Outerra forum
User mods, screenshots & videos => Static models => Topic started by: WormSlayer on June 09, 2013, 11:19:50 pm
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I always loved the artwork but could never get into the game XD
They sure know how to make giant spaceships though which, as I suspected, look awesome against Outerra's terrain!
eveship_hel.otx (https://mega.co.nz/#!544GASDT!WqP7xxK7mbwpnpeI0nK0HQorfUhIYvHiMAg_QaYaOp0) (2.1 MB)
(http://i.imgur.com/FdFINe5.jpg)
(http://i.imgur.com/CEGtrJP.jpg)
(http://i.imgur.com/4Om8JKu.jpg)
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that thing is huge! looks great! now show me a ship like that with full interior! ;) thanks for the download!
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looks pretty nice. where did you get the model?
i would love a good source of free models
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I just picked a large one at random, there are hundreds in this model pack (http://en.spaceengine.org/forum/17-752-1).
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thanks a lot. ill join you in converting them. one question how did you do make the material look like this?
(http://i.imgur.com/kBKqwvI.jpg)
and how do you import the .sm files in a model editor?
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Oh my ... another huge flying thingy ! :)
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Yeah I'm not sure why there is only a single map for each ship in the model pack but I used a program called CrazyBump to make normal and specular maps from the colour map, then spent a while messing about with the matlib and reloading outerra... Still a bit too shiny I think!
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looks pretty great if you ask me.:)
i have another issue. my ship looks way to bright except some parts of it remain darker.
any suggestions (cameni)?
(http://i.imgur.com/i9mBiHQ.jpg)
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Maybe something in the materials, or the object renderer doesn't handle the size well, using wrong atmospheric parameters. Angrypig?
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I had the same problem though I'm not entirely sure how I fixed it... I'm finding the material system kind of confusing :(
You could try just copying the material settings I ended up with...
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and did you import the model with the bump maps? or added them later manually..
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Models I import never have the maps, I always have to edit the matlib file and add the filenames manually.
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allright. i succeeded in importing the bumps!
btw how do you get al your different textures together in one image? manually? or any tool for that
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After importing a model, I quit Outerra, load the new matlib file into notepad, and enter the filenames for the different bitmaps...
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yeah i got that, but i end up with over 20 different textures and a crazy big matlib file while your model has them all in one. i don't understand how to map them on different parts of the model and keep them in one DDS
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Oh right yeah. I'm not sure why the materials are configured the way they are, but since it's only using a single texture map in all the materials, I'm setting all the faces to use a single material ID in 3dsmax, before I export.
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Looks like the washed out texture thing is something to do with the altitude? Down near sea-level, the textures look fine, but the higher you go, the more they get washed out?
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indeed but its weird that some faces remain normal.
anyway, i got my first ship with bumps in. it's a bit overdone but ill get there;)
crazy bump is a great tool thanks for that
(http://i.imgur.com/2LujAAi.jpg)
(http://i.imgur.com/OXWQfR3.jpg)
(http://i.imgur.com/piKbb3f.jpg)
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Nice! Looks like a variant on the Star Destroyer?
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yep, it's the early one 'venator' class used by the clone troopers in episode 2 and 3. not the best model but it was just a test. but im very glad i got the bumps in. just adds so much more realism to it
(http://i.imgur.com/7GypysB.jpg)
(http://i.imgur.com/MJpmNVn.jpg)
(http://i.imgur.com/mjs0nXZ.jpg)
(http://i.imgur.com/Nmj52DI.jpg)
(http://i.imgur.com/Yvuv7VT.jpg)
this game will be amazing if we get to fly these
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this game will be amazing if we get to fly these
When my friend.. WHEN we get to fly these.
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true that. im making my first ship fly as we speak
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Just replace the Mig model. It will look realistic.
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i did and it went fine till my left and right aileron stopped working
could you look into it? im a noob at scripting
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Hi Team, New to Outerra and just simply amazed. I have spent the last 10hrs (over a few days) just flying over the south island of NZ.. with Kelvinr's textures it takes my breath away. I absolutely love this spaceship (thanks WormSlayer!) but I have a very n00b question if you wouldn't mind.. I can place this ship into Anteworld and I can move it left, right, far and close but I cannot for the life of me figure out how to put it up in the sky :/
Thanks! and does anyone else have any other detailed ships like this they can share?
Peace
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It's not such a dumb question! It isnt listed in the help file, but if you press the V key, you can move the selected model up and down. It's a bit awkward to move things up a little bit at a time, so I sometimes spawn the object on top of a nearby mountain, then move it horizontally to get some altitude for a sweet screenshot :D
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Awesome thanks WormSlayer! Let us know if you have anymore epic ships in the works! Peace out
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I have 3dsmax and a lot of time on my hands. If someone can give me a step by step guide for one ship I can do it for all of them.
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Basically, you export from max in .DAE format, then import that to Outerra.
Forum thread on the import tool. (http://forum.outerra.com/index.php?topic=1253.0)
I've been meaning to import a bunch of stuff to Outerra but got side-tracked working on another VR project.
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But how to import it from space engine's sm format to something max will like?
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Sorry no clue, havent even looked into exporting from Space Engine... XD
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So here is the model and textures for one of the shuttles. The model by itself works fine.
http://www.elios.co.nz/res/dx9/model/ship/amarr/shuttle/as1/as1_t1.dae (http://www.elios.co.nz/res/dx9/model/ship/amarr/shuttle/as1/as1_t1.dae)
http://www.elios.co.nz/res/dx9/model/ship/amarr/shuttle/as1/as1_t1_d.dds (http://www.elios.co.nz/res/dx9/model/ship/amarr/shuttle/as1/as1_t1_d.dds)
http://www.elios.co.nz/res/dx9/model/ship/amarr/shuttle/as1/as1_t1_n.dds (http://www.elios.co.nz/res/dx9/model/ship/amarr/shuttle/as1/as1_t1_n.dds)
http://www.elios.co.nz/res/dx9/model/ship/amarr/shuttle/as1/as1_t1_pgs.dds (http://www.elios.co.nz/res/dx9/model/ship/amarr/shuttle/as1/as1_t1_pgs.dds)
http://www.elios.co.nz/res/dx9/model/ship/amarr/shuttle/as1/as1_t1.json (http://www.elios.co.nz/res/dx9/model/ship/amarr/shuttle/as1/as1_t1.json)
How would I assemble these so that when I import the dae model it comes with textures?
https://forums.eveonline.com/default.aspx?g=posts&t=257193 (https://forums.eveonline.com/default.aspx?g=posts&t=257193)
•?_d.dds - diffuse map in direct draw surface format
•?_n.dds - normal map in direct draw surface format
•?_pgs.dds - PGS map in direct draw surface format (Red=Mask, Green=Specular, Blue=SubMask, Alpha=Glow)
•decal_?_os.dds - Ambient Occlusion/ Displacement map in direct draw surface format (for decals)
•decal_?_d.dds - diffuse map in direct draw surface format (for decals)
•?.json - converted .black files, human readable (this is where you get the colour details and if you can't load it, I couldn't convert it)
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(http://s2.postimg.org/euksgypfd/image.jpg)
I've managed to add textures. I think I've added the normal maps (set to 100 in max) but what would be an easy way to test?
Can't add the glows. This is my texture layout in max but when I render it there is nothing from the glows (alpha output selected only).
(http://s17.postimg.org/jxa97r5ov/image.jpg)
Not sure how to add the rest of the stuff. :(
Would be good if we could get models looking like this:
(http://s28.postimg.org/po7190cql/image.jpg)