View Full Version : Lookee what being bored can do.....
kerensky
November 22nd, 2005, 05:44 PM
Anyways, so I was bored and was showing my dad how DOGA works when I made this little ship. IT took me about another ten minutes to get the texture right and I had a basis for an energy based ship set.
NullAshton
November 22nd, 2005, 06:28 PM
Ooo. Now that is a decent ship. You need to make more.
Ed Kolis
November 22nd, 2005, 08:00 PM
<levar-burton>Ooh, it's so crystalline-like!</levar-burton>
(obscure Reading Rainbow reference http://forum.shrapnelgames.com/images/smilies/tongue.gif)
narf poit chez BOOM
November 22nd, 2005, 09:28 PM
Shiney!
Atrocities
November 22nd, 2005, 11:12 PM
Its very neat glowy looking ship. http://forum.shrapnelgames.com/images/smilies/happy.gif
dogscoff
November 23rd, 2005, 06:24 AM
Nice design. Perhaps this could be to the Cryslonite what the EEEvil are to the EEE..?
AdmiralMartin
November 23rd, 2005, 12:33 PM
Nice ship. It looks more crystalline that energy though http://forum.shrapnelgames.com/images/smilies/wink.gif.
narf poit chez BOOM
November 23rd, 2005, 02:20 PM
dogscoff said:
Nice design. Perhaps this could be to the Cryslonite what the EEEvil are to the EEE..?
*blink* did I miss something? I always though 'EEEvil' was the same as 'EEE'.
Ed Kolis
November 23rd, 2005, 02:22 PM
No, EEEvil are the evil counterpart to the EEE...
http://seiv.pbw.cc/Download/filelib/468/eeevil.zip
kerensky
November 23rd, 2005, 05:38 PM
I haven;t really done much thinking into what the race will be but I think that they are going to be a crystalin race. The picture above will probably be something like a destoyer or such.
kerensky
November 23rd, 2005, 07:17 PM
So here's a question to all of you who have made a shipset before. How do you make good resolution mini images using DOGA? Whenever I render them in the 128x128 size, the ship doesn't look as sharp as it does on larger renders.
PvK
November 23rd, 2005, 07:20 PM
Nice!
dogscoff
November 23rd, 2005, 07:27 PM
kerensky said:
So here's a question to all of you who have made a shipset before. How do you make good resolution mini images using DOGA? Whenever I render them in the 128x128 size, the ship doesn't look as sharp as it does on larger renders.
On the KanesS set, I had to boost the brightness of my mini images to get them looking nice, and sometimes you have to just go in there, roll up your sleeves and tweak a few pixels by hand.
Also, trim off any excess black bacground before resizing, and where possible try to render and trim to resolutions that divide neatly into the target size. I rendered everything (including portraits) to 512*512.
Atrocities
November 23rd, 2005, 09:11 PM
A lot of positive posts. http://forum.shrapnelgames.com/images/smilies/wink.gif Good work. http://forum.shrapnelgames.com/images/smilies/happy.gif
kerensky
November 23rd, 2005, 10:03 PM
Okay well here is the prospective cruiser. I'm messing around with the "shininess" of the different parts to help the details of the ship stand out better.
Atrocities
November 23rd, 2005, 10:22 PM
Very nice. http://forum.shrapnelgames.com/images/smilies/happy.gif
Xrati
November 23rd, 2005, 11:33 PM
Nice work! http://forum.shrapnelgames.com/images/smilies/cool.gif
Where can you get this Doga program? I remember reading a post about it and you also need a translator program? If I remember right it's in Japanese? I'd like to try it.
kerensky
November 23rd, 2005, 11:40 PM
You can find it here....
http://www.doga.co.jp/english/
narf poit chez BOOM
November 24th, 2005, 02:24 AM
I like the detail, the windows, and the claws.
JAFisher44
November 24th, 2005, 03:03 AM
I render my ships at 1280x1280 and use a graphics program to reduce them to 10% of original size. I find that it gives better images. Even if you only use paint.
Xrati
November 26th, 2005, 09:25 PM
I just downloaded DoGa. My first attempts at "being bored" http://forum.shrapnelgames.com/images/smilies/happy.gif
narf poit chez BOOM
November 26th, 2005, 09:39 PM
Pretty good. Looks like a whale.
Xrati
November 27th, 2005, 01:44 PM
Hey, from download and some more posts here, to an actual rendering, this was only five hours of total time used. Tonight I'll get around to reading the manual to really find out what this program can do.
That would be a good name for it. The Whale Heavy Assult Fighter. Kinda like an A-10. Here's another view.
AgentZero
November 27th, 2005, 03:45 PM
Speaking of being bored, here's a Titan-class Explorer ship from the Hell is for Heroes universe I rigged up while trying to get around a nasty case of writer's block. Haven't finished up the texturing & fine detail yet, but I think I've managed to capture that 'big' feeling (Explorer ships are on average 20-25km in length). The bad news, didn't help at all with the writer's block.
El_Phil
November 27th, 2005, 04:57 PM
Well if I was going to explore the universe, that's about the size of ship I'd want. However I'd be concerned by the lack of obvious shooty guns and/or gun ports. Yes explorer not shooter ship I know, but still. What if your exploring finds someone who isn't friendly?
Xrati
November 27th, 2005, 08:09 PM
Nice! And sooooooooo big! You must have the L2 version. I can't do texturing yet! I will be getting it shortly...
