Adding gun ports, exhaust, and lights to models? Soft vertices?

I'm looking for information about how to add gun ports, exhaust, and lights to models. Is this done with skeletal points? Do I have to name these points something specific?

The reason I ask this is because I have 2 models ready for import and 43 (yes, you read that right) more on the way (in progress or planned). However, I'm not sure how to set up their point/skeletal structure to allow for lights, weapons, exhaust, and all that. I can reverse engineer existing entity files but so far there aren't any ship files I can open in blender or maya to see how other people set these things up. I did recently install the XSI mod tool, but I'm so used to working with blender and maya that I'll have to relearn things for XSI.

Also, does Sins support soft vertices? It's where you change the hardness/softness of a vertex in order to make it appear rounded or straight edged. I would guess this is not supported, but I'm not sure.

Thanks for any help. :)



No I will not say what the mod I'm building is about...yet. Maybe I will when I finish the recusant that's nearly ready.
14,764 views 18 replies
Reply #1 Top
Yes they do have to be specific names e.g.

Weapon-0
Weapon-1
Weapon-2 (no point going higher than 3 weapons engine ignores them)
Hanger
Exhaust
Ability-0
Flair-Flair_
Reply #2 Top
In my experience the engine will shoehorn points into weapon banks if you're lazy/make a typo, but doesn't do a very good job. :)
Reply #3 Top
Yes, XSI has a setting for Hard vertice and points. It also has an adjustment so youc an set it to what ever strength you want.
Reply #4 Top
XSI has that, but I doubt the game engine supports it. Not sure though.
Reply #5 Top
What's to support? The hard settings is just for the molding of the polymesh. When you merge it removes all this when it creates the new polymesh with out the polymesh hull. Essentially removing all that info.

You start a model to use this by creating a polymesh. I usually use a cube.
Then I hit the "+" on the key pad to get a higher subdivision. Then iturn on Polymesh Hulls. (Remember if you want it to mirror what you do on the other side you can select have the cube using polygon tool then delete. Then select the half of the object left and then clone it. Then set you "S" X-Axis to -1 and it will mirror it. Then merge and delete the original object you merged)

Then you model your ship or whatever. Setting your hard vertices or points and adjusting them. Then when you are all finished you select all elements you created for your model (the ship itself, any guns you modeled seperately, engines ect ect)
Then MERGE them, then click to transfer any uv, textures ect ect (incase you, like I do texture and add lights on the fly). This creates a new model without the polymesh hull, adjust the subdivision level to your liking).

At this point, I seperate them select the newly created model, name it whatever (carrier, Battleship, fighter, Gun platform...) and export it as an XSI model. Then because I want to keep the original model I delete the one I just created and open a new scene saving the original. I keep the original incase I need to do something on it at a later date. Then import the XSI model I just exported. This way I can touch it up or work with adding textures whatever I need to do.

This model is clean and has no extra info. All the hard vertex and points do it tell the polymesh you want it pulled in this direction more. At this point I use the triangulate tool and then the reduce polygon tool to get the model reduced down to an acceptable polygon count. The 7 Deadly Sins Carrier I did for the Atlantians is about 14k poly right now. One thing you must remember is that when you convert it to MESH it will reduce the poly count. In XSI my carrier is 38k when I convert the XSI it is about 14k.

Another thing to note is if you reduce the model to low you will lose some edges. You have to go and manually fix these. The reduce poly tool will also work on selected areas of polys. There's a ton of tricks to the trade.

Now if I could just figure out how to do the textures I would be good to go. Anyone care to explain this?
Reply #6 Top
TFL BigBANGtheory, are there multiple ability points or is it only Ability-0? Also, let's consider a ship from Star Trek, if I want to put phasers in various places would I name each point Weapon-0 since they're all the same type of weapon? For torpedo launchers, would I mark them all as Weapon-1? If I wanted quantum torpedoes to come out of only the lower dome, would they then be Weapon-2 and I could not add any other weapon types? That's the way I'm interpreting things.

Also, I don't understand the purpose of Flair-Flair_ and Aura though. Do you know what they're for? Thanks for your response so far. :)

Siath1970, I'm primarily using Maya although I do use blender sometimes too. Maya is a little different. You can set vertices to be hard or soft individually without using any sort of subdivisions at all. Subdivisions are an option, yes, but this hardness/softness thing is separate. However, I remembered that back in UT2004 I had an animated dragon I tried to put into the game as a vehicle you could ride on and all my soft points were ignored. I think it's something to do with NURBS or something Maya-specific. I'm really not sure. I've got enough polygons on my models that hardness and softness shouldn't matter much though.

For texturing, I just manually do the uv mapping by grabbing and mapping faces to a material. I'm not sure how it's done in XSI, but in Maya it has to be done manually because the automatic unwrapping options normally do a crappy job. Blender is going to get a shot texturing my new models, however, since it seems to have really nice uv mapping tools and not the garbage my ancient academic version of Maya has. I also need to see what the XSI mod tool has in terms of texture mapping. I'm pretty sure it's a matter of mapping textures, exporting them in .dds, and then linking them up in the entity file.

UV mapping is a total pain... ...
Reply #7 Top
14k polies is far far to many for a model siath1970 and trying to UV texture it would be a pain in the ass getting rid of all deformities caused by such a high poly count.

infact 14k polies is higher then the human models in crysis.

and poly reduction tools SUCK ass they should NEVER be used, infact I have yet to EVER encounter a situation where they work properly.. if you think they do create a sphere with 30 lat and vert lines, then run poly reduction on it to 50%

if poly reduction was any good it should reduce it to 15 lat and vert lines and keep it perfectly shaped.

