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Travis Reed

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Posts posted by Travis Reed

  1. I mentioned an fps drop when the interior is complete...well, it's getting close and Ifind myself down to 8-11. and ~4 when I go down a hallway... This could be a bit of a showstopper, though I was half expecting to have a serious drop (though not quite this soon). Anyone care to take a look at what I've got to see about reducing faces?

  2. Well, here I am working on the project, haven't got any furniture, or what will become the batteries, weights, engines, and control consoles, etc. (all of these things will likely be tweaked planes or boxes) and I'm already sitting on 33014 faces. I have most of the interior done, walls, doors, stairs, ladders, decks, and such excluding what was mentioned above. I'd be interested to know what kind of facecount we have on some of the more detailed ships such as the Constitution and Warrior (others along those lines as well).

    Working a little on basic textures.

    In VS I'm geting a flashing problem, where one object flashes through another (such as the wall sitting on top of a deck flashing through the bottom of the deck (deck being ~2 inches thick)).

  3. I wasn't really planning on haing instruments on both walls, however, I wanted to have three sets of working instruments, one on the flying bridge (up top with no roof overhead, this one would likely face aft), one in what is called the Deck Saloon (the small acryllic section just under the flying bridge), and the main controls on the main deck inside the pressure hull. Those instrument panels up top would really only deal with surface navigation, whilst the main would mostly handle submerged navigation (ballast, etc.).

    From what I'm hearing, this isn't going to be possible as only one instrument panel is allowed. :(

    Has anyone actually bothered to put a wish for multiple instrument panels on the wishlist (and digital readouts and such)?

    Oh, and, will some moderator please close the poll if it hasn't already been closed (I can't tell if it has or not, so if it has, I thank whoever did it).

  4. Well, I've learned to do some texture mapping in 3ds thanks to the FAQ on Pieter's site. There are likely some finer points not covered, but I hope I have enough to do a decent job on the project.

    On another note, does anyone know of a good place to get some free, low poly furniture. It's nearing time to put furniture into the interior and I'm no longer in "the zone" :(

    Wait, there's more. Is there any way to put the instruments on a wall so that the face the side of the ship as opposed to the back? I want the instruments to face the right (starboard) side of the boat as they would tend to obstuct the forward views through the windows.

    EDIT: Grrr...I tried posting a little text graphic to illustrate what I wanted, but the spacing got all screwed up when I posted it...:(

  5. First of all, one word...CLASSIFIED...maybe two words might be better...TOP SECRET...

    The point is that those sub classes that are still in use are classified so you should not be able to get the blueprints (the correct ones at least...perhaps altered ones that conveniently leave out top secret sections of the ship...).

    Second, if you are wanting to model the 688i, why don't you try Jason's excellent USS Los Angeles first.

  6. hello Travis

    I'm a long time 3ds max user, and from what you have described it sounds like you are trying to hollow out the solids using boolean. This works great for times when polycount isn't an issue, like rendered video, but for real time 3D aplications you should really stay away from the boolean function. It is very sloppy and adds many unneeded faces. What i would do is create your basic hull shape, then create the interior hull walls exactly like you created the main hull. Use the "Normal" modifer to then turn the faces of your inner hull "inside-out" or "outside-in" as the case may be. For areas where you have access points that go through both hulls, you will need to create the faces by hand for the best optimization. Use the 3D snap set to face to place verticies exactly on the face where you need to creat the hole, then delete the face. Build faces between the new verticies and the existing ones. It will take a little practice, but over time you'll figure it out, and have a very nicely optimized mesh.

    I often just completely skip the primitive shapes, and create from the vertex level up through full faces. It takes longer, but gives you the ultimate control. You'd also be suprized how few faces you need to get nice smooth objects. I know you mentioned 36 sided cylinders, and this would be appropriate for a hull, but I often use as few as 10 sides on smaller objects.

    Finally, someone responds to my plea for help with what I was asking for (the implied plea for 3dsmax instruction). I'm relatively new to 3dsmax and modeling in general. You were mentioning something about cloning and flipping normals, well, that's what I ended up doing with the exterior hull (as it was modeled with FREE!ship). I do not currently know how to create faces in any program. I can add verticies to existing objects, but don't know how to do it without having an existing object. Mostly I just need to get to know 3ds better, unfortunately, time isn't always on my side...

    Perhaps you could write a (short) tutorial (with screenshots) on how to do what you were talking about?

  7. Also I noticed that Spookymufu's USS Ohio has a full interior and it seems when you go under the water all the inside stays waterless. He must be using plane's? But I can see it is possible and I really want to get this finished, im really having trouble with it and I want to start on my interior.

    I suspect that the interior for the Ohio is simply far enough below the waterline that you won't notice any water in the boat (it's usually just the waves that gives it away). Of course, Spook might be tricky enough to be using a deck config or planes or both... :twisted:

  8. Well, I've been continuing to work on the project. I've scrapped the exterior hull that I had been building in favor of something better.

    Here's a screenie of progress so far:

    phoe59nt.jpg

    The interior is not yet complete, so the fps will drop a bit once it's done. I'm not sure I'm going to be able to texture this thing. It seems I've forgotten how to do it in gmax and the thread that taught me has gone missing.

    What's left:

    1. Finish interior.

    2. Texturing (looking for assistance).

    3. Minor config tweaking.

    4. Release.

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