BLUE SUN ROOM

Serenity 3D mesh available for download!

POSTED BY: TREYBOR
UPDATED: Saturday, February 9, 2013 15:51
SHORT URL:
VIEWED: 46489
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Wednesday, September 1, 2004 12:57 PM

TREYBOR

Yes...I am that Sean Kennedy.


For those of you who have been seeing my work in the Blue Sun Room, you can now get the mesh from this URL:
http://lwg3d.org/v3/meshes.php?item=515

You may have to log in with the Lightwave Group 3D in order to download it.
http://lwg3d.org/v3/

OK-- now for some guidelines!

If you download this mesh I expect four things to happen:

1. Give me credit for the darn thing. It was 83 hours of hard work and love that went into building it.
2. If you download it--USE IT! Create an image or AVI or something, and post it everywhere!!!!
3. Why? Because I want to show Fox that they made a BIG mistake canceling the show--and after the movie next year-- they should bring it back.
4. If you find any problems with the mesh (polygonal errors or missing textures), let me know so I can correct them and repost it!

3D model stats:
Firefly Transport Vessel "Serenity"
By Sean P. Kennedy (AKA Eromanric / AKA Treybor)
File formats: Lightwave LWO
Polygons: 203,951

Mesh file size: 5.62 MB
textures: (178 textures) 22.5 MB
Zip file: 21.1 MB


LEGAL !! IMPORTANT !!!

First, this model is absolutely FREE for NON-COMMERCIAL use.

If you use it for still images or animations, please give my name in the credits for the model. I spent A LOT of time trying to perfect this model so please give credit where credit is due. If you use it, please e-mail me, where I can view the image/animation.

If you want to use it commercially you must first contact Fox Television. No commercial reproduction or re-use of these elements permitted without the express written consent of the Artist, Sean Patrick Kennedy and Fox Television.

If you do display any of this material in any kind of non-profit public display, especially web sites, you MUST give written credit to Sean Patrick Kennedy displayed prominently on or directly underneath the material. The association between the artwork and the artist's credit must be clearly visible.

Copyright and Trademarks for Firefly and Serenity intellectual property must also be displayed if the artwork in question includes such content. The Firefly series is owned by Fox Television - the Serenity motion picture is owned by Universal Pictures.

Enjoy!!!


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Wednesday, September 1, 2004 1:03 PM

LTNOWIS


Nice, you even included the shuttles!

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Wednesday, September 1, 2004 1:18 PM

TREYBOR

Yes...I am that Sean Kennedy.


Quote:

Originally posted by LtNOWIS:
Nice, you even included the shuttles!



Yes. the model is in LW 7 format and has 54 layers. All moving parts are seperate and controlable so it's completely animatable.

Here are some images to give you an idea of what can be done.


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Wednesday, September 1, 2004 5:13 PM

GAMBIT3


Wohoo!!

This rocks..

I hope I can import this intro trueSpace 6...

Thanks again!

__________________________
http://www.gambit3.com

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Wednesday, September 1, 2004 8:26 PM

SHOEFLY


Thank you for sharing your awesome work Treybor. I made an image using the images you posted (I don't have Lightwave so I photoshoped it) and I wanted to see what you thought and also how do you post images on the forum?

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Wednesday, September 1, 2004 9:31 PM

ANOTHERFIREFLYFAN


You, sir, are a Browncoat of the highest calibur. That is gorram amazing! I can only imagine the amount of love and work that went into that, painstakingly reproducing Serenity to the tiniest polygon. You must tell us how you went about doing this. Did you make use of the high-res pics? Did you watch the episodes tons of times over for scenes with Serenity?

That model is amazing. By the way, what program do you need to view it? I would be interested in downloading it, but I am unsure if I can open the file.

PS: Be sure to post this on the OB, I'm sure all of us over there will be quite pleased as well. http://forums.prospero.com/foxfirefly/

~AFf

Keep flying

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Thursday, September 2, 2004 7:47 AM

TREYBOR

Yes...I am that Sean Kennedy.


Quote:

Originally posted by shoeFly:
Thank you for sharing your awesome work Treybor. I made an image using the images you posted (I don't have Lightwave so I photoshoped it) and I wanted to see what you thought and also how do you post images on the forum?



You have to post the image to a web site. then list the full path URL of the image.

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Thursday, September 2, 2004 7:52 AM

TREYBOR

Yes...I am that Sean Kennedy.


