Hi Shane. The pictures of outposts are used in the following modal dialog box:The image size must be 612 pixels wide by 285 pixels tall. Here are some examples from the actual game:http://brad.project-think.com/starfleet ... jpgClearly
, they used Bryce for generating most planets. Space stations, on the other hand, were created in LightWave (along with the ships).http://brad.project-think.com/starfleet ... .jpgDuring
gameplay, space stations typically look like these: Though, there are a few enormous ones like this:Anyhow, I'm going to *try* to make the Moonbase myself. You can see I've temporarily put a snapshot from the videos in its place. As I said before, though, this is a pretty low priority in the scheme of things. Feel free to tinker around and experiment with bases and stations, Shane, as you like. I'll be sure to let you know when I'll be needing some and what kinds I might like. For now, the graphics for things like ships and weapons are more important because I need them to be able to code the sizes and locations of certain variables (see this example).Speaking of ships, that looks like a very generous offer, Andy. Thank you. I had just been planning on making them *all* by myself. If you're ready to dive right in, here is a sample file (the astrofighter model).http://brad.project-think.com/starfleet ... c4d.gzJust
construct the model on its own paying no attention to how it would scale relative to other ships. When it's finished, make a null object and put every piece of the ship as a child of that null object. This will be the object we scale and rotate in front of the camera. Remove any cameras or large lights from the scene; small lights that are part of the ship itself may remain. Copy the "lights&cam" object from the sample file into your own file. In your perspective view, choose the menu "Scene Cameras" and "Camera" to switch to that view.Check to be sure you are on frame 0 of the animation. In the keyframe controls, set it to use hard interpolation. Turn off all recording options except rotation. Also be sure automatic keyframing is off. Select the null object for your ship and use the coordinates tools to rotate it to point away from the camera. Press the record keyframe button. Now, drag the timeline bar to frame 35. Rotate the null object -350 degrees and press the record button again.Click the Edit Render Settings button and select Output. Change the resolution to 400 x 400 and Frame to 0 t 35. Select the Save section. Check the save image box and enter a path. Change the format to QuickTime Movie. Click OK. Choose General Settings from the Edit menu. Click the Views tab. Be sure the Render Safe box is checked and click OK.In your pespective view, you should see a grey square showing the area that will be rendered. It will actually probably appear just as two vertical lines if your view is wider than it is tall. Drag the timeline bar and watch for any places where the model extends beyond the render area. You want to use the coordinates tools to scale the object to fit just within the render area so that it won't get clipped as it rotates. If the object is really small, you probably should scale it up.Now, you can either render it yourself or you can send me the c4d file to tinker with and make my own adjustments. There is another procedure for making a mask, but I'll cover that later if you do chose to render these yourself.Oh, and Andy, you'll probably be happy to see that you've been given a promotion.
(Edited by Bradster at 10:43 pm on Nov. 23, 2002)