WWII Fighter

Premade map objects and sections that can be used in user maps.

Does it need more detail?

Yep. (Please tell me!)
7
24%
Naw. It's fine
22
76%
It's got too much.
0
No votes
 
Total votes: 29

AlliedArmour
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WWII Fighter

Post by AlliedArmour » Fri Aug 12, 2005 12:03 am

This is a WWII style fighter aircraft. It's been a while since I made a BZModel, and once again I have a poll.

Made by me as usual :) . The rendered pic is my favourite even though the compression takes down the quality a little bit.

Warning: This is Very high poly. I got around 81fps on it.
Attachments
Fighter-Angle.jpg
Angle? View
(19.39 KiB) Downloaded 600 times
Fighter-Front.jpg
Front View
(25.69 KiB) Downloaded 604 times
FighterRenderShot.png
Rendered shot
(48.02 KiB) Downloaded 762 times

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Post by trepan » Fri Aug 12, 2005 12:12 am

You forgot a poll option:
"Should I learn to generate proper lighting normals and texture coordinates?"

Both of them are basic 3D modelling features. I don't know if your
converter doesn't support them, or if you simply aren't using them,
but they can definitely improve the look of your models.

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Post by dartman » Fri Aug 12, 2005 12:14 am

WHoa. Looks great! :D

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Post by AlliedArmour » Fri Aug 12, 2005 12:15 am

trepan:
I'm afraid you're right in some ways. My converter doesn't do any type of texturing or normals - just vertices, so I just do my best with the given textures(and my limited knowledge). I can make some nice BZM's but not high detail ones like that.

dartman:
Thanx!

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Post by BIYA » Fri Aug 12, 2005 12:43 am

Looks Nice

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Post by AlliedArmour » Fri Aug 12, 2005 12:51 am

Glad you like my work! See what gsL can do :lol-old: .

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Post by ^nightmare^ » Fri Aug 12, 2005 1:38 am

gsl? is it freeware? Im stilling trying to save my money up for loumans 3d modeling program... :?
Need bzflag help? Try looking here: http://www.freewebs.com/bznightmare/map ... aghelp.htm

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Post by LouMan » Fri Aug 12, 2005 3:14 am

btw - LightWave does not export normals either. :( My 'trick' for getting them is to:

1) Export my model from LightWave to a .obj file (contains no normals).
2) Import the newly created .obj file into Wings3D.
3) Select all objects in the model in Wings3D.
4) Use Wings3D's autosmooth function with appropriate setting (default 60 deg. in most cases is ok).
5) Export from Wings3D to another .obj file (contains normals).
6) Run the last .obj file through the modeltool and receive a nice bzw file.

This sounds like a lot of work, but once you have done it a couple of hundred times, it's easy :wink: Texture mapping also took a while to figure out, but I thankfully found a way to do it within LightWave.

Thanks to trepan for helping me figure out some of my mistakes with this process. :)

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Post by AlliedArmour » Fri Aug 12, 2005 3:53 am

NM: It's commercial, but you can download it free. It's Caligari gameSpace Light. PM me for more details. I'd be happy to help/inform. Oh, I'm glad you want to do things honestly :) :wink: .

LouMan:
gsL can only export as .cob, .can, and .x. So, Can Wings do any of those? My converter only does vertices.

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Post by trepan » Fri Aug 12, 2005 4:22 am

Wings doesn't import either of those formats,
it sticks to the more popular formats like .3ds
and .obj for importing. Blender can be used as
a proxy as it does import .cob (although how
well it does it, I don't know). Blender doesn't
seem to export lighting normals to OBJ files
very well.

You can find several 3D file format converters
with very little searching. Some of them will
probably support importing at least one of your
formats, and almost all will be able to export to
either .3ds or .obj (which both Blender and
WIngs can import). If the texcoords and
normals get from your tool and through the
converter without getting mangled, then you
can skip using another modeller and go straight
to using modeltool with a OBJ file.

