View Full Version : .x Model fun and samples..
David E. Gervais
November 16th, 2006, 11:54 AM
Hi,
I was wondering if a .x model can be comprised of multiple objects. If for example I have a simple engine mesh (see the attached file for a .x and texture map sample) can I then make a basic body, and wing and somehow glue them together to make a single model? Or will .x accept a 'grouping' of objects?
Just trying to wrap my head arounf some ways to make low ploy ship parts that can perhaps be used to make different variations. (the engine naccel sample attached for example seems to my eye to work on its side, upwards or flipped and eacj rotation gives a diferent feel to the design.)
EDIT: Here are some renders for reference..
http://i48.photobucket.com/albums/f237/DavidGervais/Engine_Sample01.jpg http://i48.photobucket.com/albums/f237/DavidGervais/Engine_Sample02.jpg
http://i48.photobucket.com/albums/f237/DavidGervais/Engine_Sample03.jpg http://i48.photobucket.com/albums/f237/DavidGervais/Engine_Sample04.jpg
comments welcome, thanks.
Cheers! http://forum.shrapnelgames.com/images/smilies/happy.gif
P.S. I'm aware that Doga used a building block type method of assembling parts, but the parts are not textured. I think there might be an interest in pre textured generic parts.
Suicide Junkie
November 16th, 2006, 11:58 AM
There is no reason you can't have discontinuous objects such as a "cone floating above a square". The only question is how easy it is in your editor to import two source files, arrange the stuff, and then save to .X format.
David E. Gervais
November 16th, 2006, 01:55 PM
Just so you know exactly where I'm heading,.. here is the wing object (.x file and texture attached)
http://i48.photobucket.com/albums/f237/DavidGervais/Wing_Sample01.jpg
Note: Both the engine and wing are basically distorted/reshaped boxes so they each have 12 poly count. So, with 2 wings, 2 engines, a body section and nose the total poly count for a basic model would be 72 polys. lots of room to add more parts.
Cheers! http://forum.shrapnelgames.com/images/smilies/happy.gif
DingBat
November 16th, 2006, 02:57 PM
I'd guess the main question is how hard is the limit on a 256x2 texture map for ships?
How big are the textures your showing here? They look pretty detailed so I'm thinking at least 256x2 each. One each for wing, engine, body, and nose and you're up to 512x2. What will the game do if you try to use that?
If it works, I'm definitely dumping my model and starting over doing the same thing you are.
shinigami
November 16th, 2006, 04:18 PM
Just tested. Neither directx nor the game engine mind if you use two separate objects in an .x file so, by extension, you should be able to use more.
I'll check on multiple tex maps and post again to let you know.
Edit: Mupltiple tex maps are not a problem either!
If I might toss out a suggestion, if your going to do this, why not include a blank texture template for the parts? That way those who would wish to do their own textures would be able to without problem.
David E. Gervais
November 16th, 2006, 05:32 PM
the texture maps are 256x256 but I'm sure if I reduce them to 128x128 they will retain enough detail for the game. it's not like you see the ships up in your face too often.
doing more tests, I'll keep you posted
Cheers! http://forum.shrapnelgames.com/images/smilies/happy.gif
Randallw
November 16th, 2006, 08:32 PM
I tried making a basestar but in the xfile viewer it comes out looking like 2 triangles. Also how can I add a texture?. I am using wings at the moment with xfile module.
http://i72.photobucket.com/albums/i186/Randallw_2006/basestar.jpg
David E. Gervais
November 23rd, 2006, 06:28 AM
Ok, I learnt a few things about texture mapping, I'm posting this 'before' sample where the entire object is given a texture without the benefit of a UV map. I'll make a second version once mapped.
http://i48.photobucket.com/albums/f237/DavidGervais/ShipShape.jpg
This ship has 170 poly count, not bad I think. Comments on the design are welcome..
