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ForumsShowcase → Dragan Fighter
Dragan Fighter
2008-05-18, 12:05 AM #1
Finally have found some time to start texturing the models I made two years ago now (wow, has it really been that long?). Started out with one of the easier ones:
[http://i143.photobucket.com/albums/r150/GeneralRamos/tex1.jpg]
[http://i143.photobucket.com/albums/r150/GeneralRamos/tex2.jpg]
[http://i143.photobucket.com/albums/r150/GeneralRamos/tex4.jpg]
[http://i143.photobucket.com/albums/r150/GeneralRamos/tex7.jpg]
[http://i143.photobucket.com/albums/r150/GeneralRamos/tex9.jpg]

Only major problem being that one surface on the nose doesn't want to render the texture, must be some error with it I can't figure out. Oh, and a couple whitish lines on the cockpit window that I need to fix. This is my first experience texturing by unwrapping first, it works quite a bit nicer than stitching textures around :)
Clarinetists, unite!

-writer of Bloodwing
(a work in progress)
2008-05-18, 12:20 AM #2
Still looks pretty great.
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2008-05-18, 12:36 AM #3
By far one of the coolest and most realistic (if you can say that) ships that I've seen you showcase.
Author of the JK levels:
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2008-05-18, 1:22 AM #4
looks a lot like a viper from BSG
[01:52] <~Nikumubeki> Because it's MBEGGAR BEGS LIKE A BEGONI.
2008-05-18, 1:48 AM #5
Couldn't the length of the ship cause possible damage when firing the weapons mounted on the side? I just imagine it'd be easy to get within a certain angle of the ship that required it to bank, also requiring it to resort to it's front weapons only (which have a shallow depth because they're so close together anyway.)

It still looks super cool.
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2008-05-18, 8:35 AM #6
Yeah, this latest series of models is high-poly and the texture sizes are 1024 x 1024, cuz I don't know when and for what they'll be used. Someday I'd like to put them together into a flight sim game, but right now I'm just working on it little by little. :)

Hadn't thought of the issue of banking with the weapons... it's a good point. Pending on the speed of the projectile it might be alright, I might try shifting them out and moving the spines in instead, but I'm not sure if altering the model will require me to remap the UVs at all. Anyone know how I can shift faces around in Ultimate Unwrap 3d?
Clarinetists, unite!

-writer of Bloodwing
(a work in progress)
2008-05-18, 9:27 AM #7
I imagine the projectiles (I assume not-lasers) would be moving pretty frakking fast, but I can think of a few instances where it could be a problem. Although most of these would be during evasive-style maneuvers, very drastic and quick movements when and you probabaly wouldn't be tracking something/firing while performing them. However, it's something you should look into.

I think, if you rotate the entire gun battery 90 degrees, so instead of the barrel being on top, it's on the side, it would be enough.

That all being said, looks a LOT like a Viper. Not that that is a problem... Vipers are pretty much the best fighters ever.
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2008-05-18, 9:47 AM #8
Originally posted by mb:
looks a lot like a viper from BSG


Exactly. This looks like one of my cousin's BSG toys from the 80's that I used to play with as a kid.
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Lord Tiberius Grismath
1473 for '1337' posts.
2008-05-18, 10:01 AM #9
Originally posted by JediKirby:
also requiring it to resort to it's front weapons only (which have a shallow depth because they're so close together anyway.)


Servos on the front cannons would add a few degrees of movement, and would actually be ideal for dogfighting due to the short ranges and auto-guiding capabilities (TIEs actually have this capability, although it's never used in the games). Guns on the side of the cockpit would ideally (imo) be the heavy-hitting weapons, located closer to the power source and thus better suited for straight-line flight and attack runs.

Also, with the kind of technology we're talking about here, it'd be one or two lines of code to prevent the ship from hitting its nose even if all cannons were active in tight maneuvers.
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