AgentZero
November 27th, 2005, 08:09 PM
Well, like I said, the fine details (ie: guns) aren't there yet, but rest assured, an Imperial Explorer ship boasts some of the most formidable firepower in the known galaxy. Even the invincible Second Dynasty superdreadnoughts are only about 15km in length, and current Third Dynasty SDs average about 5. So don't worry, once I get the texture sorted, there'll be guns galore.
zircher
November 28th, 2005, 11:46 PM
L2 and L3 are essentially free for the purpose of making images and models for SE4 and SE5. You only have to register L2 or L3 if you want to make movies or if you're a nice guy and want to support Team DoGA.
It's true that L3's help files are in japanese, but if you spend a couple of days with L1 and L2 you can use L3 just fine.
I do have a translation of the L3 Parts Assembler help file on my DoGA fan page at http://zircher.iwarp.com/doga.
In basic edit mode, L3 is just the same as L2 with a few more materials and shadow options. The power of L3 is that you can import your own textures, convert DXF files into parts, and change the texture projection settings on new or existing parts. This gives much more control. And, if you're a Metasequoia LE user, you can easily bring in new SUF (part) files via a menu.
--
TAZ
Xrati
November 29th, 2005, 11:32 PM
Thanks for the heads up.
AgentZero
December 10th, 2005, 05:27 PM
So it took me ages. Sue me. Here's the finished version of the Titan-class Explorer ship.
Fyron
December 10th, 2005, 05:37 PM
Fyron contacts the law ninja...
narf poit chez BOOM
December 10th, 2005, 06:47 PM
Pretty.
Xrati
December 10th, 2005, 07:36 PM
It looks really BIG!!! And that front end looks like it can ram a whole fleet. http://forum.shrapnelgames.com/images/smilies/cool.gif
Strategia_In_Ultima
December 10th, 2005, 08:02 PM
You can perform well with L3 without spending time in L1 and/or L2 first. Heck, I created my first shipset without yet having fully exploited L3's possibilities, and I think it turned out pretty well.
TerranC
December 18th, 2005, 03:19 AM
Post deleted by TerranC
JAFisher44
December 18th, 2005, 05:19 AM
Nice TC I really like the bottom two. They are... original.
AgentZero
December 18th, 2005, 01:16 PM
Very sweet, Terran C. I'm assuming the 'lights' on certain sections are a 'glow' bitmap? If so can I rob it off ya? I'm too lazy to do my own textures for recreational modelling.
Atrocities
December 18th, 2005, 07:35 PM
Damn nice ships TC.
kerensky
December 18th, 2005, 09:41 PM
To make "glowy" things in Doga, just bumb their emittion up really high.
narf poit chez BOOM
December 19th, 2005, 05:34 AM
Great ships, TC.
El_Phil
December 19th, 2005, 06:46 AM
Ohhh now there's a different style for ships. My natural fear of change aside they do look good.
TurinTurambar
December 20th, 2005, 01:35 AM
I especially like the second to last one. It looks like a colony ship or a deep space refueler. 'Twould line up nicely next to a Battlestar.
T
Patroklos
December 20th, 2005, 01:40 PM
Do those glowing bitmaps work for SEV models in game?
Phoenix-D
December 20th, 2005, 02:52 PM
DOGA models in general have a ridiclously high number of polygons, so they likely won't work in SEV..
AgentZero
December 20th, 2005, 05:37 PM
Not really... The big explorer ship I posted further up is only about 2500, and that's with lots of little guns & turrets that you could trim off a SEV model. A trimmed version of that Explorer came in at 895 polys which should be quite manageable for SE5.
Only problem is that, in Starfury at least, .X models created in Doga have a slight wee issue with the textures. Unless I'm doing something wrong. Not an unprecedented occurance, but rare.
Patroklos
December 21st, 2005, 10:31 AM
Certainly that effect is not limited to DOGA only (I use Rhino).
But assuming I did put that DOGA model into SEV, would the game actually show the glow?
zircher
December 21st, 2005, 11:39 PM
No, the glow is an effect of the rendering engine in DoGA. You can have 100% ambient textures in .X models, but nothing with a glowing aura unless the game engine supports that effect. Given what I seen, some special effects are supported, but I don't know if they're available to the ship mod author.
As to DoGA having too many polygons, you have to (of course) be wise in choosing your parts. When making models for real time use, if that model is the size of a stamp, you don't need high resolution parts.
I wrote of a handy game mesh creation tutorial for Metasequoia that uses DoGA to create the basic ship design. So, I know it's doable since I used DoGA and Meta to build a complete and functional ship set for the SEV beta.
--
TAZ
AgentZero
December 22nd, 2005, 09:18 AM
zircher said:
I wrote of a handy game mesh creation tutorial for Metasequoia that uses DoGA to create the basic ship design. So, I know it's doable since I used DoGA and Meta to build a complete and functional ship set for the SEV beta.
--
TAZ
Linky?
I remember from Starfury that the problem with the textures was that the game stored them as an external bitmap, but when you export from DoGA, the texture is included in the .X file, but SF doesn't read it so you wind up with a 'blank' model.
zircher
January 27th, 2006, 01:30 AM
Sorry about the delay on this, I missed the reply.
Go to http://www.virmin.com/doga and scroll down a little bit.
When doing the raw export from DoGA to .X, you can have problems with path names. Edit the .X file with Notepad, remove the texture paths, and then keep the model and textures together. It should work out fine (with the exception of intersecting parts, but that's what the tutorial is about.]
--
TAZ
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