Post subject: Re: MidKnight's Models! (new: Raven Mark II))
Posted: 11 Mar 2009, 02:34
Moderator
Joined: 02 Jul 2008, 06:11 Location: Florida
Wow. Much better. Some of the polygons need to be fixed, as they stick out, but I like the design/detail much better.
Also, perhaps add a continuous protective shield outside the fans to make it a little less ... tacked on. The bulky fan is holding up itself and the rest of the ship by one single joint, located at the rear no less. I can't tell if the front is connected to the ship because of your camera angle, so I'm just assuming its not.
And then that would allow you to re-think your fans as well.
I guess its kinda hard to explain what I mean with words, a picture would do much better, but tbh I don't feel like it right now
Post subject: Re: MidKnight's Models! (new: Raven Mark VI))
Posted: 11 Mar 2009, 02:36
CA Developer
Joined: 10 Sep 2008, 02:11 Location: MidKnight, Inc. - Where the customer turns custard.
Reply to overkill:
Quote:
I also reworked the engines, they now work via magnets, superheavy materials, and gravitrons, and are not as much propellers as they are 'gravity generators' ofc that's all just boring, useless fluff; model-wise, I added the central column and the top section of the shroud.
It maybe boring, useless fluff, but it explains why the motors are how they are. It also solves some dilemmas. If you need the full fluffinessof my fluff, please ask, but i don't want to write a page of taknobabble unless somebody actually wants to read it.
Reply to maackey: good idea! I'll try it in a sec
EDIT: tried it. Looks more logical, but it makes it look like an arm unit
Post subject: Re: MidKnight's Models! (new: Raven Mark II))
Posted: 11 Mar 2009, 06:41
Battletech Developer
Joined: 21 May 2007, 01:09 Location: Erewhon
MidKnight wrote:
Also, after a short conversation with hoi, I realized what you meant by the whole "make it look aerodynamic" spiel, or at least, I think I did
actually my spiel was more "don't shit all over 100+ years of aerospace engineering. people have expectations of what a fighter/bomber/gunship looks like, at least *try* to make it look like that."
although your model looks better now, its still not fit for the purpose (according to Sak).
the end result of you modeling should be "pretty sweet fighter/bomber/tank/hovercraft!" not "omg. wtf is that?" then "how in the hell does that work?"
again... people have expectations of what an X looks like in general, make it look like that.
ps: your fan blades are horrible, flatten them on the y axis (so they are 2d) and get some lua for prop-blur.
*edit* i was trying to get you to think about why your original model was, to be blunt, crap. although I am aware that english is not your first language (i think?) it didnt turn out the way i planned, cos what i was saying went over your head
Post subject: Re: MidKnight's Models! (new: Raven Mark VI))
Posted: 11 Mar 2009, 07:40
Spring: 1944 Developer
Joined: 11 Oct 2005, 06:18 Location: Ukraine
Weapon arrangement suggests it's something like a gunship artillery (since the barrel is located such that it's capable of high-trajectory fire, and NOT capable of firing at ground targets near or under the unit). I've never seen such a concept in Spring yet, and I have serious doubts that's what you want the unit to do.
Post subject: Re: MidKnight's Models! (new: Raven Mark II))
Posted: 11 Mar 2009, 22:10
CA Developer
Joined: 10 Sep 2008, 02:11 Location: MidKnight, Inc. - Where the customer turns custard.
Firing position. Does this clear things up? And no, it will not in any way affect reaction speed (unless you want it to)
Pressure Line wrote:
MidKnight wrote:
Also, after a short conversation with hoi, I realized what you meant by the whole "make it look aerodynamic" spiel, or at least, I think I did
actually my spiel was more "don't shit all over 100+ years of aerospace engineering. people have expectations of what a fighter/bomber/gunship looks like, at least *try* to make it look like that." although your model looks better now, its still not fit for the purpose (according to Sak). the end result of you modeling should be "pretty sweet fighter/bomber/tank/hovercraft!" not "omg. wtf is that?" then "how in the hell does that work?" again... people have expectations of what an X looks like in general, make it look like that.
The reason that this looks so different is that, while most aircraft have their weapons mounted towards the front, this guy has its (his? hers?) in the middle-back, and therefore must be balanced as such. If I were to move the weapon and replace the fans with engines, it'd look like an ugly version of Saktoth's banshee. Also, a majority of the CA team are against the idea of wings on gunships, which makes it even harder to make this look realistic.
I'm open to suggestions! Anyone? no, file -> new doesn't count
Quote:
ps: your fan blades are horrible, flatten them on the y axis (so they are 2d) and get some lua for prop-blur.
Will do (!), although idk where to get propeller lua (apparently S44's lua is too CPU intensive )
Quote:
*edit* i was trying to get you to think about why your original model was, to be blunt, crap. although I am aware that english is not your first language (i think?) it didnt turn out the way i planned, cos what i was saying went over your head
In fact, English is my second language, but it's the language I speak most fluently, due to my having spend the large majority of my life in the US . Is my grammar honestly that bad?
Post subject: Re: MidKnight's Models! (new: Raven Mark VI))
Posted: 11 Mar 2009, 23:05
Joined: 21 Feb 2006, 14:09 Location: qq harder
it makes no sense on the top and thats way more important than showing the gun.
so what if you cant see it properly in TA view some people dont play TA View and alot of other units also have the same problem (+ TA view in default as a slight angle so it would be somewhat visible)
You can also make a cool weapon on the underside which if somewhat visible from TA view.
And it will look much more menacing with a gun on the underside than a gun on top
Post subject: Re: MidKnight's Models! (new: Raven Mark II))
Posted: 12 Mar 2009, 06:36
Battletech Developer
Joined: 21 May 2007, 01:09 Location: Erewhon
MidKnight wrote:
I'm open to suggestions! Anyone? no, file -> new doesn't count
Quote:
ps: your fan blades are horrible, flatten them on the y axis (so they are 2d) and get some lua for prop-blur.
Will do (!), although idk where to get propeller lua (apparently S44's lua is too CPU intensive )
The FULL S44 plane control Lua is not meant for *A style plane economies (ie shitloads of planes) but the propblur lua (and the version i modded for multiple props) is fairly fast (its actually an [independently reached afaik] adaptation of my multiple-textures lua, that actually works) ie, i experienced a 1 or 2 fps drop between having the lua on and having it off
MidKnight wrote:
Quote:
*edit* i was trying to get you to think about why your original model was, to be blunt, crap. although I am aware that english is not your first language (i think?) it didnt turn out the way i planned, cos what i was saying went over your head
In fact, English is my second language, but it's the language I speak most fluently, due to my having spend the large majority of my life in the US . Is my grammar honestly that bad?
You live/lived in the US? I'm sorry ^_^ its mainly because sometimes things get lost in the internal translation (it may even be unconscious on your part) to whatever your native language is. so if you dont know what the word/phrase means in your native language, even though you *think* you undestand it, its possible that it just goes in one ear and out the other *without you being aware of it*
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