Quote:

Originally posted by AnotherFireflyfan:
You must tell us how you went about doing this. Did you make use of the high-res pics? Did you watch the episodes tons of times over for scenes with Serenity?



Yes

Quote:

Originally posted by AnotherFireflyfan:
That model is amazing. By the way, what program do you need to view it? I would be interested in downloading it, but I am unsure if I can open the file.



You need a copy of Lightwave 7 or later to open it. This is a professional CGrendering program and is a bit expensive.

Quote:

Originally posted by AnotherFireflyfan:
PS: Be sure to post this on the OB, I'm sure all of us over there will be quite pleased as well. http://forums.prospero.com/foxfirefly/

~AFf

Keep flying



I'll check it out!

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Sunday, September 5, 2004 6:45 PM

DORAN


gorramit.. and mine was almost done. :O)
There are a few details that I have differently but on the whole I love it; good work!

Why aren't you using 8 or 7.5?

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Monday, September 6, 2004 5:58 PM

ANOTHERFIREFLYFAN


I think this requires a bump. Have you posted to the OB yet? I haven't seen it. If not, I'll post there and link to here and the gallery on your website.

Keep flying

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Tuesday, September 7, 2004 9:02 AM

TREYBOR

Yes...I am that Sean Kennedy.


Quote:

Originally posted by AnotherFireflyfan:
I think this requires a bump. Have you posted to the OB yet? I haven't seen it. If not, I'll post there and link to here and the gallery on your website.

Keep flying



You can get the mesh from this URL:
http://lwg3d.org/v3/meshes.php?item=515

You may have to log in with the Lightwave Group 3D in order to download it.
http://lwg3d.org/v3/

You can see more images of it at http://www.seansgallery.com

If the demand is high enough I might post it on my personal FTP site

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Tuesday, September 7, 2004 2:31 PM

FORRESTWOLF


Wow. If I understand this correctly, I'll get the shuttle when I download it, as well as a Firefly-class transport. I've needed a shuttle for some time - THANK YOU!

How many polys for just the shuttle? Do you know?

- Forrestwolf

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Tuesday, September 7, 2004 3:35 PM

TREYBOR

Yes...I am that Sean Kennedy.


Quote:

Originally posted by Forrestwolf:
Wow. If I understand this correctly, I'll get the shuttle when I download it, as well as a Firefly-class transport. I've needed a shuttle for some time - THANK YOU!

How many polys for just the shuttle? Do you know?

- Forrestwolf



Not right off the top of my head... I can check when I get home, but I think it's about 800-1000 polygons.

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Tuesday, September 7, 2004 4:47 PM

FORRESTWOLF


Yay! I figure that a thousand-poly object could perhaps actually MOVE in the Aurora engine of NWN, unline the 17,000 poly Firefly-class ship we use now.

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Tuesday, September 7, 2004 4:59 PM

LINDLEY


I would like to use this model to create a sprite for my Escape Velocity: Nova mod.

However, I only have Cinema 4D, not Lightwave, so I can't render it myself. Would someone be willing to render a movie to my specs, and send it to me? The specs are not terribly complicated.

Also, does the model include any form of engine glow? Because including that would make the sprite optimum, although its not technically required.

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Tuesday, September 7, 2004 8:49 PM

LINDLEY


Apparently Cinema 4D can import Lightwave, so problem solved.

However, I can't figure out exactly how to animate the shift to full burn as shown above----what exactly needs to be done for that?

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Wednesday, September 8, 2004 8:08 AM

TREYBOR

Yes...I am that Sean Kennedy.


Quote:

Originally posted by Lindley:
Apparently Cinema 4D can import Lightwave, so problem solved.

However, I can't figure out exactly how to animate the shift to full burn as shown above----what exactly needs to be done for that?



In lightwave you would assign a pivot point for each reactor shudder and pivot them out. for the glow effect( in lightwave at least) you'd create and animation envelope for the reactor glow to increase over the course of the frame set.

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Wednesday, September 8, 2004 8:52 AM

LINDLEY


Well, Cinema 4D's import seems to have simplified things somewhat so that isn't directly possible.

Too bad, I guess, but it isn't a huge deal.

Back to my original request for someone with Lightwave to render according to a very specific request of mine, I guess. Any takers? (This would just be a bonus for me; I can still make a simplified glow effect myself.)

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Wednesday, September 8, 2004 8:54 AM

TREYBOR

Yes...I am that Sean Kennedy.


