FC content pack flan's [UBERTHREADNAUGHT]

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hyperlite
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Re: FC content pack flan's

Post by hyperlite » Sat Jan 05, 2013 11:09 am

This is good, this is very good, stuff getting done. Prototype should be dev status, and we go back to the original plan, we save the same models for this and use them for futurecraft.

When was the last time Keon worked on the mod, or even visited the forum? The people working in here are actually making models and doing the code you have to do with it to get it in the game.

I haven't seen anyone do this much work (except frost) in months!


Edit: He also has most useful posts right now.
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Re: FC content pack flan's

Post by Chairman_Tiel » Sat Jan 05, 2013 11:57 am

Shiva's call.
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Re: FC content pack flan's

Post by Iv121 » Sat Jan 05, 2013 12:19 pm

BTW what's with the sama stuff ? What is it ?
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Re: FC content pack flan's

Post by hyperlite » Sat Jan 05, 2013 1:23 pm

It is the new auto correct thing for s-h-i-v-a, instead of dearest.
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Huge Sucess

Post by Prototype » Sat Jan 05, 2013 2:19 pm

I'm still modelling on 1.2.5 but it shouldn't be too hard to transfer over

in good news, i have finally (after a few days of not noticing a missing semicolon), i have got some wings and something that looks remotely like a plane

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I'm probably going to move those wings back a bit, or keep them there, the fact they are there is a huge sucess.
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Re: FC content pack flan's

Post by Prototype » Sat Jan 05, 2013 2:49 pm

Actually the position of the wings in my last post was almost accidental, however i like them like that.

I've just made a slight change to the wing, but I think it looks better, anyone agree?

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Re: FC content pack flan's

Post by Ivan2006 » Sat Jan 05, 2013 2:57 pm

Yep, but I think they´re a bit... disconnected?
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Re: FC content pack flan's

Post by Prototype » Sat Jan 05, 2013 3:06 pm

Ivan2006 wrote:Yep, but I think they´re a bit... disconnected?
ignore that, that is very easily fixable (just move the right one in by 1 on the Z co-ord) , just want to get the shape right, and the angle.

if you see an obvious flaw, chances are I already know, if it isn't so obvious (like the textures being weird on the nose) tell me.

also the very front box seems unaligned, but it is, it just looks weird, but I think i know how to resolve.

hyperlite wrote:This is good, this is very good, stuff getting done. Prototype should be dev status, and we go back to the original plan, we save the same models for this and use them for futurecraft.

When was the last time Keon worked on the mod, or even visited the forum? The people working in here are actually making models and doing the code you have to do with it to get it in the game.

I haven't seen anyone do this much work (except frost) in months!


Edit: He also has most useful posts right now.
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Mistake Not... wrote: This isn't rocket science, *!
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Re: FC content pack flan's

Post by cats » Sat Jan 05, 2013 4:52 pm

It's good. Stick some cylinders on the back for engines and you got it.
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Re: FC content pack flan's

Post by Prototype » Sat Jan 05, 2013 5:01 pm

catsonmeth wrote:It's good. Stick some cylinders on the back for engines and you got it.
No cylinders, too unreliable and annoying to texture, but I can make do with some well placed boxes.

After that, it's a simple matter of fixing the wings, a not so simple matter of fixing the texture, and a really simple matter of getting it to fly.
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Re: FC content pack flan's

Post by cats » Sat Jan 05, 2013 5:45 pm

Prototype wrote:
catsonmeth wrote:It's good. Stick some cylinders on the back for engines and you got it.
No cylinders, too unreliable and annoying to texture, but I can make do with some well placed boxes.

After that, it's a simple matter of fixing the wings, a not so simple matter of fixing the texture, and a really simple matter of getting it to fly.
Then do that thing you said. It'll look better.
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Re: FC content pack flan's

Post by fr0stbyte124 » Sat Jan 05, 2013 8:14 pm

Prototype wrote:The only problem with 3d modelling program's is that when you process the model through manus's toolbox and subsequently MCP, it doesn't always turn out how you want it.

That and model files need to use turbomodelthingy, and teche is the only program I know of that allows you to directly export as turbomodelthingy, which is what flans mod uses, and what mans recommends.
Well, that sucks. We'd be importing the .obj directly into the game, so there would be no conversion, but I can't do any of that until the rest of the graphics pipeline is done. So, I guess for now, techne is our only way to see what stuff would look like in MC. I'll try to move model importing up in the timeline.

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Re: FC content pack flan's

Post by Prototype » Sun Jan 06, 2013 4:54 am

fr0stbyte124 wrote:
Prototype wrote:The only problem with 3d modelling program's is that when you process the model through manus's toolbox and subsequently MCP, it doesn't always turn out how you want it.

That and model files need to use turbomodelthingy, and teche is the only program I know of that allows you to directly export as turbomodelthingy, which is what flans mod uses, and what mans recommends.
Well, that sucks. We'd be importing the .obj directly into the game, so there would be no conversion, but I can't do any of that until the rest of the graphics pipeline is done. So, I guess for now, techne is our only way to see what stuff would look like in MC. I'll try to move model importing up in the timeline.
Well here I'm just talking about putting stuff into Flans mod, but the majority of the models in that were either completely or partially (what I'm doing) assembled directly as code, rather than just Techne. But there are probably better ways to do stuff for anything that doesn't involve flans mod.
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Re: FC content pack flan's

Post by Prototype » Sun Jan 06, 2013 7:52 am

Actually, I could use a cylinder instead of a box, just not the cylinders made by techne.

Instea I can simply use the standard shape made by the shape calculator (which is almost a semicircle) and give it a larger width, then just make two, and flip one round (going to be difficult because I don't know how MCP calculates rotation and it definitely does not use degrees, but I'll try radians and see if that works) and stick it to the bottom of the other, making something looking like a thruster.

It I could have the two semi circles split apart, and have a cool engine thingy like that.

Either way it looks better than a box and will render with Flans modelling helper.
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Re: FC content pack flan's

Post by Prototype » Sun Jan 06, 2013 12:34 pm

I can confirm that the model is working with 1.4.6/7 after some extensive forgetting of semicolons and a lot of swearing.

here is some proof:

[url=http://postimage.org/image/h11ge9pud/]Image[/url]
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