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3 Dimensional Chat / Stargate(WIP)

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Ret
14
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Joined: 18th Jul 2010
Location: USA
Posted: 14th Nov 2010 01:09 Edited at: 14th Nov 2010 06:38
Soooo!!! for about the past month I've been buried into 3ds max doing what I can to recreate as many accurate stargate models that I can. In short I left this one as it was and created another that I use in one of my UDK maps. So, for the question of the day! This model is only about 7k poly's so I know I can import it into FPSC, however I'm stumped on the animation portion of it. How can I import the animation? after importing would it be possible to setup a trigger that would allow me to dial out which activates the animation?

video:http://www.youtube.com/watch?v=xyZ7gKXgrd0

**EDIT** Give the video a few seconds before the animation starts.
Master Man Of Justice
16
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Joined: 13th Feb 2008
Location: Between Insanity and Intelligence
Posted: 14th Nov 2010 01:53
um, its ok, but, i think your going about this the wrong way.

I dont use fpsc, but particles would be a MUCH better way to go.

And 7k polys is alot for fpsc (how many tris is it,tris are a better way to measure performance as it will be triangulated ingame anyway)

Ret
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Posted: 14th Nov 2010 02:52
Quote: "um, its ok, but, i think your going about this the wrong way.

I dont use fpsc, but particles would be a MUCH better way to go.

And 7k polys is alot for fpsc (how many tris is it,tris are a better way to measure performance as it will be triangulated ingame anyway)"


I actually forgot about the new particle system they put into place awhile back and your right, that would be the best thing for me to do. As tris go I can't say because I'm not at home atm. I've run more complicated stuff than this is FPSC so I should be ok, I've got a great machine that should have no problems handling it...So, as for now I will remove the animation work on some nice textures and drop it in to see what I can come up with using FPSC's particle system.
JLMoondog
Moderator
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Joined: 18th Jan 2009
Location: Paradox
Posted: 14th Nov 2010 02:56
Only problem is it looks nothing like the original stargate vortex that appears upon dialing.

Looks like your using an object modifier to animated the flattened sphere in the center of the stargate. Only way you'll be able to export the animation is to record the objects deformation each frame, essentially getting rid of the modifier altogether as you wouldn't be able to export it into a file format that FPSC can read. I know there's a way to do this, but I can't remember off hand.


...seriously, my sig was deleted because of 8 pixels? Oh well, no hard feelings to the mod who did it.
Ret
14
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Joined: 18th Jul 2010
Location: USA
Posted: 14th Nov 2010 03:21
Quote: "Only problem is it looks nothing like the original stargate vortex that appears upon dialing.

Looks like your using an object modifier to animated the flattened sphere in the center of the stargate. Only way you'll be able to export the animation is to record the objects deformation each frame, essentially getting rid of the modifier altogether as you wouldn't be able to export it into a file format that FPSC can read. I know there's a way to do this, but I can't remember off hand."



Well, that's why it's called a (WIP) your looking at like 10 minutes of work..including the animation which all together is pretty much just a very quick concept of what i'm working towards. But I agree never the less, atm is looks like a turd shooting outta a toilet bowl! haha I used a basic line with the bezier tool, then afterwards applied my lathe and diplace modifiers all I have to do is increase the strength of the displace modifier to achieve a more accurate effect, but since I've not done cleanup on the base of my vortex it distorts outside of the gate. so yeah, thanks for the tips!
Quik
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Location: Equestria!
Posted: 14th Nov 2010 10:53
Quote: "And 7k polys is alot for fpsc (how many tris is it,tris are a better way to measure performance as it will be triangulated ingame anyway)"


who said it was for FPSC?


[Q]uik, Quiker than most
henry ham
17
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Joined: 3rd Aug 2007
Location: way way out there
Posted: 14th Nov 2010 12:16
Quote: "who said it was for FPSC?"



from first post lol

Quote: "This model is only about 7k poly's so I know I can import it into FPSC"


cheers henry

Ret
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Joined: 18th Jul 2010
Location: USA
Posted: 14th Nov 2010 17:51
lol, I love these forums! but yeah, I'm going to try and get a descent looking one working for FPSC I've already got a more detailed one I use for UDK.
Quik
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Location: Equestria!
Posted: 14th Nov 2010 19:52
Quote: "from first post lol"


sorry, failed to see that lol, i actually pressed up the search thingy, but it didnt pop up, weird >__<' sorry then^^


[Q]uik, Quiker than most

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