Mishka's Workshop.

Forum Archive - from http://theuniversal.net
User avatar
Mishka
Posts: 1894
Joined: Fri Dec 29, 2006 6:19 pm
Location: Treasure Planet. Pirate Headquarters.

Mishka's Workshop.

Post by Mishka »

Modelling....modelling...., texturing, mapping.

I'm modelling several things for my worlds and for everyone else.

Currently not working with model requests, just going on my own.

So I decided to make an alienated theme for my world, and I thought: What if instead of having trees and bushes...we had...Mushrooms!

Yes indeed, I created giant "Mushroom Trees" using 3D Studio Max.

More to come soon.

Luminecent Shroom:

Image

Normal Red Shroom:

Image

Brown Bark Shroom:

Image
User avatar
Mishka
Posts: 1894
Joined: Fri Dec 29, 2006 6:19 pm
Location: Treasure Planet. Pirate Headquarters.

Post by Mishka »

One Mushroom forest coming up!

Will you look at that, just what I had planned. These things are huge! They are a great thing to walk among, they really are. Now we have our own Amazon-Shroom forest on Vert. Haha.

Image
User avatar
MasterNiCron
Posts: 582
Joined: Wed Feb 17, 2010 10:57 pm
Location: Frost

Post by MasterNiCron »

:evil: eather thay look great or its the Shrooms i ate are makeing me say this:twisted:
User avatar
flametard
Posts: 1245
Joined: Sun Apr 01, 2007 2:05 am
Location: Join NR! faction name: 'NR new recruits' password: 'Truth'
Contact:

Post by flametard »

wow nice!
User avatar
Mishka
Posts: 1894
Joined: Fri Dec 29, 2006 6:19 pm
Location: Treasure Planet. Pirate Headquarters.

Post by Mishka »

Still moving onto the fantasy-ish theme. I keep avoiding trees on Vert. So I decided to make giant flowers. Their vines would twist and turn into the sky. And so I got myself into it.


Modelling it was a huge pain, the texturing was horror and death.

However, it is done, and here is the result:

Image


Image
User avatar
flametard
Posts: 1245
Joined: Sun Apr 01, 2007 2:05 am
Location: Join NR! faction name: 'NR new recruits' password: 'Truth'
Contact:

Post by flametard »

wow! :shock: vert is shaping up to be one of the coolest looking planets ive seen yet! awesome work
User avatar
zaroba
World Owner
World Owner
Posts: 7257
Joined: Fri Oct 10, 2003 11:06 pm
Location: Hereford, PA
Contact:

Post by zaroba »

heh, i like the flower.
User avatar
Mishka
Posts: 1894
Joined: Fri Dec 29, 2006 6:19 pm
Location: Treasure Planet. Pirate Headquarters.

Post by Mishka »

This took longer than I expected. But it's done now.

I call it the........hmm........The Drill Master 3000 ! (with Turbo Drill Enhancement pack).

It's supposed to be a mine. This thing drills out the ore right on the spot, no need for lazy miners! Just a control man to move the drills . Haha :)

You can see it works on compressed air.

Image
User avatar
zaroba
World Owner
World Owner
Posts: 7257
Joined: Fri Oct 10, 2003 11:06 pm
Location: Hereford, PA
Contact:

Post by zaroba »

animated?
User avatar
Mishka
Posts: 1894
Joined: Fri Dec 29, 2006 6:19 pm
Location: Treasure Planet. Pirate Headquarters.

Post by Mishka »

Would be great huh?

I still have to get around the animation tools.
User avatar
Mishka
Posts: 1894
Joined: Fri Dec 29, 2006 6:19 pm
Location: Treasure Planet. Pirate Headquarters.

Post by Mishka »

So I've just finished this model. Fairly quickly, simple giant flower model, very pretty though.


Too bad the faces hide completely from certain angles. But I can live with that, it also happens when you model sails for sail ship models.

Image
User avatar
zaroba
World Owner
World Owner
Posts: 7257
Joined: Fri Oct 10, 2003 11:06 pm
Location: Hereford, PA
Contact:

Post by zaroba »

there's a setting in the model convertor that fixes that issue.
use double sided faces or something like that.
User avatar
Mishka
Posts: 1894
Joined: Fri Dec 29, 2006 6:19 pm
Location: Treasure Planet. Pirate Headquarters.

