Can someone make me a little simple Spaceship mesh please?

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
Post Reply
MasterGod
Posts: 2061
Joined: Fri May 25, 2007 8:06 pm
Location: Israel
Contact:

Can someone make me a little simple Spaceship mesh please?

Post by MasterGod »

Hi, I want to make a little 3D space shooter game and my biggest problem is the spaceship model. With the other models I can improvise something but I want the spaceship to look nice So, can someone please make me a static spaceship mesh that looks like one of the pictures below (whichever you like - I prefer the second one) in the format 3DS or X or MS3D - By the way which of all the supported formats in Irrlicht do you recommend to use for static meshes?
ImageImageImage

To the few of you who might have any doubt, its gonna be a open source game with the license that says you only have to say the code is mine and can use it for non-commercial games. When I'll finish the game (Hopefully soon, I'm just starting it) I'll write the full license.
Image
Dev State: Abandoned (For now..)
Requirements Analysis Doc: ~87%
UML: ~0.5%
JP
Posts: 4526
Joined: Tue Sep 13, 2005 2:56 pm
Location: UK
Contact:

Post by JP »

turbosquid.com

you can download a huge amount of free models from there (go to search and enter 0 as the price), i'm sure there's something suitable there
Image Image Image
MasterGod
Posts: 2061
Joined: Fri May 25, 2007 8:06 pm
Location: Israel
Contact:

Post by MasterGod »

Wow cool, found bout 105 COOL spaceship models better then I can describe here - thanks!
Image
Dev State: Abandoned (For now..)
Requirements Analysis Doc: ~87%
UML: ~0.5%
JP
Posts: 4526
Joined: Tue Sep 13, 2005 2:56 pm
Location: UK
Contact:

Post by JP »

No problem, do remember to check if there's any licence attached to the models though, some people say use it however you want, others say don't use it for commercial etc.
Image Image Image
rogerborg
Admin
Posts: 3590
Joined: Mon Oct 09, 2006 9:36 am
Location: Scotland - gonnae no slag aff mah Engleesh
Contact:

Post by rogerborg »

And count the polygons! Many of the models there are not intended for real time rendering.
Please upload candidate patches to the tracker.
Need help now? IRC to #irrlicht on irc.freenode.net
How To Ask Questions The Smart Way
MasterGod
Posts: 2061
Joined: Fri May 25, 2007 8:06 pm
Location: Israel
Contact:

Post by MasterGod »

How much polygons are too much?
Image
Dev State: Abandoned (For now..)
Requirements Analysis Doc: ~87%
UML: ~0.5%
JP
Posts: 4526
Joined: Tue Sep 13, 2005 2:56 pm
Location: UK
Contact:

Post by JP »

A few hundred is excellent, a few thousand is also pretty good but if you're looking at something like 10,000 polys then i reckon that'd be too much, unless it's just one instance of the mesh that you'll have on the screen, if you had too many of them then it would really hit your performance.

Incidentally the maximum number of polys (or is it vertices?) that irrlicht can render is 65,536 so if you've got a model bigger than that then you can forget it! (unless you modify irrlicht to use 32-bit integers to store the model data).
Image Image Image
MasterGod
Posts: 2061
Joined: Fri May 25, 2007 8:06 pm
Location: Israel
Contact:

Post by MasterGod »

Ok thanks.
Image
Dev State: Abandoned (For now..)
Requirements Analysis Doc: ~87%
UML: ~0.5%
hybrid
Admin
Posts: 14143
Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
Contact:

Post by hybrid »

No, the limit is 65535 vertices per meshbuffer, so it's basically unlimited. There are a few problems though with arbitrary splitting of meshbuffers.
Post Reply