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TIE-Interceptor (ra2/ts)
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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Fri Feb 09, 2007 11:04 am    Post subject:  TIE-Interceptor (ra2/ts)
Subject description: Starwars...
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For you Starwars fans... A TIE interceptor converted 100% down to the texture from a 3DS model.

Vipr, Your 3ds2vxl works about 50% of the time :0

UPDATED : I forgot to add remap..so heres another version, Im sorry the normals aren't that great but oh well.



TIE-ingame.PNG
 Description:
ingame
 Filesize:  13.37 KB
 Viewed:  9454 Time(s)

TIE-ingame.PNG



tie_000.gif
 Description:
Preview
 Filesize:  319.8 KB
 Viewed:  9527 Time(s)

tie_000.gif



tie1.zip
 Description:
updated vxl

Download
 Filename:  tie1.zip
 Filesize:  26.43 KB
 Downloaded:  430 Time(s)


Last edited by Tony on Fri Feb 09, 2007 9:39 pm; edited 1 time in total

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Fri Feb 09, 2007 12:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

WOW! nice voxel! Might a IGscreene? (InGame)

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Fri Feb 09, 2007 4:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

you mean it works on about 50% of the free models available on the internet while the rest have the mesh misplacement problem, right?

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Fri Feb 09, 2007 7:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, you are correct ViPr. Can you do something about it?

Cool voxel Tony. #Tongue

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Fri Feb 09, 2007 9:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

No Vipr im not saying your tool is bad..I like it for those tough shapes and hell i can usually fix some of the exploded models Smile

The thing I don't understand is why this happens: note the angle...

Anyways ill get an ingame of the TIE soon.



nebulon.PNG
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 Filesize:  22.56 KB
 Viewed:  9460 Time(s)

nebulon.PNG



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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Fri Feb 09, 2007 10:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

The glorious Nebulon B.. wonderful.. except the dive..

Love the Tie Interceptor, Tony. Beautiful work.

What is it with all the movie voxels suddenly? Although I'm not complaining Very Happy

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Fri Feb 09, 2007 11:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

His TIE seems to be on some form of space-looking terrain. Expect something big, I hope. #Tongue

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Sat Feb 10, 2007 12:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey tony I hope you've remembered to update your voxel builder.

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Sat Feb 10, 2007 1:17 am    Post subject: Reply with quote  Mark this post and the followings unread

yah i don't know why the angle is wrong. i can't really remember seeing that problem before. did you try messing around with the mesh misplacement fix setting in my program coz sometimes it makes things worse.

i've been trying to solve the damn mesh misplacement problem so many times. a few days ago i made progress on fixing the mirroring problem so that should help fix some models.

btw i notice links make things worse in my program. maybe you can try breaking all unnecessary links in the model editor.

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Sat Feb 10, 2007 1:58 am    Post subject: Reply with quote  Mark this post and the followings unread

these star wars stuff you're creating are fantastic! I was thinking of creating some star wars stuff myself (watched the two trilogies in HBO lately) Very Happy . But your work pwns... I hope you get the Nebulon right soon. Smile

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sat Feb 10, 2007 2:31 am    Post subject: Reply with quote  Mark this post and the followings unread

•Tony• wrote:
No Vipr im not saying your tool is bad..I like it for those tough shapes and hell i can usually fix some of the exploded models Smile

The thing I don't understand is why this happens: note the angle...

Anyways ill get an ingame of the TIE soon.


I would have to strong disagree with you saying his program is bad! I say your bad for multiple resins.

PM me the model and i will take a look and see if i can find out whats going on with it. But i can say that its the model or modeler that causes problems.

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Sat Feb 10, 2007 4:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Exactly how am I bad for Multiple* reasons Mad ? Laughing

As for " the model or modeler causing the problem "..
yes I know that already..

Ill send you the nebulon-B as soon as i can.

IVI AFV-factory wrote:
these star wars stuff you're creating are fantastic! I was thinking of creating some star wars stuff myself (watched the two trilogies in HBO lately) Very Happy . But your work pwns... I hope you get the Nebulon right soon. Smile


So far ive converted the super star destroyer, star destroyer, blockade runner, some fighters and a Republic transport.

When I get these textured ill likely post em up..as im not making a Starwars mod.

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Sat Feb 10, 2007 9:15 am    Post subject: Reply with quote  Mark this post and the followings unread

you're texturing AFTER voxelizing? i certainly hope not.

http://scifi3d.theforce.net/

you got the models from there right? that site is mentioned in the readme of my program. yah about half those screwed up my program but maybe it's less now. btw you do know that if you convert the JPGs and GIFs, or whatever that come with these models, to TGAs they will work in my program right? btw another issue is the bump maps can end up too weak or too strong which will just look like noise. i put in some code to combat that but i didn't activate it.

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Sat Feb 10, 2007 12:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

I didnt know that about converting them to TGA, Ill sure do that in the future Smile but yes..some models don't come with textures so i hand paint them.

Heres another site you should add to your readme if you havn't yet: http://www.celestiamotherlode.net/

But note these are intended for an..educational tool to view solar systems in 3d atmosphere..and a lot of them are giving errors when trying to convert.

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Sat Feb 10, 2007 1:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

wait a minute, Celestia is using 3ds files? i should ask the programmers how they got 3ds files to work then.

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sat Feb 10, 2007 10:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well its just as i thought.

Vipr program always does exactly what it should.

Take a look at the model...

It made the vxl exactly like the model.



3dsneb.JPG
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 Filesize:  58.86 KB
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3dsneb.JPG



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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Sun Feb 11, 2007 8:35 am    Post subject: Reply with quote  Mark this post and the followings unread

I guess i would have noticed it if i had 3ds max at that time Smile

But thanks.

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Sun Feb 11, 2007 9:54 am    Post subject: Reply with quote  Mark this post and the followings unread

hahah thanks. i had a feeling that might be the case but actually my program does still have a mesh misplacement problem with some models.

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