Quote:

Originally posted by Lindley:
Well, Cinema 4D's import seems to have simplified things somewhat so that isn't directly possible.

Too bad, I guess, but it isn't a huge deal.

Back to my original request for someone with Lightwave to render according to a very specific request of mine, I guess. Any takers? (This would just be a bonus for me; I can still make a simplified glow effect myself.)



I might have time to do it....
How long a clip do you need and what will the resolution be?

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Wednesday, September 8, 2004 1:06 PM

LINDLEY


Resolution would be fairly low, so that's not really an issue.

The thing is, I'm trying to make an EVN sprite which includes engine glows. I'm using a trick of the engine to make a seperate glow for "Hyperspace" than for "normal maneuvers".

The main issue will probably be that, in theory, glows are supposed to be rendered seperately from the ship, but in the proper location. However, the ship should still be able to eclipse them when necessary, so simply disabling rendering of the ship itself isn't an option.

Is there an easy way to make the entire ship, save the glows, render as matte black? I know how to do that by adjusting the textures, but there are a *lot* of textures in the model, so I don't want to do that to all of them if there's a faster way.

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Wednesday, September 8, 2004 1:23 PM

TREYBOR

Yes...I am that Sean Kennedy.


Quote:

Originally posted by Lindley:
Resolution would be fairly low, so that's not really an issue.

The thing is, I'm trying to make an EVN sprite which includes engine glows. I'm using a trick of the engine to make a seperate glow for "Hyperspace" than for "normal maneuvers".

The main issue will probably be that, in theory, glows are supposed to be rendered seperately from the ship, but in the proper location. However, the ship should still be able to eclipse them when necessary, so simply disabling rendering of the ship itself isn't an option.

Is there an easy way to make the entire ship, save the glows, render as matte black? I know how to do that by adjusting the textures, but there are a *lot* of textures in the model, so I don't want to do that to all of them if there's a faster way.



I'm sure there is-- though I've never used that render setting. let me check when I get home....

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Thursday, September 9, 2004 6:38 AM

LINDLEY


Well, in the meantime, here's some caps of the sublight and full burn glows that I came up with. The lameness of my full burn glow is the main reason we're having this conversation, but I'm more or less happy with how the sublight glows came out.

If you do the render for me, I'd appriciate it if you could do all of it, including similar sublight glows-----more accurate that way. My glows are just really short cylinders with one end stretched out, a fog texture, and direct from-the-camera lighting. But you can do them however works best in Lightwave.



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Thursday, September 9, 2004 7:46 AM

TREYBOR

Yes...I am that Sean Kennedy.


Quote:

Originally posted by Lindley:
Well, in the meantime, here's some caps of the sublight and full burn glows that I came up with. The lameness of my full burn glow is the main reason we're having this conversation, but I'm more or less happy with how the sublight glows came out.

If you do the render for me, I'd appriciate it if you could do all of it, including similar sublight glows-----more accurate that way. My glows are just really short cylinders with one end stretched out, a fog texture, and direct from-the-camera lighting. But you can do them however works best in Lightwave.



OK.... I don't play escape velocity, so I need to know a few things:
1. What Point of View the animation should be from?
2. How big is a typical sprite? 100 x 100 pixels? 500 x 500 pixels? Larger?
3. Does the animation need to have a transparent background?
4. How soon do you need this? I'm travelling to Japan next week and will be away from my rendering system.
5. If I could provide PICT files or a Quicktime movie, could you create a sprite out of that?

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Thursday, September 9, 2004 9:01 AM

LINDLEY


1. What Point of View the animation should be from?

To start, the ship should be facing away from the camera, with the camera positioned 45 degrees up from it, looking straight down at the ship.

Perspective should be eliminated as much as possible; positioning the camera very far away and using a high zoom factor is one way to do that, or there might be an option to turn it off directly.

Let's say the ship is facing in the -x direction. A camera position of x = 10000, y = 10000, x-zoom = 190 would be a possibility.

Two light sources need to be included. The primary should be positioned 45 degrees to the left of front of the ship, and 30 degrees above it. Using the same "ship faces -x" assumption, x = -5000, y = 3535.5, z = -5000 would be one possibility. The y value is -x / root 2.

The secondary light should be positioned above the ship; its main purpose is to make sure the entire ship is visible, without overpowering the primary light. y = 1500 might be appropriate.

