Elite / Frontier model contest

your favorite spaceship

  • courier

    Votes: 6 30.0%
  • cobra (any)

    Votes: 4 20.0%
  • eagle (any)

    Votes: 1 5.0%
  • x-wing

    Votes: 2 10.0%
  • milllenium falcon

    Votes: 6 30.0%
  • enterprise (any)

    Votes: 4 20.0%
  • tie fighter

    Votes: 0 0.0%
  • discovery (spielbergs)

    Votes: 0 0.0%
  • battlestar (not galactica)

    Votes: 1 5.0%
  • battlestar (galactica)

    Votes: 2 10.0%

  • Total voters
    20
  • Poll closed .
Liberator

Hmmm Great minds think alike.
Its probably due to the triple Bussard Collectors on pylons.
 
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wait i know something
max_h_01.gif

bla, bla, bla, blablabla,

don't take that personally, i'm only joking
 
the texture is allready used, thanks to subzeroplainzero, he made the tiles for the original style randomized faces for the video link and s2odan made the processing of them in pioneer.
while i was reading the post i had the idea, that one could make a model that really interacts with you instead of combo-faces or videos which are allways the same.

the thread is on space sim central,
http://www.spacesimcentral.com/forum/viewtopic.php?f=35&t=1742&start=10

but this is a hard job and i guess if i would start such i could need some help.

the idea was to completely build a face as a scripted model (like the one in the post, only 1000 times better, this took me only 2 hours).

parts of the face would be made from bezier surfaces, so they are completely controlable by the program.

something like a "max headroom" for pioneer, a model like this can "read" strings or answer to a input.
such a face could have all expressions a human has.

someone might read that,
what i would really need to start it out is (except of a lot of time and patience), a python script for blender , that would allow me at least to create bezier quads, it would be enough if i could read out the vectors for the bezier.

this ship (except for the stiff engine section and bridge) is made from such bezier quads. the cool thing is you can deform them easely in the script with a expression.
2011-02-17_022323.jpg

but better watch the video i made, the you will see the ship in action.
http://www.youtube.com/watch?v=y4WPvFI016s

it's really hard to determine th proper vectors for joined bezier quads, so it would be a big advantage for me if i could build them, to see what i'm doing.
for this model i simply made a very basic model and each section was made from a simple cage that should reflect the "cage" you have on a bezier quad, but it was more or less guesswork and the model is not exactly how i planned it.
this shows how i made the basic model for the later scripted version.
each are cubic bezier quads and need 16 vectors to get called.
how smooth the resulting shape will be, gets determined by the amount of divisions that is used on it.
2011-04-23_043531.jpg
 
I like that ship, it looks like you took styling cues and in doing so it could so easily become a Bird of Prey :cool:
 
tie01.jpg


quick and bad conversion of a tie fighter.
original model for nfshs:bob robert
conversion for ffed3d: potsmoke66
replacement for model folder 26 (sidewinder)

will be uploadet just for fun on ssc i will also add a .wav of tie's sound, source: x-wing alliance
i choosed bob's model because it's a little more detailed then the one from x-wing (only 30 polys).

sienar systems tie fighter

here's the model

Where do i get the TIE Fighter?
Did you ever build the other ships from SW for FFED3D?
 
you are just like a yorkshire terrier, once clamped you never let go. :D

unfortunately all uploaded data on SSC is lost, and i (we) have to upload our mods and models new.

but i can upload it if you like, but it's really a ugly conversion of a NFS4 model.
the one i made for Pioneer is far better.

but since that is such a simple model i guess i can port that to FFED3D overnight.
i would have done it maybe allready (and the millfalc is also in the dock).
but you must know the original SW-XWA models are "old fasioned", that means you have many small textures to texture all the parts of the model (saves processing time, compared to the large textures used for many newer games and also for FFED3D)
ther is a big advantage on big models when you do it old fashioned, one part can have a different sized texture on a different LOD, while the other, close to the visitor has a full sized texture (staggered use).

that means you have to join them all to one texture and retexture the model for FFED3D, for Pioneer i could use them as they are because Wavefront supports such methods (preferes i would say).

you can do that more or less automated with blender, but the results on such complex models are anything else then good.

give me a little time to work it all out,
a K'vort is also on it's way to planet Lave :D

i get a bit stucked with the YT-1300, because i don't know which model it should replace (important to know, i have to size the ship to that one).

i was pretty shure the skeet cruiser woud fit in shape and size, but the size is far to big, the YT-1300 is a rather small ship and unfortunately the size of the skeet is far to big for it's capacity (i allways said sizes in FFE are lucky throws)
the next "bigger" (more capacity) is only half of the size, there are more such examples in FFE, FE2 ships are scaled more or less proper (with some exceptions compare once a constrictor (90t) to a ASP (120t) the conny is nearly two times bigger as the ASP, but most "new" FFE ships didn't fit at all.

if you really like the ugly old Tie you can get it here
MODELS - Sidewinder TIE-Fighter P66 (26).zip
 
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