FC content pack flan's [THREADNAUGHT]

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Prototype
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Re: FC content pack flan's

Post by Prototype » Fri Feb 22, 2013 9:59 am

They use techincal drawings of things that already exist as templates, I have pretty much made everything up from scratch (no decent techincal drawings of the A-144 existed so...)

They are using turbomodelthingy, and they mostly use shapes, which can't be done in techne.

Also Jedi did not make that fighter, and this pack is already out, this is just an update log, though when I finish the AR-15 model, I will likely do a big public release, with posts on MCF and links from Flans page and Manus has already confirmed that I can do a release on his site.

I will shortly resume making that missile model pointy, expect much raging from me
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Prototype
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Re: FC content pack flan's

Post by Prototype » Fri Feb 22, 2013 12:23 pm

Update on pointy missiles, they are even worse when I try and make them plane models so I can see in MCP, I won't get a decent reference, missiles will remain flat headed
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joykler
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Re: FC content pack flan's

Post by joykler » Fri Feb 22, 2013 12:33 pm

you know what look at the bmw mod and how they done that
that would be much better than this

not that i dont love your work but honeslty look at that car

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Re: FC content pack flan's

Post by Chairman_Tiel » Fri Feb 22, 2013 12:52 pm

Techne, y u crash while I model /:|
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Prototype
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Re: FC content pack flan's

Post by Prototype » Fri Feb 22, 2013 12:54 pm

joykler wrote:you know what look at the bmw mod and how they done that
that would be much better than this

not that i dont love your work but honeslty look at that car
Please before you suggest something please research what it is you are talking about, so you don't accidentally make a rather stupid request.

that is an .obj file rendered in minecraft, which is not only impossible to do with flans mod but rather impractical, if you read the comments then you would see that it renders poorly, sometimes even not at all, plus is it completely out of style with minecraft.

That car is a good model, however in minecraft, it just isn't right.
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Chairman_Tiel
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Re: FC content pack flan's

Post by Chairman_Tiel » Fri Feb 22, 2013 12:59 pm

Prototype wrote:
joykler wrote:you know what look at the bmw mod and how they done that
that would be much better than this

not that i dont love your work but honeslty look at that car
Please before you suggest something please research what it is you are talking about, so you don't accidentally make a rather stupid request.

that is an .obj file rendered in minecraft, which is not only impossible to do with flans mod but rather impractical, if you read the comments then you would see that it renders poorly, sometimes even not at all, plus is it completely out of style with minecraft.

That car is a good model, however in minecraft, it just isn't right.
I just looked up that mod, and it looks like fr0st was right (big surprise there).

I thought Minecraft's engine was only good for rendering boxes..
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Re: FC content pack flan's

Post by Prototype » Fri Feb 22, 2013 1:07 pm

It exceeds the I think it's called the polygon budget?
It is a very complex single shape to render, I don't know the exact technical terms but it appears to be causing the world to not render properly
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Prototype
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Re: FC content pack flan's

Post by Prototype » Fri Feb 22, 2013 1:13 pm

Hate to double post, but perhaps it could be possible once whatever piece of magical coding fr0st is working on is done, but for the Flan pack .obj models are a definite no.
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Re: FC content pack flan's

Post by fr0stbyte124 » Fri Feb 22, 2013 1:13 pm

While there is a polygon budget, you couldn't hit it with a single model even if you tried. It's pretty massive.

*EDIT*
Also, like I said before, Minecraft doesn't have its own rendering engine, it's just OpenGL. What Minecraft has is a class which assembles meshes from quadrilaterals. There's nothing forcing anyone to use it.

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Re: FC content pack flan's

Post by Prototype » Fri Feb 22, 2013 1:16 pm

Good to know that, so why does this mod not work very well? Everything I've seen/read about it says it is rubbish
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Re: FC content pack flan's

Post by fr0stbyte124 » Fri Feb 22, 2013 1:19 pm

Are you talking about Flans or turbomodelthingy? Or something else...?

Either way it would probably be poor optimization or misuse rather than any technical limitation.

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Re: FC content pack flan's

Post by Prototype » Fri Feb 22, 2013 1:25 pm

This BMW car mod

Flans mod can't use .obj files, and there is no way I could reproduce such a model using boxes and shapes.
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Re: FC content pack flan's

Post by Chairman_Tiel » Fri Feb 22, 2013 1:48 pm

TurboModelThingy has the option of importing obj files, though if memory serves it's not as easy as just loading up a Halo warthog model and then hitting the big red button; the file must be just quadrilaterals.
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Re: FC content pack flan's

Post by Prototype » Fri Feb 22, 2013 2:08 pm

the .obj file don't work with Flan's mod anyway, otherwise i would have use some of the decent .obj files i have left over from a previous project.

In other news:
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remade the "prongs" of the AR-15, still have to add the fuselage, wings&fins, thrusters and prong connections

also:
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good news is it renders, bad news is I have no idea why it is doing this, but i think it is because i designated a cannon shape as the seat, but I'm not sure

EDIT: more bad news, i've tried re-assigning the parts, but MCP is rejecting all shapes after a certain number have been loaded, i cannot even get the file pictured above to work again, i have no idea what is going on, AA turrets are annoying, we should stick to vehicles for now
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Re: FC content pack flan's

Post by Chairman_Tiel » Fri Feb 22, 2013 2:24 pm

What's the problem? My profuse apologies for not keeping up with this thread.
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