Both lights should be white, and the glow from neither should intrude into the render area---they are present solely for the effect they have on the ship. Make sure its fully visible, perhaps even go overboard just a tad, but don't make it unnaturally bright.

The animation should show the ship spinning around its center (directly between the two side engines), in a clockwise direction. It should consist of 36 frames for every "state" of the ship----one every 10 degrees. This can be easily done by setting keyframes every 90 degrees.

So, frame 0 = ship facing "up", frame 9 = ship facing right, frame 18 = ship facing "down", frame 27 = ship facing left, frame 35 = ship facing 10 degrees left of up (350 degrees to the right).

The underside of the ship is never seen, unfortunately.

Further details depend on exactly how the transition from normal flight to full burn works on your model. EVN's engine supports an "Unfold to hyper" feature; how many frames do you think unfolding should take? For every frame of the unfolding process, another 36 frames like above would be required with the ship in that state.

All of the above applies to the ship *without engine glows*. Each of the above sets of 36 frames has a corresponding set of 36 frames where only the engine glow is visible, but the ship itself is not (matte black). For rendering those, I recommend disabling the lights; engine glows seem to looks best when lit from the perspective of the camera. Obviously, one set of engine glow frames would show only the sublight glows, and one set would show only the full burn glow; but exactly what gets shown in the intermediate steps is up to you. If you can accurately capture the manner in which Serenity's full burn "pulses", that'd be great, but I'm not looking for miracles. Its worth noting that the best way to do that might be to incorperate the "light build-up" into the base sprite of the ship, rather than the engine glow sprite.

Quote:



2. How big is a typical sprite? 100 x 100 pixels? 500 x 500 pixels? Larger?



Rendering at 320x240 or thereabouts is fine. (It doesn't have to be square---just so long as the entire ship is visible, no matter which direction its pointing in the current frame.) The final sprite will be smaller, but rendering oversize improves the final result.

Quote:


3. Does the animation need to have a transparent background?



No, the background should be black. However, I'll also need masks for each and every frame (pure black, but with a pure-white shape where the ship is), so make sure you enable "render seperate alpha channel", or whatever Lightwave calls it.

Quote:


4. How soon do you need this? I'm travelling to Japan next week and will be away from my rendering system.



Its not urgent. I've been waiting months for someone to complete a model of the Firefly-class, so I can wait a bit longer. I'd appriciate if it didn't take *too* long, though.

Quote:


5. If I could provide PICT files or a Quicktime movie, could you create a sprite out of that?



A quicktime movie would be ideal, or PICT files would work as well. For that matter, TIFF files are fine.

Probably the best way to send the renders would be, 1 quicktime movie for every 36 frame rotation. The alpha-channel renders (masks) might come out as images rather than a movie (that's what Cinema 4D does), but that's no big deal.

If you need an example to clarify what I'm talking about, I rendered my own ship awhile back; I can send you a few images to show what the final sprite format looks like. They're a bit big to post on this board, though. (I wish this board didn't automatically make any image link into an inline image.....)

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Thursday, September 9, 2004 10:04 AM

TREYBOR

Yes...I am that Sean Kennedy.


Please e-amil what images you have of your own ship. sean.kennedy@am.sony.com I have a 5 MB limit for attachments.


OK --- Let me get this straight you need the following:
1. a 36 frame rotation without flame
2. a 36 frame rotation without flame - alpha
3. a 36 frame rotation of the wing engine flame
4. a 36 frame rotation with the shudders opening
5. a 36 frame rotation with the shudders opening -alpha
6. a 36 frame rotation with the shudders open and engine glow full.
7. a 36 frame rotation with the shudders open and engine glow full - alpha
8. a 36 frame rotation with firefly burst



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Thursday, September 9, 2004 10:19 AM

LINDLEY


^Almost. The glows will require alpha masks also.

And, although this is not required, it occurs to me that it might look better if the "burst" occurs in the second-to-last frame of the unfolding process as part of the base image; and the last frame is has no glow on the base image, but leaves it to the glow image.

That's because the hyper engine glow persists during the entire run-up to jump, and I don't want the brightest part of the flash to persist that entire time.

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Thursday, September 9, 2004 10:40 AM

TREYBOR

Yes...I am that Sean Kennedy.


OK. I'll see what I can do.

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Friday, September 24, 2004 9:45 AM

TREYBOR

Yes...I am that Sean Kennedy.


Just got back from Japan. I'll try and work on it this weekend.

