MillenniumMan Posted April 7, 2007 Report Posted April 7, 2007 I found this on ss downloads. The zip file has every ship in 3 different angles.bigships.zip Those are just pics, I'm talking about in-game models on my banner. Quote
Samapico Posted April 9, 2007 Report Posted April 9, 2007 Who said he was talking of the same thing as you?These pics are still relevant to the topic, but they're not related to your post... Quote
Gravitron Posted April 10, 2007 Report Posted April 10, 2007 Since I've yet to make an appearance in this thread: Juan Sanchez is our benefactor for creating the original VIE ships.He has all the models. No, he does not have the SS source.The shark model, which was never finished from the first place, was unfortunately lost in one of his PC transitions. Aside his the only other existing models are those which talented men, such as MilleniumMan, have created on their spare time.And Juan isn't going to release the models AFAIK, last we spoke. Quote
Samapico Posted April 11, 2007 Report Posted April 11, 2007 I'll give him 10 million points on the SSforum RPG if he releases them Quote
Synook Posted April 11, 2007 Report Posted April 11, 2007 (edited) I cannot believe this topic is ( a ) still going and even more amazingly ( b ) still on topic!Still... I wonder if anyone has created a new set of models. Also, just wondering, if it hasn't been brought up previously on this topic, is it possible to generate ships rolls without 3D models? Edited April 11, 2007 by Synook Quote
Samapico Posted April 11, 2007 Report Posted April 11, 2007 well if you're willing to paint... hmmm..... about 360 frames per ship, then SURE. But it would be ugly anyway, cause you'd need to ... like... shrink the image or something to make it SEEM to be tilting it would take you weeks anyway. Quote
Smong Posted April 11, 2007 Report Posted April 11, 2007 It would be much faster to use Blender, you can make a simple ship in half a day, when shrunk to 36x36 no one will notice the lack of detail. Only obstacle is learning how to use blender. Quote
Synook Posted April 12, 2007 Report Posted April 12, 2007 Hey... I do know how to use Blender... sort of...But one problem I have found. How do you get the texture of the ship onto your model and make sure it is aligned, not warped, and goes completely around the object? Something I can't do... Quote
»jabjabjab Posted April 28, 2007 Report Posted April 28, 2007 Hahah..i cant wait to see this finish up.. I see no problem with this topic continueing because this is very interesting. THe only thing i see if the 3d program catches on.. how are people able to switch from a 3d zone to a 2d zone? why dont you just make a program that if you want to go to a 2d zone you cick on it and it opens up the continuum 0.39.EXE and if you click the 3d zones.. it will take you to MillenniumMan's program. Quote
MillenniumMan Posted April 28, 2007 Report Posted April 28, 2007 First off, Grav thx for the kudos. That means a lot.Sanchez got those pics from SSDL, he didn't just render them, they are promo pics. Synook, use PSP5, rotate the first omage 10 degrees to the right per frame then compupic to compile a 10x4 grid for the main ships, rolling requires models or a !@#$%^&* of a lot of time on your part. Jab, I'm trying Rad6's engine first, it looks more clean and straight forward but I'm not sure about support. I'll be trying it out before I decide whether or not to export all my stuff from Rad5.3NW. The last part seems rather narssosistic though, as much as I like thinking it's just mine all mine. Shame there isn't a 3D object plugin for Continuum, that would carry over more to what you were saying, but not require two apps. If they could include lvz and overlays and alpha support then someone could work on a 3D object plugin. Quote
Smong Posted April 28, 2007 Report Posted April 28, 2007 Synook, use PSP5, rotate the first omage 10 degrees to the right per frame then compupic to compile a 10x4 grid for the main ships, rolling requires models or a !@#$%^&* of a lot of time on your part.First Mill, not sure what you're going on about didn't see Synook ask a question where this could be the answer. Second if you're creating the 10x4 spritesheet you need to rotate 9 degrees per frame not 10. Quote
»jabjabjab Posted April 28, 2007 Report Posted April 28, 2007 Mill Pwned. But seriously i dont see whats wrong about just making one aplication start another.. and thats good to hear that your getting more toys for your project mill and also good to see you replying again (Cries from pain of Suspense) I hope that i get to make the first origional map too like VIE did JabJabJab Quote
Gravitron Posted April 29, 2007 Report Posted April 29, 2007 Uh, MM...SSDL put those pics up AFTER he put them on his website (IE they stole them from him, basically).He created them, he has the original models, he rendered these (as well as various Infantry ones) for his website as part of his work-show gallery/resume and as an easter egg for SS/INF players.There weren't any promo pix aside the art which was released already during VIE for the game box, T-shirts and just some website art.I have in my position one promo pix, which barely shows anything (minimal resolution, original was lost unfortunately), and it's from way back in the alpha/beta. Quote
