[simpits-chat] More Merc porn inbound

Brian Sikkema simpits-chat@simpits.org
Sun, 1 Jun 2003 22:18:02 -0400


This is a multi-part message in MIME format.

------=_NextPart_000_0040_01C3288B.AA6AD880
Content-Type: text/plain;
	charset="iso-8859-1"
Content-Transfer-Encoding: quoted-printable

Hey guys,

I'm uploading a pic of the latest version of the model. I'd hoped to be =
a lot farther than this by now, but I haven't had as much time as I had =
planned on. Got a bass guitar for my birthday, and so I've been spending =
a lot of time making some really horrid amplified noises with that! ;) =
Also, this new modeling idea I'm trying out turned out to have it's =
finer points I only considered after getting a ways into it. While this =
will definitely save me a lot of texture work, the modeling work has =
more than made up for it. I still think this might be the better way to =
go, though, and at any rate, it's way too late to go back now.=20

Luckily, the hard part is pretty much behind me. I've got all the rails =
in place finally, now I've got to go in and add all of the shingles and =
do some other additions like the window and periscope areas. But the =
rest of the model will be done very similar to how I did them the first =
time - everything else is already small bits and peices, so there's not =
much else to break down like I was doing with the main capsule.

At any rate, this pic should give you a pretty good idea of how =
everything is going together. To give you some more insight, all of =
those ridged shingles are done using a single 64x16 bmp, tiled =
13-15times, depending on the panel. That's the real beauty of this =
method, a lot of these panels are different sizes, but the sizes of the =
panels are easily determined by how many ridges are in their shingle. =
Then when I map that peice, I just tile the texture that many times, and =
in the end everything lines up just right, texture-wise. But so far none =
of my textures are larger than 64x36 in size.

There is also a way in which I can put all of those textures into one =
image, and just set it up so that, say, the upper left corner of the =
main image is mapped to a particular part. I'm not sure if this method =
is supported in Orbiter, but if it is, I might be able to just have one =
256x256 or 512x256 texture file for the capsule, which will save from =
having to load all of these textures. A small save, maybe, but worth a =
try.

Anywho, there you have it, for now.=20
Brian
------=_NextPart_000_0040_01C3288B.AA6AD880
Content-Type: text/html;
	charset="iso-8859-1"
Content-Transfer-Encoding: quoted-printable

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML><HEAD>
<META http-equiv=3DContent-Type content=3D"text/html; =
charset=3Diso-8859-1">
<META content=3D"MSHTML 6.00.2800.1170" name=3DGENERATOR>
<STYLE></STYLE>
</HEAD>
<BODY bgColor=3D#ffffff>
<DIV><FONT face=3DArial size=3D2>Hey guys,</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>I'm uploading a pic of the latest =
version of the=20
model. I'd hoped to be a lot farther than this by now, but I haven't had =
as much=20
time as I had planned on. Got a bass guitar for my birthday, and so I've =
been=20
spending a lot of time making some really horrid amplified noises with =
that! ;)=20
Also, this new modeling idea I'm trying out turned out to have it's =
finer points=20
I only considered after getting a ways into it. While this will =
definitely save=20
me a lot of texture work, the modeling work has more than made up for =
it. I=20
still think this might be the better way to go, though, and at any rate, =
it's=20
way too late to go back now. </FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>Luckily, the hard part is pretty much =
behind me.=20
I've got all the rails in place finally, now I've got to go in and add =
all of=20
the shingles and do some other additions like the window and periscope =
areas.=20
But the rest of the model will be done very similar to how I did them =
the first=20
time - everything else is already small bits and peices, so there's not =
much=20
else to break down like I was doing with the main capsule.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>At any rate, this pic should give you a =
pretty good=20
idea of how everything is going together. To give you some more insight, =
all of=20
those ridged shingles are done using a single 64x16 bmp, tiled =
13-15times,=20
depending on the panel. That's the real beauty of this method, a lot of =
these=20
panels are different sizes, but the sizes of the panels are easily =
determined by=20
how many ridges are in their shingle. Then when I map that peice, I just =
tile=20
the texture that many times, and in the end everything lines up just =
right,=20
texture-wise. But so far none of my textures are larger than 64x36 in=20
size.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>There is also a way in which I can put =
all of those=20
textures into one image, and just set it up so that, say, the upper left =
corner=20
of the main image is mapped to a particular part. I'm not sure if this =
method is=20
supported in Orbiter, but if it is, I might be able to just have one =
256x256 or=20
512x256 texture file for the capsule, which will save from having to =
load all of=20
these textures. A small save, maybe, but worth a try.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>Anywho, there you have it, for now. =
</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Brian</FONT></DIV></BODY></HTML>

------=_NextPart_000_0040_01C3288B.AA6AD880--