Author Topic: Smitherine Productions Works in Progress!  (Read 202752 times)

Offline eclipse74569

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Re: Smitherine Productions Works in Progress!
« Reply #240 on: February 16, 2008, 06:26:31 PM »
Ok, I got an NIF file of the FCSovereign, and so far so good, the only problem is that the animations are acting funky on the Bussards...I'm not sure how to correct the animations but it almost looks kinda transparent. Never mind I think I've figured it out...
Humankind cannot gain anything without first giving something in return, to obtain, something of equal value must be lost.  That is alchemy's first law of equivalent exchange.  In those days we really believed that to be the world's one and only truth~Alphonse Elric

Offline Aeries

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Re: Smitherine Productions Works in Progress!
« Reply #241 on: February 16, 2008, 06:28:48 PM »
Looks good so far.
Could just be me... looks like the "spotlight" over the registry is a taaaaaad on the bright side. :/

-Aeries.

Offline eclipse74569

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Re: Smitherine Productions Works in Progress!
« Reply #242 on: February 16, 2008, 06:30:27 PM »
I'm not sure I think i have the bright glow bug fix mutator off and that's why it's so bright, lemme try out the CG 1.0 and I'll let you know

EDIT:  Yea, you're right it is a bit on the bright side, I'm gonna tone it down to about 50 percent on the model and see if that helps.  If it's too dim I'll up it till I get to at most 75. And I think I've figured out the problem on the animations :).  I'll have to test it out in a bit
Humankind cannot gain anything without first giving something in return, to obtain, something of equal value must be lost.  That is alchemy's first law of equivalent exchange.  In those days we really believed that to be the world's one and only truth~Alphonse Elric

Offline Aeries

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Re: Smitherine Productions Works in Progress!
« Reply #243 on: February 16, 2008, 06:37:39 PM »
Kape.  :)

Offline eclipse74569

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Re: Smitherine Productions Works in Progress!
« Reply #244 on: February 16, 2008, 06:59:40 PM »
Ok, uhm, Yah...I'm doing something wrong with the Bussard Animation...One it's going a bit faster than the CG1.0 and two, take a look...
Humankind cannot gain anything without first giving something in return, to obtain, something of equal value must be lost.  That is alchemy's first law of equivalent exchange.  In those days we really believed that to be the world's one and only truth~Alphonse Elric

Offline Kirk

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Re: Smitherine Productions Works in Progress!
« Reply #245 on: February 16, 2008, 07:18:07 PM »
Looks like someone just lit a cigarette inside a bussard collector full of volatile gas. :shock:

Offline Aeries

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Re: Smitherine Productions Works in Progress!
« Reply #246 on: February 16, 2008, 07:38:22 PM »
Eek...

Offline WileyCoyote

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Re: Smitherine Productions Works in Progress!
« Reply #247 on: February 16, 2008, 08:17:09 PM »
Quote
Looks like someone just lit a cigarette inside a bussard collector full of volatile gas.

Yea, that metreon gas is quite explosive. :lol:
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Offline CptBenSisko

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Re: Smitherine Productions Works in Progress!
« Reply #248 on: February 16, 2008, 10:22:46 PM »
Either way...excellent progress...I can't wait for this ship to come out!

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Re: Smitherine Productions Works in Progress!
« Reply #249 on: February 17, 2008, 02:27:00 AM »
I'm hidin in yer nacelz, smokin all yer weedz......

Offline eclipse74569

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Re: Smitherine Productions Works in Progress!
« Reply #250 on: February 17, 2008, 05:14:51 PM »
Weasel, I don't see how you can smoke something I don't smoke :P.

Anywhosits, can anyone please help me with my animation problem?  I'm getting frustrated trying to figure out what the heck is going on LOL.

I can provide the Max 3.1 max file if anyone needs it (I'm finding that it's the only NIF exporter that will work properly without my game crashing...If anyone has some tips on the NifTools Max 8 exporter lemme know!)
Humankind cannot gain anything without first giving something in return, to obtain, something of equal value must be lost.  That is alchemy's first law of equivalent exchange.  In those days we really believed that to be the world's one and only truth~Alphonse Elric

Offline eclipse74569

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Re: Smitherine Productions Works in Progress!
« Reply #251 on: February 17, 2008, 06:27:54 PM »
I'm not entirely sure this has anything to do with my animation problem, but it's kinda funny that my ID maps shine through the bussards.....
Humankind cannot gain anything without first giving something in return, to obtain, something of equal value must be lost.  That is alchemy's first law of equivalent exchange.  In those days we really believed that to be the world's one and only truth~Alphonse Elric

Offline Kirk

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Re: Smitherine Productions Works in Progress!
« Reply #252 on: February 17, 2008, 08:05:05 PM »
I don't think it's only the map showing through, if you look, you can see stars through the bussards, as if they are transparent.