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Monday, September 27, 2004 12:42 PM

LINDLEY


Much appriciated.

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Wednesday, October 6, 2004 9:00 AM

TREYBOR

Yes...I am that Sean Kennedy.


Lindley,

I sent you a private message with a link to the sprite files.


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Wednesday, October 6, 2004 10:47 AM

LINDLEY


I'll test them out and let you know the results as soon as I have time. Probably later today.

*Grumbles about not being able to respond directly to private messages*

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Wednesday, October 6, 2004 11:02 AM

TREYBOR

Yes...I am that Sean Kennedy.


OKay!

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Wednesday, October 6, 2004 12:06 PM

LINDLEY


All right, here are my initial thoughts:

The full burn rotation and the no burn rotation are good. The only possible problem is that the ship might be lit a bit too much----I'd prefer there were more of a change in lighting depending on its orientation. In my description above, what I referred to as the "primary" and "secondary" light----I'd say bring up the primary, reduce the secondary somewhat.

Here's what I initially came up with using your model. I think this version is too dark, but haven't bothered to re-render yet. So something lighter than this, but a bit darker than yours:


The sublight engine glows are great. The only possible problem is that the alpha masks you provided have some shades of grey in them. Usually an alpha mask should only have pure white and pure black in it. But its *possible* this might work properly----it depends on how intelligent the EVN engine is. I'll see.

Regarding the transition from standard flight to full burn, the animation you provided won't work. Here's the thing----what you provided would allow the ship to transform when its facing upwards, but only then.

I don't actually need an animation of the ship transforming directly. What I need is a spin-animation of the ship, during each phase of the transformation. Obviously it isn't practical to render a complete spin for each of the 36 frames of the process you provided---that'd take up too much time, and probably too much space as well. But split the transformation into, perhaps, 4-5 "stages" (2-3 would probably do it, acutally), and do a complete 36-frame spin for each stage.....I think that would work well.

So, perhaps, one spin with it 1/4 open, one with it 1/2 open, one with it 3/4 open, etc. That would also make it practical to animate the burn-pulse correctly----2-3 stages of "build-up", 1 spin with the full pulse, and then the final, fully-open stage is just as it is.

I'm sorry, I know this can be kind of confusing when you don't have direct experience with the engine. I hope I'm making this relatively clear.

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Wednesday, October 6, 2004 12:45 PM

TREYBOR

Yes...I am that Sean Kennedy.


Quote:

Originally posted by Lindley:
All right, here are my initial thoughts:

The full burn rotation and the no burn rotation are good. The only possible problem is that the ship might be lit a bit too much----I'd prefer there were more of a change in lighting depending on its orientation. In my description above, what I referred to as the "primary" and "secondary" light----I'd say bring up the primary, reduce the secondary somewhat.

Here's what I initially came up with using your model. I think this version is too dark, but haven't bothered to re-render yet. So something lighter than this, but a bit darker than yours:


The sublight engine glows are great. The only possible problem is that the alpha masks you provided have some shades of grey in them. Usually an alpha mask should only have pure white and pure black in it. But its *possible* this might work properly----it depends on how intelligent the EVN engine is. I'll see.

Regarding the transition from standard flight to full burn, the animation you provided won't work. Here's the thing----what you provided would allow the ship to transform when its facing upwards, but only then.

I don't actually need an animation of the ship transforming directly. What I need is a spin-animation of the ship, during each phase of the transformation. Obviously it isn't practical to render a complete spin for each of the 36 frames of the process you provided---that'd take up too much time, and probably too much space as well. But split the transformation into, perhaps, 4-5 "stages" (2-3 would probably do it, acutally), and do a complete 36-frame spin for each stage.....I think that would work well.

So, perhaps, one spin with it 1/4 open, one with it 1/2 open, one with it 3/4 open, etc. That would also make it practical to animate the burn-pulse correctly----2-3 stages of "build-up", 1 spin with the full pulse, and then the final, fully-open stage is just as it is.

I'm sorry, I know this can be kind of confusing when you don't have direct experience with the engine. I hope I'm making this relatively clear.



Actually, you described the situation very well. I can re-render the original rotations at a lower illumination for the secondary light and render phase rotations per your spec. this should take a few evenings but not too long. if you need me to change the alpha on the wing flames just let me know. It should be fairly easy.

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Friday, October 8, 2004 3:35 PM

LINDLEY


I've tried putting what you gave me into the EVN engine. Definately too bright, and I will need the engine glow masks to be pure white----they don't come out right as it is.