Cheers! http://forum.shrapnelgames.com/images/smilies/happy.gif
EDIT: Here is my first practice run on the texturing, not bad, but I still have many more tweaks to do.
http://i48.photobucket.com/albums/f237/DavidGervais/ShipShape2.jpg
Cheers! v2.0 http://forum.shrapnelgames.com/images/smilies/happy.gif
David E. Gervais
November 23rd, 2006, 07:25 PM
Here it is in final form..
http://i48.photobucket.com/albums/f237/DavidGervais/AAShip_Sample.jpg
Attached is the .zip with the .x file and texture map.
Cheers! http://forum.shrapnelgames.com/images/smilies/happy.gif
Edit: Oh and this final version has a 132 ploy count, not too shabby eh?
Timstone
November 24th, 2006, 11:27 AM
Great model David!
I don't like the bright red, but the model is cool. http://forum.shrapnelgames.com/images/icons/icon14.gif
David E. Gervais
November 24th, 2006, 03:57 PM
Hello again, Here is a cargo/transport ship. I made the design to look like the type of cargo pod can be changed. In this model it's a simple freight container..
http://i48.photobucket.com/albums/f237/DavidGervais/Cargo_Ship_Sample.jpg
Attached is the .x and texture map.
Comments welcome. Cheers! http://forum.shrapnelgames.com/images/smilies/happy.gif
Kana
November 24th, 2006, 08:33 PM
What modelling program are you using David?
David E. Gervais
November 24th, 2006, 08:53 PM
I'm using Anim8or it's a free 3D Modeling program. You can find the program at Anim8or.com (http://www.anim8or.com/)
I use LithUnwrap to make the texture maps, and my favorite paint program to make the textures.
Basically the new trick I found is I can 'detach faces' to allow me to then create different groupings of objects.
The procedure is, make model, and once done, detach faces to make similar groups like the wings, the back end where the thrusters are etc. Export the model as a .3ds. Then import the model into LithUnwrap and 'select all' and under tools option make a uv map, (box is good for separating the parts). then play with resizing and positionning to make the maximum use of the bitmap area. Save the UV map, and save the model (again as .3ds) this new version of the saved model has the UV map info. Edit the .bmp of the UV Map you saved and fill in the parts with texture. then Import the model into Anim8or , you'll notice the model does not have the texture on it, we have to 'apply' the texture, using the materials menu, load the bitmap into the 'difuse' properties and allpy the texture. Because the model contained the UV Map it will know where to place the textures. resave the model as .3ds. now when you load it into LithUnwrap you can preview the model. Form this point on I have LithUnwrap and Artgem running, I tweak the texture map, and reload the model. it automatically loads the new tweaked texture map. preview, adjust,.. resave in the various formats .obj and .x for example. Oh and when I save the .x I select uncompressed text format, that way I can edit the .x file in notepad. this comes in handy when I convert the .bmp to .jpg for the final version. I simply change the filename extension at the end of the .x file and resave.
That's it in a nutshell, Hope this info helps, Cheers! http://forum.shrapnelgames.com/images/smilies/happy.gif
David E. Gervais
November 24th, 2006, 09:12 PM
Here is an updated version of the cargo ship, both empty and 'loaded' version of the ship is included in the attached zip file.
http://i48.photobucket.com/albums/f237/DavidGervais/NewCargo.jpg
Cheers! http://forum.shrapnelgames.com/images/smilies/happy.gif
narf poit chez BOOM
November 24th, 2006, 11:23 PM
Cool!
DingBat
November 25th, 2006, 01:10 PM
Lol, even in space, we have crates. http://forum.shrapnelgames.com/images/smilies/happy.gif
narf poit chez BOOM
November 25th, 2006, 05:14 PM
There shall always be crates! And crowbars!
For no other items shall save us when the INVASION COMES!!!!
Timstone
November 26th, 2006, 09:13 AM
And, dear cheeselover, what about the red hot pokergun?
The sight of that weapon alone will turn back the invaders. http://forum.shrapnelgames.com/images/smilies/biggrin.gif
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