Edited to include forgotten words.

Offline eclipse74569

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Re: Smitherine Productions Works in Progress!
« Reply #253 on: February 17, 2008, 08:43:13 PM »
That's what I mean...It's showing the ID maps, not the rest of the ship.....
Humankind cannot gain anything without first giving something in return, to obtain, something of equal value must be lost.  That is alchemy's first law of equivalent exchange.  In those days we really believed that to be the world's one and only truth~Alphonse Elric

Offline Chronocidal Guy

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Re: Smitherine Productions Works in Progress!
« Reply #254 on: February 18, 2008, 01:29:59 PM »
Ahhh, welcome to the world of figuring out how on earth I ever got those crazy bussards to work.  :lol:

To tell the truth, I still don't know what I did to fix that.  I think it was some random combination of material settings in Max, and to be honest I only got it working once.  After that, I just saved those working bussards separately, and imported them into whatever version I was working on.  I got this type of result for several weeks solid on the 1.0 (last issue fixed before it was released I think).

I'll have to look at the original file and see if anything interesting in the material settings catches my eye... I think I remember tweaking a lot of weird settings that you don't normally use for BC.

Offline cordanilus

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Re: Smitherine Productions Works in Progress!
« Reply #255 on: February 18, 2008, 03:29:48 PM »
Wow, I'm not sure how it is in max...but it looks like it has a NiAlphaProperty attached to the object.  It does transparencies in BC.  You don't need that for animated textures, at least...not always.  Easily fixable in nifskope for the nif format but I don't know about before that though.

Edit:
Wait a minute, let me rethink this.  I'm looking at the post nemesis sovvie now and I can see 2 layers.  One is the Red glow while the other is an animation with transparencies.  So I'm thinking that the inner layer needs for it's transparencies to be turned off.

Edit #2:
Okay, nevermind.  I don't know what I'm talking about, lol :D

Offline Chronocidal Guy

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Re: Smitherine Productions Works in Progress!
« Reply #256 on: February 19, 2008, 02:11:40 AM »
Yah, the animation was a pain to figure out.  I have to find the original file still before I can tell what I did.  It's not that the inner layer is transparent.. it's that the outer layer being transparent FORCES the inner layer to be transparent too.. I have no idea why.  It's not consistent either.. You know the ridged look it has?  There are little sections that aren't fully transparent, but most of the texture still is.

If BC could do glowing animations, this would be really simple... but it can't.  Oddly, it can do transparent animations though... so basically, the outer layer is a dark red texture with varying amounts of transparency, and the inner glow is just a solid glowing texture.

Now that I think of it, it may have something to do with being completely enclosed...  make sure the bussard lenses are a little ways above the inside layer.  The distance between layers may have been the cause.

Offline eclipse74569

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Re: Smitherine Productions Works in Progress!
« Reply #257 on: February 19, 2008, 07:58:41 AM »
CG:  Well I made sure of this a while back, it's slightly outward of the outer layer, but not by much...

The settings I have are the Opacity at 100, and diffuse at 100.
Rog
Humankind cannot gain anything without first giving something in return, to obtain, something of equal value must be lost.  That is alchemy's first law of equivalent exchange.  In those days we really believed that to be the world's one and only truth~Alphonse Elric

Offline Chronocidal Guy

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Re: Smitherine Productions Works in Progress!
« Reply #258 on: February 19, 2008, 07:36:03 PM »
You know, just as a test, try shifting the bussard lenses a little so that part of the inner layer is visible from the outside.  I never could tell if that had a difference or not, but I noticed there is a small gap on the 1.0 that you can only see from directly above.  You could also try moving the inner layer further in, to widen the gap between the layers.

Offline cordanilus

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Re: Smitherine Productions Works in Progress!
« Reply #259 on: February 19, 2008, 11:01:08 PM »
I check the post nem sov again in nifskope and I see that the transparencies of the outer layer is different then usual.  Not the standard transparency usually set in max.  It's easier to explain for nifskope but I don't know about max.

In nifskope, transparencies are usually set at 237, or (1 - Src Alpha and, 2 - Inverted Src Alpha )  This post nem sov seems to be set as 31, or ( 1 - "nothing" and, 2 - One )   Just FYI, 1 is "Source Blend Mode" and 2 is "Destination Blend Mode".  Again, i don't know how it's set up in max since I haven't tried it yet.

It's transparent alright, but I know it's a different kind of transparency.  I've discovered a lot of different kind of tranparencies with nifskope and I don't know exactly how that works but all I know is, it does work.  Some transparencies can see through normal textures like the ID Maps or do the reverse, they can also darken the model, brighten, invert the colors, look like it's cloaked...many different ways is safe to say.  Some are affected by the Alpha Channels.  I'm trying to map all these possibilities out but there are thousands of different combinations to try out.

Hopefully, this might ring a bell. :D