I'll email you a short movie of the graphic in-game shortly.

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Saturday, October 9, 2004 2:33 PM

TREYBOR

Yes...I am that Sean Kennedy.


Lindley,

The new files are uploaded. Same directory-- only called "spritefiles2.zip"

The renders are about 50% darker.

enjoy!

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Sunday, October 10, 2004 4:45 PM

LINDLEY


I'll let you know how it turns out as soon as I have time to format it for the engine.

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Thursday, October 21, 2004 2:27 PM

LINDLEY


I finally found some time to get it into the engine and set up. Looks *very* good.

My only issue is that the jump transition still doesn't look 100% right. Have you found a way to do a light-burst effect? I'd only need one set of it (36 frames), I think, but if you could do that the same way you did the sublight glows, it'd be great.

Even if you can't do the burst, just a diffuse glow around the main drive area would be helpful. Again, rendered similarly to the blue glows.

I'll send you a movie file of what it looks like presently.

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Monday, October 25, 2004 10:53 AM

TREYBOR

Yes...I am that Sean Kennedy.


Hi Lindley. sorry I was out with pneumonia for a few days. I'll see what I can render up with the jump flash. You just want the glow and not the ship right?

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Monday, October 25, 2004 2:38 PM

LINDLEY


That's correct. I doubt it would matter whether the ship is visible, now that I think about it.....but best to play it safe and make that not an issue.

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Tuesday, November 16, 2004 2:34 AM

HARDY


i still wonder, if this file is usefull to create an aircraft for the microsoft flight simulator 2004...



Mal: "Everybody dies alone"

http://beam.to/firefly

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Sunday, May 8, 2005 3:53 PM

KIRYN


That is an AWESOME looking model and I'd love to try some things with it, but I'm stuck in MAX. :(

Has anyone with Lightwave converted it to a .3DS files for us poor Discreet folks? (I know I'd lose surface info but even so, it would be great to work with.)

Any help is much appreciated!



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Sunday, May 29, 2005 8:03 PM

DORAN


I could convert it to 3ds if you like... I'm not sure what it will end up looking like but you could try it.

I'll need to know where to send the file.

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Tuesday, May 31, 2005 3:29 AM

KIRYN


Thanks. I've been able to find someone who could convert parts of the model (apparently the whole thing is too big for whatever plugin is used).

If you have a method for making a .3DS (or MAX) file of the whole thing, that would be very handy. It's not as big a deal though, since I can re-assemble things as I play with them too,

So if it's not much trouble, I'd certainly appreciate it. If it's a pain though, then I can get by as is. As for file transfer, I can do either e-mail or FTP depending on the file size.


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Thursday, August 4, 2005 6:31 AM

BLOAH


Guys if someone can convert this model into the 3d MAX format then I can directly convert to a space ship in a open source space simulator. Then I can upload the whole sim over torrent if anybody interested.
If someone can please convert it, thanks!

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Thursday, August 4, 2005 6:34 AM

FORRESTWOLF


Bloah, there's an Orbiter mesh for Serenity, too - much lower polycount - you might take a look at that for a flight sim. Treybor's model is BEAUTIFUL, but the Orbiter one might be mnore appropriate for your purposes.

Take a good search for the Orbiter one online, and you just might find it. There are Orbiter to Max converters out there.

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Thursday, August 4, 2005 6:53 AM

BLOAH


FORRESTWOLF thanks for the info. Spend good 30 minutes and every link I found was either dead or unaccesible :(
Try to search a bit more and if dont find anything I ll either try to use this one or draw another one myself!

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Friday, August 5, 2005 2:56 AM

FORRESTWOLF


Here you go - I asked Gunrunner, and he's put it up here:

http://www.geocities.com/billds9/

Look under Firefly stuff.

Gunrunner, if you don't want this link here, just let me know! Thanks a bunch!

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Thursday, September 22, 2005 12:43 PM

LINDLEY


Treybor, sent you a message.

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Thursday, December 1, 2005 10:00 PM

NAMELESSTED


ok, so you are saying you can convert the file to a 3d max file. but i was wondering if there was a way to convert it to Softimage XSI. that would be hella sweet so i wont have to buy lightwave.

nevermind, i can upload 3ds files into XSI. so did anyone ever convert the lightwave to 3Ds? if so please lemme know. thanks a lot

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