This is like, a finished model from a larger project. Anyone ever played the old BBS doorgame Tradewars 2002? Well, im modelling some of the ships from it to engage in a space battle scene. I just put the (almost) finishing touches on the Cargotran ship.
Things that are annoying the hell out of me:
That frigging green light! Its a spotlight, and its shining THROUGH the containers, all the way to the back of the ship. I was going to post a screenshot here but damned photoshop wont open the damned bmp from my PC…
Oh yeah and the “block” along the top rail of the ship isnt texturing right. I got sick of playing with the repeats so i stopped. Nleh.
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Final design for the Starmaster unless someone here points out some really stupid mistake or something.
BTW i have a tradewars server up, its been running a couple months if anyone wants to play, telnet to tippmanntradewars.game-host.org
Like i said the distance on the spot is like 5 or so, just enough to make that glow. Shadows are turned off since theres no reason to even calculate for that spot there.
I’ve experienced this phenomenon with spots…its pretty odd and I’m not sure it was present in the earlier versions or not because I never noticed it before, but I couldn’t figure out a way around it either and I ended up just setting my spot to shadow only and using a different type of lamp to add light to the shadows. Anyone else run into this prob?
The scene I discovered this in was a wall with a window in it, and I had a spot outside the window shining in onto a table. The idea was for it to cast the shadow of the window panes onto the table, and when I came up with a workaround it looked pretty good.
The problem was that it was shining right through the wall. It was lighting the whole table, and not just the parts where the light was supposed to come through. ClpEnd just effects how far the thing casts shadows so its no help to mess with it. In my mind, no light should shine through anything solid.
“Yeah but its lighting the room the way sunlight really would…spreading out and casting shadows on some areas but lighting other.” I thought to myself. But thats a bunch of crap because blender CAN’T do that without a radiosity render or a lighting system which intentionally accomplishes that effect. I think its a big bug and I don’t like it.
Simple solution for the green light. The light should have a normal lamp setting, with “sphere” activated. Adjust the distance to get it right. Use the lamps out-line to visually see its circular distance.
Enos, nice ship! The only thing that I think is off, is the font - it is too “refined” and “artistic”, for a big old cargo vessel like that… You would use something like that in an arts gallery web-site, or on a lady’s bussiness card… For a big and rough look you need to pick something a blocky and roughier.
Could be my crazy imagination though, so don’t pay attention if you think I am wrong
This game - is it a strategy like VGAPlanets, or more like MUDs, or something else? Tell us more, maybe we’ll join (not everyone tried every game on BBS’es…
Its a space strategy/domination game, you try to make more money then the other people so you can afford bigger and better ships to smash them and steal their planets and bases
Its pretty fun, my server is up 24/7 unless it crashes and burns when im asleep. Try it out if you want.
I don’t think this is a solution to the spotlight bug. The lights just SHOULDN’T do that. If anyone with any coding experience has some insight to why its happening that’d be great.
Very cool ideas! And trade wars was one of my favorite games on the boards back in the day! There was a web based version that was being made back a couple years… probably could still find it if I searched… Would be interesting to even possibly make a blender version (single player of course, for now). Or even just add cool graphics to the web based version.
Hey, great modelling. But one thing catches my eye. In space, there shouldn’t be any soft shadows because there is no environment to reflect off, no ?diffusion? If im talking rubbish, feel free to correct me and shut me up.
Very cool space ships, But I don’t see any beams from the engines. I think adding some beams that the engines produce, it will make it much cooler. But still great render, don’t quit blending.
And another one. This was fast to build. You cant tell since i pulled the camera in, but this thing is about 1/4 the size of the cargotran, a Scout Marauder. Hence why the details and textures arent as nice as the others, you probly wont even be able to see this baby in the finished scene
If you ask me your texturing is pretty darn good…the only problem I see is that its easy to make out the “edges” on the front of the ship where the poly count isn’t high enough to give the illusion of a curve. But if it doesn’t matter due to the scale, I can understand why its the way it is. (No reason to make blender work harder than it has to after all) Great work on all of them thus far…they really have a unique style to them. Do you have any specific reference material here or no?