It doesnt it deforms what was a perfect sphere with uneven and odd faces.

from looking at the models in game with no textures I would estimate the capital ships are around 750-2k polies. With the Majority of polies actually on the weapon mounts such rather then the model as a whole.

you also have to remember polies are counted in two ways, TRIS and Quads and if the game engine uses quads then something made in TRIS will seem reduced.. the real thing to watch is actually the NUMBER of verts.
Reply #8 Top
4k is the standard cap ship poly count/triangle (which is what Sins uses).
The Kol battleship 4080 or there about.

To say you can't run a ship with more than 4k is plain silly. There have been people who have ran ships with far more polygons/triangles in Sins already. While I agree I need to get it down to about 10k or less.
Reply #9 Top
TFL BigBANGtheory, please see my last post for a pair of questions.

DrathKar and saith1970, what's important to remember is where and how the model is being used. If you have a ship with 14k poly's then you probably don't want to have a lot of them on the screen at the same time unless you're aiming for higher system requirements. Likewise, if you have a smaller 2k poly's ship you can have a ton of them, but there's a point at which you don't want there to be too many due to the associated overhead and rendering demands of each individual unit. It all essentially boils down to balance and the system specifications you're targeting.

BTW, I agree about the poly reduction tools. Optimizing a mesh can be as easy as merging vertices that are close to each other or eliminating edges where they're not required. It's time consuming, yes, but it's a necessary part of optimization.

Personally, my target is 4k to 6k poly's per ship and less for smaller ships. I'm not ready to announce what I'm doing yet, but I've got a star destroyer at 5500 poly's I think I can drop down a bit more to 5000 WWW Link like I did for a federation ship WWW Link.
Reply #10 Top
heh the EGTVV images are incredibly inaccurate, I'd use the studio model for reference.
Reply #11 Top
Hrm ok, I didn't realize that about the tools. I guess I will go back and do it by hand :) thanks for the help.

Should I still convert to triangles? I mean I know the original models use triangles how important is that?
Reply #12 Top
EvilleJedi, those blueprints/schematics are only one of the many references I use, in which happen to include shots from movies, conceptual art, and other sources. Although I haven't announced my mod project yet, I will say that accuracy is not the main goal. You're working on the Star Wars accuracy mod and there's other people doing an accurate Star Trek mod. I'm not here to offer direct competition. :) My direction is more of a Star Trek vs. Star Wars vs. something else vs. something else, which is essentially my unannounced project. It's more fantasy-based than accurate to timelines, canon, and all that. This is a poor description, but it's the shortest.

Siath1970, video hardware loves triangles so that's what I always do. Just use the triangulation option in your modeling software--they all have it somewhere. Once triangulated, check over the model for any unusual anomalies that may have appeared before finalizing it. Rendering and game engines I've used in the past all require triangles unless you're working on something static that never moves.
Reply #13 Top
Sins require quads and tris... so as long as you don't have polys with more than four sides you're set. Although some of my early versions of models actually had plenty of 5+ sided polygons and the engine had no problem rendering them. But I imagine its necessary for optimisation reasons.

The most expedient way to remove 5+ sided polys in XSI, as far as I know, is to select your model, go to polygon selection, pick n-gon subfilter, press ctrl-A and then simply subdivide them using triangles method. This creates allmost no deformation, just remember to do it before any symmetrizing, duplicating etc. because if you do it after the results may vary on corresponding polygons and that will create extra work later when you get to UV mapping.
Reply #14 Top
TFL BigBANGtheory, are there multiple ability points or is it only Ability-0? Also, let's consider a ship from Star Trek, if I want to put phasers in various places would I name each point Weapon-0 since they're all the same type of weapon? For torpedo launchers, would I mark them all as Weapon-1? If I wanted quantum torpedoes to come out of only the lower dome, would they then be Weapon-2 and I could not add any other weapon types? That's the way I'm interpreting things.

Also, I don't understand the purpose of Flair-Flair_ and Aura though. Do you know what they're for? Thanks for your response so far.


You are just going to have to experiment, its unlikely you will get it right first time.

So in the case of a ship with multiple weapons of the same type you would have more than one point with the same name or at least you do in 3DSmax, I can't comment on XSI as I don't use it. In short many points named Weapon-0 then maybe just one point named Weapon-1 for the torps, I think you've got it..

The purpose of Flair points is to apply particle effects to the ship like navigation lights or something more complex e.g. a sub-object mesh like my B5 Omega destroyer.

Aura is most likely used by other particle effects that you are hit with in game or the shields. This point normally floats above or below the center point as though it was representing the edge of a bubble surrounding the mesh.

Reply #15 Top
I never said the engine couldnt run a 14k ship I said they shouldnt be that many... they really dont need to be you cant zoom in close enough for anything good texturework cant do better.

on a dreadnaught(planet kill like starwars moonbase thing) type size... it might work..

this ship is only around 12k polies and its been smoothed twice ontop of extruded plate detail for use as a base polybump for a low version.

http://s40.photobucket.com/albums/e243/Phoynix/?action=view¤t=cruiser.png
Reply #16 Top
14k polies is far far to many for a model siath1970 and trying to UV texture it would be a pain in the ass getting rid of all deformities caused by such a high poly count.infact 14k polies is higher then the human models in crysis.


Are you serious? The models the SCP team for FreeSpace make range up to 30,000.

Could this be used to change weapons on ships already in the game? *Pictures Cobalt Beam Variant Frigates... :LOL: *
Reply #17 Top

ok, i'm not sure if this was mentioned, but where do i have to go to add Weapon/Exhaust/Ability point with 3DS Max 2012?