Quote:
Hehe that made me laugh. In my case it would be couldn't have done it without potsmoke and potsmoke66
gosh, and they asked me @ sci-fi meshes if i never get banned for my nickname

even when i worked sometimes so hard on it because of lack of it.i had to help me out with coffee & tobacco then.thanks for your rewards guysmarcel, scripting models is much harder as build one with the help of cad, i respect that.maybe i fix up once a guide to thatsomething i have allready for you is a way to make a simple controlled quarter sphere.i did that in spring, when the sphere - sphere_slice primitive didn't exists.i guess that has made tomm laughing, but it works and you can fix up that way relatively quick a bezier quad shape which you can bend on all axes. it's to imagine to create shapes from ovals to something like a almond shape. i had some examples made then, but lost them when i lost the drive in may.the extensions can be controlled so it could be easely animated which quickly leads to the idea of a ship like MAX (flight of the navigator).i hope i still find the example script, i'm shure i have seen that not so long ago......i found one
Code:
function sophlos (pos, seg, rad, x1, y1, y2, z1, z2, float)cubic_bezier_quad(seg, rad, pos+v(0,0,z1*0.5)*float, pos+v(0,y1*-0.7,0.5)*float, pos+v(0,y1*-0.7,-0.5)*float, pos+v(0,0,z2*-0.5)*float,pos+v(0,0,z1*0.5)*float, pos+v(0.35,y1*-0.7,0.5)*float, pos+v(0.35,y1*-0.7,-0.5)*float, pos+v(0,0,z2*-0.5)*float, pos+v(0,0,z1*0.5)*float, pos+v(x1*0.7,-0.35,0.5)*float, pos+v(x1*0.7,-0.35,-0.5)*float, pos+v(0,0,z2*-0.5)*float,pos+v(0,0,z1*0.5)*float, pos+v(x1*0.7,0,0.5)*float, pos+v(x1*0.7,0,-0.5)*float, pos+v(0,0,z2*-0.5)*float)cubic_bezier_quad(seg, rad, pos+v(0,0,z1*0.5)*float, pos+v(x1*0.7,0,0.5)*float, pos+v(x1*0.7,0,-0.5)*float, pos+v(0,0,z2*-0.5)*float,pos+v(0,0,z1*0.5)*float, pos+v(x1*0.7,0.35,0.5)*float, pos+v(x1*0.7,0.35,-0.5)*float, pos+v(0,0,z2*-0.5)*float, pos+v(0,0,z1*0.5)*float, pos+v(0.35,y2*0.7,0.5)*float, pos+v(0.35,y2*0.7,-0.5)*float, pos+v(0,0,z2*-0.5)*float, pos+v(0,0,z1*0.5)*float, pos+v(0,y2*0.7,0.5)*float, pos+v(0,y2*0.7,-0.5)*float, pos+v(0,0,z2*-0.5)*float) end
it will have a bit a strange shading on the "tips" due to the fact that this bends the quad on the poles to tris, but if you alter that and space them 0.001 from each, it's enough to evade that problem i found out in my version for the Merlin.(i added a quadric bezier quad to the wings front to make it more round and you might remember merlins wings goes to the very tip of the model and all lines meet at point 0)oh what, the merlin? yes but iced up due to some other projects and some not satisfying problems with the flat for the wings, it's near to original but not quiet right. mine is basically a quadric bezier quad while frontiers is from two cubic bezier quads and the lines to connect them. i really get close to it but allways one part is turned around wrong or has wrong normals, how ever i tried. after a while i felt disapointed and stopped working on it.i would have liked to surprise you with the finished model, but ok, now it's to late...i added some wingtips to it to get a little closer to the original shape but, no i'm still not satisfied.guess i would need some of the "modelers helper" to get in the right mood to pick up the model and have the right patience to work on that again.(don't look at the wheel, i know completely wrong positioned, but i had change the setup for the wings once to make them animated so they are now completely wrong, but also ot important, first the wings have to be like i wanted them, then the uc can be fixed to it. it was allready once in a state the uc was working but like i said i couldn't get then the wings animated right and the "fin" had to be made from one of the wings to. so i reworked the wings and took the fin as base model, which is more regular as the wings itself as i found out).that's the script for the right wingi stripped everything from the script to show only the important lines
Code:
local v0 = v(0,-27,0) local v2 = v(0,27.35,0) local v4 = v(0,27.278,2.799)local v6 = v(27.829,30.405,1.479) local v8 = v(29.375,16.495,1.121) -- ex 10 local v10 = v(30.037,10.534,0.967) --ex 12local v12 = v(1.767,29.522,1.456) -- 1.503-- wing frontquadric_bezier_quad(8*lod,2*lod,v0+v(0,0,.001), v2, v8+v(0,0,.001),v0, v2+v(4,-4,1.4), v8,v0-v(0,0,.001), v4, v8-v(0,0,.001))-- winguse_material('top') flat(8*lod,v(.1,0,-1), {v2},{v6},{v8},{v2,v0}) --{v2},{v0},{v2,v8},{v6})use_material('bot')flat(8*lod,v(.1,0,1), {v4},{v0},{v4,v8},{v6}) --{v4},{v6},{v8},{v4,v0})
you can see the tip looks like all lines meet at vector 0, but in fact they are spaced 0.001, but you can never get that close in the game to see the little gap. if i wouldn't have spaced them 0.001 it would have a black shade on the wings front bezier quad (the strange divisions of the vectors are because i reworked the shape in blender and wrote back the resulting vectors from it, but it was important to have a exactly regular shaped wing, which border fits exactly to the angle of the body, this was the main problem on my first model. of course i could have used the bodys vectors for the wing like in the original, but texture would be streched then to if you texture the model and i guess that would look bad. so i build up a single wing, extracted it with GLXtractor and positioned it exactly to the body line, after i wrote down the resulting vectors. the gap that appears then i would have filled with a flexible tri, that would look somewhat more realistic rather a streched/bended texture).if you check the vectors you can see the wing is build with the front tip facing down, so that the rotational axis is y.the top right flat shape is build like this, divs, normals(face up), line starts at v2(back) goes to v6(wingtip), then v8(wingtip) and the bezier leads from last vector (v8) over v2(marks zenith) to v0(front tip) and the shape will be filled to v2(start) again.it took me a while allready to find that out and by the way i found the way how to turn the vectors around to create the same on the top left wing (vectors as comment behind the command), since you will have allways to respect that the poly's are build clockwise. when i converted the eagle i wasn't shure if that is possible at all and i chose xref_flat then for top right and bottom left (same rule as top right).one could guess now, hey why don't you just take a different vector for the zenith of the curve and pull the curve more to the back of the model. good thinking, but the bezier shape and the triangle will overlap then.it looks easy and logical now, but each time i start such a flat i get all kind of shapes but not the one i like to get.something i like much about the bezier stuff, it has allways absolute harmonic curves, where ever you lead to with the basic line, total harmony. it's that absolute that it allready looks artificial. if i draw a curve by hand i have to rework it often to find such a harmony.the original shape would look something like thatbtw, i checked the wheels anim in the modelviewer right now and i'm surprised how exactly the piston is animated, really surprised, usually it gives me headakes because rotation and transpose didn't work in the same speed, but here the piston stays on one point and transposing gets faster as more as the wheel fleds from position 0. i wonder how i did that then, endless experiments (even a look at my own script didn't help me to understand what i did)?