MillenniumMan Posted April 30, 2007 Report Posted April 30, 2007 Smong: Just taking what Synook said a step further, that's all. And when I was doing 2D ships before, I used 10 degree rotation (mind you it was in Milkshape and not PSP, sorry about the confusion) Grav: I remember seeing those up years ago somewhere else (can't remember where) If that's the case, then I'm mistaken. You also forgot the SS briefs Creamy, that's from the old SS CD Jab: Still looking for the end-all-beat-all map. T4 created one, but it was pretty much VIE sized (as in took every bit of the available map space allowed by the engine) Rad6 is more point and click, so it may be possible to get more community members involved in making maps for the game because it's more intuitive, and the render engine is publicly available so one doesn't have to worry about cir!@#$%^&*venting copyrights purchased from the engine creators or the like. On a more final note, if the new engine proves a viable alternative, you may soon see a game similar to that in the video itself *crosses fingers* except without that subspace logo, no streakies and 1st person POV oh, and flat so old 2D players can enjoy it too Quote
L.C. Posted April 30, 2007 Report Posted April 30, 2007 Nice to see you posting again MillenniumMan! My webhosting offer is still up for you. I love to read about your progress. Quote
»jabjabjab Posted May 4, 2007 Report Posted May 4, 2007 (edited) Well; If this is point and click or drag.. this would ber easy.. if we are allowed (In the map editor) to make the sizes of the shapes as we please.. it will give more creativity to thirdspace. Did you ever get that collision detection problem fixed? JabJabJab Edited May 4, 2007 by jabjabjab Quote
MillenniumMan Posted May 5, 2007 Report Posted May 5, 2007 Well; If this is point and click or drag.. this would ber easy.. if we are allowed (In the map editor) to make the sizes of the shapes as we please.. it will give more creativity to thirdspace. Did you ever get that collision detection problem fixed? JabJabJab Nah, I tried, I really did. It's hit and miss with the 5.3 engine. Somethines if you hit something you automaticaly blow up, if you miss it still happens Actualy the ship, weapon and asteroid collisions were never a problem. The real issue with collisions has always been with environmental objects such as walls, wormholes and the space floor (yes, for 2D gaming) V6 used a different collision system, so that's another plus. but as of yet, I still haven't seen any network code for the V6 engine, so that's hope and wait. In the meantime, I'll just keep trying with 5.3 to get collisions working and hopefuly a compiled version up and running. Quote
»jabjabjab Posted May 5, 2007 Report Posted May 5, 2007 (edited) yay. I had a dream that I was talking to priitk after the aneversery of continuum. he said that "let's just hope this game will go for a few more years." and i said, "Well there is a 3d version of continuum comming out now! ' and he said, "Continuum wont last then." :0 Edited May 5, 2007 by jabjabjab Quote
Hakaku Posted May 6, 2007 Report Posted May 6, 2007 I don't see a 3d game based off SubSpace replacing it anytime soon, if ever. Quote
»jabjabjab Posted May 6, 2007 Report Posted May 6, 2007 (edited) It's atleast worth a try... Hey! Will this Thirdspace be Zone wise 3d to 2d.. or can you make a 2d map in a 3d zone? Edited May 8, 2007 by jabjabjab Quote
»jabjabjab Posted May 13, 2007 Report Posted May 13, 2007 (edited) MillenniumMan i cant believe you put in that sheep noise in the files you sent me. i cant get thirdspace to work right. i just wish you counld send me the already compiled or w/e you call it files so i can just work with old click start stuff. thx. -Jab P.S> Someone plz put that 3d zone everyone i know that knows about this stuff said they were in. i really want to play it. :'( Edited May 13, 2007 by jabjabjab Quote
»Admiral Kirk Posted May 15, 2007 Report Posted May 15, 2007 If your still having protocol issues and your project happens to be in C++ feel free to PM me. Ive written quite a few UDP protocols from scratch in C++. Quote
Nasai Posted July 16, 2007 Report Posted July 16, 2007 http://images5.theimagehosting.com/lanc11.th.pnghttp://images5.theimagehosting.com/warbird11smooth.1.th.pnghttp://images5.theimagehosting.com/javelin5_perspec.th.pnghttp://images5.theimagehosting.com/terrier09.th.png the warbird with a random texture slapped on it and put into the Quake 4 engine:http://images5.theimagehosting.com/warbird_q400182.th.jpg The lanc and warbird are worth checking out if you're interested. The terrier looks like crap and the weasel was never "finished" They are all not ready to be used in a game, unless the game supports multi mesh models. They dont have any UV mapping. They dont have any textures. The polygons are not very "neat."The .zip contains the 3Ds Max files for them. There will be a bunch of .max files because the .zip includes the progression of all the models...usually the file with the greatest # in it is the latest. Just check the date of the files to see which has the most update-to-date/complete model. I'm handing these out cause I'm probably not going to work on them anymore and someone may like to mess around with them... all these links are dead. does anyone have these zips or know where i can find them? Quote
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