• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.

Illustrated Guide to the Marches

It's yahoo/geocities, which means that you have to be lucky not to get a 'this site has exceeded its bandwidth allocation' page :(
 
I changed the file to a zip...
Nap of Perrior Zip

There is no space craft in it yet (Hint, Mr scarecrow ;) ). I've been playin with modelling software as well but all I would have is squares and triangles in space :rolleyes:
If anyone has viewed it let me know what you think
, I drew the render of Perrior in this one...
Perrior with moons

Tom
 
Originally posted by Berg:
There is no space craft in it yet (Hint, Mr scarecrow ;) ).
I just yesterday got a model working in Celestia. I had some trouble with UVW mapping not translating from any of the four packages I use to Celestia, but that has now been resolved. I'm hoping to have a Suleiman produced soonish and then follow it with a Beowulf and a Marava.
The Suleiman will basically be a low-poly, realtime version of the one on my website.

Regards

Crow
 
Droool..... :D

/me mops the floor

I've done the complete system of Perrior in the Trojan Marches, just been checking the realism with the good scientists here ;)

I made a Movie of a fly by above the system with some moons in the background. Unfortunatly I had to zip it cause it takes a bit of space(3.4M)

Sure would look good with a ship....

Tom
 
Heh... Your wish is my demand...

I've recently taken up Blender, and am having a TON of fun learning lots of (probably bad habits) new things this week...

Not a Suleiman, but a derivative thereof...the "Hawk-Class" Type S Scout. Note the distinctive nose somewhat reminiscent of a Terran Raptor... Just a happy accident while pulling vertices about...


HawkClassType-Stop.jpg


HawkClassType-SRightSide.jpg


HawkClassType-SPerspective.jpg
 
Interestingly enough, I just looked it up, and the Type-S (basic dimensions pulled from the Trial Deck Plans for sale here) isn't *THAT* much larger than the F-117.

Type-S: 24m x 18m x 6m
F-117a: 20.3 x 13.3 x 3.8m
Guess I never really realized how *small* 100 Tons really is...


117vsTypeS.jpg


I'm currently trying to get a 3DS or CMOD or CMS exporter for Blender, so I can get the models into Celestia...
 
Jonathon,

What can Blender export?

Anim8or - a totally free modeller/animator package will import OBJ,3DS and LWO

If Blender will do one of those, then you can import it and then export from Anim8or as 3DS.

Berg, if I produce anything (and the Suleiman is almost done) it will be in 3DS for exactly the reason you mention - so other people can mess with them and port them to other sims and games (saves me the effort). I'll probably supply blank textures with the model aswell so you can easily add your own markings.

Crow
 
YES :D

What I'm trying to do (Big Picture ;) ) is make viable graphics for online play. So when Ref'ing I can splice the action with the occational pic.
This stuff would be good for shots of approaching planets, maybe even combat pics. Also use the pics for things they look up on the computer.

Here is a view through some Binoculars I made

I would use the pics to add a cinematic feel to the game


Tom
 
It works...sort of.


Blender out to Wavefront OBJ into Anim8or out to 3ds results in being able to place the objects in Celestia, but the normals aren't all facing the proper way... I'll see if I can fix that.

So far, I have a ship that's loosely based on the deckplans (but not the silhouette) for the "Type-P" Corsair, the Hawk-Class Type S Scout, and a 400ish Polygon Type-T that still needs work to match the silhouette more closely. Oh, and no textures for any of them yet, but it's a start...
 
Jonathon,

Simple enough really. There should be a method of baking the mesh in Blender. Studio MAX calls it Reset X-Form. Maya calls it Freeze Transform. Something like that. This effectively removes any fancy gubbins and history that may be being applied to the mesh and reduces it to simple vertexes, edges and polys. That often fixes the problem.
Of course, the simple way is to just select all the normals and flip them =)

Crow
 
Yup, that's what I had to do... I originally chopped off half the hull and made a linked duplicate, then transformed it into a mirror-image that lines up with the original.
Blender and Yafray both rendered the objects correctly, even though I discovered that the transformed half had it's normals flipped...

Easy enough to fix.

*edit: Now if only I could remember HOW I did it on the Type-S...*

On to UV Unwrapping and thence to Texturing! *WEWT*

Here she is, in all her glory...(meaning: I managed to do a decent job finding an angle where you can't see all the inverted normals!)

May I present, the 400-Ton, 500 Polygon Type-T Patrol Cruiser, recently entering service in the Yori System...


Type-T_AtYoriSmall.jpg
 
Excellent!

Congratulations, sir! You beat both Andrew and myself to be the first Traveller ship modeller to implement a ship in Celestia! =)

As for the inverted polys, yes, mirroring any geometry is more often than not the culprit responsible. I'm not sure how Blender works but I know that in Studio MAX and Maya, it's possible to combine the seperate pieces of geometry so that they are just one mesh. If you attached the mirrored geometry to the unmirrored geometry, it'll usually fix the problem.
Before I discovered Reset X-Form in MAX, I used to attach everything to a new, unmodified box and then delete the box geometry. I still sometimes do this. Reset X-Form is not 100% reliable.

My Type-S Scout is about half way there. I still need to add panel lines to the texture and create the blank textures. Then I have to texture the cockpit and make the pilots! I'm guessing another week or so.

Crow
 
Thanks, Crow...

Mostly, I attribute my quick success to an utter inability to comprehend the concept of "patience".
That inability translates into a willingness to settle for importing absolute unrelenting *crap* into celestia, just to see what the WIP looks like.


Welp, here they are, if anyone wants to tinker with them.
http://www.jonathonbarton.net/striker/Ships.zip
Includes:
Type-T.blend
Type-T.obj
Type-S.blend
Type-S.obj

complete with effed up normals and all.


I just wish I had more reference views of the various ships besides what's in TNE...

It's so funny...I went back to my LBB reprints for reference illustrations first...
There aren't any. At all. Of anything. Anywhere.

I was quite surprised to find that my 20 year old recollections of what's where are *SO* faulty, and that *ALL* of the Traveller Art that I recall was in the various Supplements and such.


Tom...

The learning curve isn't all *that* steep, particularly with Blender, where there's at least a half-arsed tutorial someone wrote that holds your hand (or just grips it in the same white-knucked panic grip that you yourself have) and walks you through the learning curve for just about *everything*.

I picked up Blender for the first time on the 4th. (Yes, the 4th of AUGUST, 2005 - 9 whole days ago.) :cool:
My only prior experience are a few VERY abortive, wholesale failure attempts to create something useful for Microsoft Flight Simulator in GMAX.
 
Back
Top