Guest

Post by Guest » Fri Aug 12, 2005 10:57 am

I did'nt vote.
There was no "Wow, it's awesome!!!" option. :(

Great Job Allied! If I already didnt want to finish learning PHP, start learning C++ (and make about 10 different patches for bzflag), finish about 3 maps I started and revise my Mac Server Guide pack, I would almost certainly be asking the modellers here (Louman, you (allied), Biya, TD, etc) to teach me how to make stuff like this.
/me gasps for air ;)

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Post by AlliedArmour » Fri Aug 12, 2005 2:35 pm

trepan:
I once before tried using Blenders COB import - but it only works for trueSpace 4 saves. And whenever it manages to import one of my objects - it rarely gets the right result. I'll do a Google for a converter.

CBG:
I didn't put in the option because my self-opinion isn't that good :) . Thanx for the compliments. Careful with them - I might run outta air from them :lol-old: .

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Post by BIYA » Fri Aug 12, 2005 5:41 pm

I find it hard to get used to a different key mapping then the one im already used to. Lightwave seems extremly comlicated but it does have a key mapping option. /me needs to make a cheat sheet. And caligari, I havnt messed with it that much been fooling around with renders.... Im so used to wings keymapping's I cant figure out other mappings :D

Allied add some guns

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Post by AlliedArmour » Fri Aug 12, 2005 5:43 pm

I can add guns if you want. It's already pretty high poly though.

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Post by AlliedArmour » Fri Aug 12, 2005 6:24 pm

Right. Here is the armed version. 2 20mm cannon and 2 .50 calibre machine guns. You were quite right BIYA, it's MUCH better with guns(to me anyway). But! Now my fps has dropped to only around 53fps, used to be around 80, it could be the fact that I was doing some RT3 earlier and my VC doesn't have good cooling.

A HQ scene-render shot and the BZW.


Shhhh, it's uh 33205 poly's(before export which will just about double that).
Attachments
Fighter-Scene.jpg
Render shot. I like it.
(97.42 KiB) Downloaded 458 times
Fighter.bzw
BZW
(715.53 KiB) Downloaded 488 times

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Post by BIYA » Fri Aug 12, 2005 8:26 pm

Nice. May I ask what the is rendered with? Looks interesting. Make a bombing model with a render of it about to drop a bomb :wink: Your well om your way to make a game :lol-old:

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Post by AlliedArmour » Fri Aug 12, 2005 8:28 pm

Rendered with Caligari gameSpace Light! Hah! Hmm, I could do the bomb I think. And a game...well, that's a different story. Glad you like it.

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Post by BIYA » Fri Aug 12, 2005 8:36 pm

If you would like I could do the bomb plane. I just need to download yours and edit it in some ways. Might even have a different gunplacement idea :D

EDIT: O wait I need an obj not BZW Doh!

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Post by AlliedArmour » Fri Aug 12, 2005 8:41 pm

A .cob? I think that I'll do a Google for the Hawker Tempest and see some photos of the bomb variants.

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Post by dartman » Fri Aug 12, 2005 9:01 pm

Nice warplane!

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Post by AlliedArmour » Fri Aug 12, 2005 9:08 pm

Do you like the idea of a fighter-bomber variant?

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Post by dartman » Fri Aug 12, 2005 10:25 pm

^Yup. Sounds good. :)

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Post by AlliedArmour » Sat Aug 13, 2005 12:42 am

Here's the fighter-bomber variant. 2 pics - one flying and one still.
Attachments
FighterBomber-Flying.jpg
In flight
(49.38 KiB) Downloaded 423 times
FighterBomber.jpg
Still
(50.48 KiB) Downloaded 437 times

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Post by TD-Linux » Sat Aug 13, 2005 12:49 am

Wow - I think I'll download Calgari! I never knew they had a FREE version! I find Wings3D a bit limited in doing objects with many curves, or pipes - ugh!

I suggest you try rendering with an external renderer, such as Yafray, Povray, etc... (I use POV-Ray). That would make it look nicer and get rid of the logo in the bottom right corner. You would need an exporter though... I think Blender could export to POV-Ray or Yafray. Radiosity rendering is the best - but it took me 30 minutes to render a 300-polygon birthday cake with it!

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Post by AlliedArmour » Sat Aug 13, 2005 12:54 am

PM me about gsL. I've got radiosity on with gsL. Blender can't import any Caligari files, so uh. According to trepan - neighter can Wings. And this is over 33000 polys so a 300 poly? What's your VC and CPU? Hope you like my model! WW2 Power(in a way).

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