"lego" modelers wanted
i'm not quiet ready with stud-city ffed3d, but you will need your time to get friendly with ldraw at least and some to build your first model.
i thought about a ruler for each ship to make it easy for you, but since i'm a lazy guy, i leave that up to you.
no, just mail/report me which (ffe) ship you want to build with ldraw. i will send you then a ldraw file of the original model matching the size of ldraw. this would be the easiest way i think, cause you don't have to worry about size, neither shape, everything will be fixed afterwards by me also converting of model and attachement of animations (you just tell me which part should do what.
after i released some models, you will be able to "render" them with blender yourself. interested ones can do it theirselfes of course rightnow.
the basic scale is: x/y axis 1 block (1 stud) = 0.333... meter, z axis 1 block = 0.5 meter
my first release (as soon as it's got ok from qc) will be the ip shuttle and will show you what is possible for a ffed3d model (anims, posl. thrusterpos.), i will keep it in asci format so you can check how it's done (for the anims and a quick loading process of the model you need to do some edits by hand).
anyway get ldraw and start to get familiar with it.
it's easy as 1,2,3.
model conventions/restrictions for ffed3d:
scale, like above described (with some exceptions, maybe i will do even smaller scaled models).
no "real" studs on the finished model, cause they "eat" up polys.
all models will be "oversized" by polycount (compared to ffed3d rule), anyway we will see how much the engine is capeable to handle.
don't overload the anim like i did for ip shuttle (it's just a howto, i have no idea how much it will slow down framerate, but it will).
keep the original size and shape as far as possible, on the other hand you will have full freedom, because it's possible to move everything even shape, but it will give me some extra work and i have no idea how it will work in the game (i.e. collision point), but we will find out.
if you're willing to convert/render them yourself, culling is allways ccw (two layers of transparent polys needet, for proper transparency). be aware that transparency only works correct if transparent model is separated from the rest, hierachy is accepted by ffed3d, but i'm still a little confused about this manner. you will have to experiment with that. hint: export then reimport requested transparent part as vrlm (only!) will help in blender, don't ask me why.
ip shuttle will be downloadable soon, i promise
i'm not quiet ready with stud-city ffed3d, but you will need your time to get friendly with ldraw at least and some to build your first model.
i thought about a ruler for each ship to make it easy for you, but since i'm a lazy guy, i leave that up to you.
no, just mail/report me which (ffe) ship you want to build with ldraw. i will send you then a ldraw file of the original model matching the size of ldraw. this would be the easiest way i think, cause you don't have to worry about size, neither shape, everything will be fixed afterwards by me also converting of model and attachement of animations (you just tell me which part should do what.
after i released some models, you will be able to "render" them with blender yourself. interested ones can do it theirselfes of course rightnow.
the basic scale is: x/y axis 1 block (1 stud) = 0.333... meter, z axis 1 block = 0.5 meter
my first release (as soon as it's got ok from qc) will be the ip shuttle and will show you what is possible for a ffed3d model (anims, posl. thrusterpos.), i will keep it in asci format so you can check how it's done (for the anims and a quick loading process of the model you need to do some edits by hand).
anyway get ldraw and start to get familiar with it.
it's easy as 1,2,3.
model conventions/restrictions for ffed3d:
scale, like above described (with some exceptions, maybe i will do even smaller scaled models).
no "real" studs on the finished model, cause they "eat" up polys.
all models will be "oversized" by polycount (compared to ffed3d rule), anyway we will see how much the engine is capeable to handle.
don't overload the anim like i did for ip shuttle (it's just a howto, i have no idea how much it will slow down framerate, but it will).
keep the original size and shape as far as possible, on the other hand you will have full freedom, because it's possible to move everything even shape, but it will give me some extra work and i have no idea how it will work in the game (i.e. collision point), but we will find out.
if you're willing to convert/render them yourself, culling is allways ccw (two layers of transparent polys needet, for proper transparency). be aware that transparency only works correct if transparent model is separated from the rest, hierachy is accepted by ffed3d, but i'm still a little confused about this manner. you will have to experiment with that. hint: export then reimport requested transparent part as vrlm (only!) will help in blender, don't ask me why.
ip shuttle will be downloadable soon, i promise
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