GalCiv?
Reply #35 Top
in Max at least for dummies their orientation needs to be -X. so wherever the -X Axis of a dummy points the hardpoint ingame will point to too. at least thats what worked for me.

what I still didnt test is how the other axis' influence the hardpoint (e.g. if GC 2 always keeps the same orientation for jewelry and only uses the -X Axis for the direction or if you can/have to rotate the others too in order to make sure that jewelry looks exactly the way you want it to).

Iam sure this will be easier with 1.1 when you can rotate stuff yourself ingame.
Reply #36 Top
So, what is our orientation axis? Should we be pointing the hull down the X, Y or Z axis? Axis+ or Axis-? How should our null be oriented for hardpoints.

I swear this reminds me of designing ships for Iwar2.

oh, and Hi Aldo. Thinking about bringing some Reciprocity models into GalCiv?


Hi Mik. Long time no see.

Nah, that (Reci stuff) was all deleted years ago, and the new stuff I did more recently is a bit too detailed to really work over to GC2. Plus I'm working quite a lot nowadays, so dunno if I'll even get the chance to map & dummy-up the one hull I actually made so far. Best intentions and all that, though.

Where did you go off to anyways? Just busy working?
Reply #37 Top
Heh. I'm looking to convert the Molly class hull I did for Iwar2, as well as the Waterdancer and the Braavosi. If no one else bothers, I'll probably throw together some mod tools for Lightwave (like the groovy hardpoint tool PS designed for modders, etc).

As far as where I went? I'm still around. I just don't have time to post. The Big Move is happening as we speak. My wife and I are staying with my parents for several days whilst our household goods float across the pacific on a slow boat. I'll be hanging with the Steak by Easter.
Reply #38 Top
As more people are creating a mod, it seems like Blender is not real a solution if you like to add Hardpoints to the models. And so far no one has posted a really working solution for it.
3d Max is damn expensive (that's why everyone uses a trail version) and after that you are screwed or what?

@ Mormegil: It is great that you are creating a Tutorial!
But please think of a Solution for people who don't have 3500$ for a Programm.
Reply #39 Top
I actually bought versions 5 and 6 "Student" copies of Max a couple of years ago for about $800 each. They are fully functional and useable, just don't have a Full license for use comercially. In other words I can do anything I want and give it away, but can't make any money off of it.

There is another low cost 3D program tha t has been around for a while. I know it has been ported for making models for a few games. It is called MilkShape and used to cost only $20. Quite cheap for a useable 3D program. Been quite a while though since I messed with it (Got Max not Milk) Link

Looking at his site he just released another update, so it is currently supported.