Screenshots - Page 2

Screenshots

A dynamic game undergoing constant development and refinement, that attempts to balance playability with fresh and innovative features.

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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Screenshots

Post by Neddie »

My point being that some difference makes sense, not that the particular numbers did.

It's built like romantic mecha designs the world over - vulnerable.
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Screenshots

Post by MidKnight »

Otherside wrote:normals are not set up properly and midknight just smothed it with soft edges
Stop deluding people. The normals are fine. It's the smoothing that is the problem. someone tell me how to get working smoothing groups into spring and I will! this is the reason the HLT and milo look so lopsided!
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thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Re: Screenshots

Post by thesleepless »

MidKnight wrote:
Otherside wrote:normals are not set up properly and midknight just smothed it with soft edges
Stop deluding people. The normals are fine. It's the smoothing that is the problem. someone tell me how to get working smoothing groups into spring and I will! this is the reason the HLT and milo look so lopsided!
sorry, but smothing groups control vertex normals, so yes it is a problem with the normals which is caused by the smoothing groups. blender has an edge split modifier which breaks sharp edges into two separated edges. could try that.
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DavetheBrave
Posts: 281
Joined: 22 Jun 2005, 02:52

Re: Screenshots

Post by DavetheBrave »

luckywaldo7 wrote:Who cares about balance... the people want pictures!
Image

where is he when you need him
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overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Re: Screenshots

Post by overkill »

Image

There he is. Far to easy.

I AM DISSAPOINT
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