Post by Mishka »

Yes that worked, thank you zaroba.


It can be found in: Special----> Global Properties.

Then you've got to go to: Export Options------> Export Global Properties.


Save and done.
User avatar
Mishka
Posts: 1894
Joined: Fri Dec 29, 2006 6:19 pm
Location: Treasure Planet. Pirate Headquarters.

Post by Mishka »

Just finished this today.

It's a gas mine/storage (two in one). There a two twin pipes coming in from deep earth into the blue tanks.


Image
User avatar
Mishka
Posts: 1894
Joined: Fri Dec 29, 2006 6:19 pm
Location: Treasure Planet. Pirate Headquarters.

Post by Mishka »

Just finished this today.

Remember the giant mushrooms of planet Vert? Well now you can farm the little ones in Shroom farms!

Stoner's heaven.



Image
User avatar
Mishka
Posts: 1894
Joined: Fri Dec 29, 2006 6:19 pm
Location: Treasure Planet. Pirate Headquarters.

Post by Mishka »

Tis a.....I have no idea what it is. It's finished though.


A very dangerous building I guess.

Image
User avatar
Mishka
Posts: 1894
Joined: Fri Dec 29, 2006 6:19 pm
Location: Treasure Planet. Pirate Headquarters.

Post by Mishka »

I've slowed down on modelling since I'm quite busy with my finals. Anyway, I've just finished this factory.

By the time I finished putting all the windows I wanted to kill somebody.

"Fully operational with two observation/maintainance towers, escape chimneys, etc... Four escape tubes directly connect to the centered chimneys"

Now I just have to figure out how to make the chimneys smoke. Zaroba would you know how I could do that efficiently? Because it's asking me for vertex number and effect type number here.

Image
User avatar
zaroba
World Owner
World Owner
Posts: 7257
Joined: Fri Oct 10, 2003 11:06 pm
Location: Hereford, PA
Contact:

Post by zaroba »

if you've ever added wheels to a model, its the same process. however ,depending on how your program is running, it might be slightly harder.

the basics are:
you can have 1 effect per model, set via Special menu -> Set Effect Attach point
their are 6 Effect Types:
0 - nothing
1 - black smoke
2 - white smoke
3 - fire
4 - flashing 'neon' (i.e. purple) light source
5 - 'soft' white light
6 - grey smoke

Effect Parameter 1 and 2 can effect how the above things operate, but with the small amounts of testing i've done (tried a few different numbers with smoke and lights) i didn't see any effect on the model so these two settings may not work. its also possible the numbers i tried just didn't work.

Vertex Number is the point on the model where the effect is being attached to.


first, make sure there is a file named ball1.atm in the folder with the model convertor. if i recall correctly it doesn't come with it. if you don't have it you wont be able to physically see what point your attaching the effect to and will have to get the point number via looking at a wire mesh of the model in your modelling program. fortunately getting the file is easy. just take any model you want, copy it to the folder the model convertor is in and rename it to ball1.atm. it also helps to resize it to 1ft or smaller so it only marks the point its on. the convertor will show the model ball1.atm with a solid light blue texture on whatever 'Vertex Number' you have selected to attach the effect to

next, just put the marker where you want the effect to be via scrolling the Vertex Number setting and select the type of effect. you wont see the effect running in the convertor, you will have to view the model in game to see if it looks good and if not, change the effect settings, re-save, and check in game again. just repeat as needed until the effect is where you like it.

before saving the model, be sure to checkmark 'Export Effects' in the 'Export Options' menu
User avatar
Mishka
Posts: 1894
Joined: Fri Dec 29, 2006 6:19 pm
Location: Treasure Planet. Pirate Headquarters.

Post by Mishka »

Thanks for the instructions zaroba it worked.

Image
User avatar
Mishka
Posts: 1894
Joined: Fri Dec 29, 2006 6:19 pm
Location: Treasure Planet. Pirate Headquarters.

Post by Mishka »

Here goes another factory.

Image
Locked