Allied Fleets Base Components - OBJ FOrmat Copyright 2010 Keith Hazelet ============ Author: ============ Keith Hazelet ============ Product Description: ============ This package consists of six separate modules for creating a sci-fi military base. Included are a large landing pad, a ground hangar/vehicle bay, a large gun turret, a segment of connecting hallway, a support pillar section for long stretches of connecting halways, and a tram to run on the tracks above the connecting hallways. These accessories are meant to accompany the large "Allied Fleets Outpost" with the connecting hallways meant to attach to the ports on the outpost. They can also be used independently of the outputs. The models are all in individual files allowing for a great degree of freedom in creating base layouts from fairly simple to very complex. The objects are grouped according to detail level and all objects have UVW mapping coordinates. Textures are included. It is easy to change the color scheme of the model by modifying the texture bitmaps. The OBJ format provides compatibility with just about every 3D software package. There are 102,572 triangles spread across 111 objects. ============ System Requirements ============ A software package that can import OBJ files. Most 3D packages will do this, although you may have to "import" the files rather than "open" them. ============ Ownership statements: ============ All of this product's content was created by Keith Hazelet ============ Needed Files: ============ The contents of the package are the only needed files. ============ Installation instructions: ============ Import the model and accompanying materials Set up the materials using the instructions below (in case it doesn't look correct after import) set up some lighting and render ============ Usage Tips/Limitations: ============ The file does not come with any lighting effects. Those will need to be re-created once the file has been imported. VUE: When VUE imports OBJ files it tends to smooth things that should not be smoothed. This can result in "pillow-like" bumps on the models where cubes should be. Disable smoothing or set the smoothing angle to be small to avoid this. Cinema: Use Riptide for importing for best results. The MTL file format constrains some of the options used for materials - epsecially for glowing surfaces and windows, and some of them might not look correct after import. Here are the short material descriptions: black: no maps needed. This is used for the windows, so if you want them to be bright and not black, set this up similar to blue_glowing. blue_glowing: no maps needed, just set self illumination so it glows. This is used for some of the highlights in the hangars. blue_hull: diffuse: h_b_diff.jpg specular_level: h_spec.jpg (makes some parts of the material shiny and others not) bump: h_bump.jpg grey_hull: diffuse: h_g_diff.jpg specular_level: h_spec.jpg (makes some parts of the material shiny and others not) bump: h_bump.jpg grey_hull_dark: diffuse: h_dg_diff.jpg specular_level: h_spec.jpg (makes some parts of the material shiny and others not) shiny_floor: diffuse: h_ddg_diff.jpg bump: h_bump.jpg use raytraced reflections to make a "mirror" All renderings were produced from 3DS MAX by recovering the materials as described and adding lighting and background not contained in this package. ============ Files list ============ readme.txt license.txt afb.zip images/closeups.jpg images/components.jpg images/overview.jpg images/wire.jpg textures/h_b_diff.jpg textures/h_bump.jpg textures/h_ddg_diff.jpg textures/h_dg_diff.jpg textures/h_g_diff.jpg textures/h_spec.jpg