smoth's junk. - Page 26

smoth's junk.

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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smoth
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Joined: 13 Jan 2005, 00:46

Re: smoth's junk.

Post by smoth »

one of my older models but Pyrometheous requested this one.

Image
click image for larger
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smoth
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Joined: 13 Jan 2005, 00:46

Re: smoth's junk.

Post by smoth »

For those wondering. I have been updating code to work in 95. So now that is done, I may be going in to do more tweaks to the material system.


As it stands 2 issues:

1: I don't really have anything covering during nanoframe so it is mostly black during that process.

2: The same goes when cloaked, it is black instead of showing proper colors. I need to rectify this.

i want to try and see if I can learn from PL's code on piece attachment, however, I am not sure having multiple materials per unit is really feasible so no one get excited yet.

Image
so have a video of a sea butterfly instead!
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Beherith
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Re: smoth's junk.

Post by Beherith »

Cloaking and custom unit shaders (might not apply to you): http://imolarpg.dyndns.org/trac/balatest/changeset/1866
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smoth
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Re: smoth's junk.

Post by smoth »

Image

played around creating a new unit to try and find a new hole in my unit creation scripts. not really a big deal

Image
I might start modeling this guy next. I am not sure. After the long week I have had I am not sure. Picasso wanted more hand drawings as I go. this is one of them. It would be about half the height of the badger.
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smoth
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Re: smoth's junk.

Post by smoth »

Image
(click image for larger)

WIP angry pup
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azaremoth
Cursed Developer
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Joined: 17 Feb 2005, 22:05

Re: smoth's junk.

Post by azaremoth »

Great concept, but I think the feet should be bigger (150%?).
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Pxtl
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Re: smoth's junk.

Post by Pxtl »

Grimlock, what happened to you!?
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smoth
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Re: smoth's junk.

Post by smoth »

not really grimlock but..
http://www.youtube.com/watch?v=hatZb0TWvrQ

more this song.
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smoth
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Re: smoth's junk.

Post by smoth »

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Hows that azare?
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Beherith
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Re: smoth's junk.

Post by Beherith »

Robot chickens spring to mind.
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smoth
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Re: smoth's junk.

Post by smoth »

Beherith wrote:Robot chickens spring to mind.
bad? good?

I mean chickens were dinos once upon a time
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FireStorm_
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Joined: 19 Aug 2009, 16:09

Re: smoth's junk.

Post by FireStorm_ »

I think behe means an AI-enemy faction.
It looked like some form of cannon-fodder to me too :-)

First thought was of Tremors 3, though.
Feet definitely an improvement I think.
And it looks cool; wonder what it'll do...
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SinbadEV
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Joined: 02 May 2005, 03:56

Re: smoth's junk.

Post by SinbadEV »

Looks like the front third of a gila monster to me... also "Zoids" ... also brings to mind Star Wars troop carriers...

I like it.
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smoth
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Re: smoth's junk.

Post by smoth »

Image
(click image for larger)

Done with this guy, moving on to work on code again for a bit.

Next models would be:
yes, that is an amphibious unit, yes it is a giant lobster.
Image

Giant mega unit(not sure how I am going to do it's legs)
Image

when I named the faction BEHEMOTH, I MEANT IT!
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azaremoth
Cursed Developer
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Re: smoth's junk.

Post by azaremoth »

smoth wrote:Hows that azare?
Perfect! :-)
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smoth
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Re: smoth's junk.

Post by smoth »

thanks go to pako for helping me work around the issue with spring's random number generator.

Image

Image

These are based on a configuration file:

Code: Select all

local loadscreens = {
	{
		tipText	= "Lorem ipsum dolor sit amet, consectetur adipiscing elit.",
		tipColor 	= {1.0,0.2,0.2,0.6},
		tipImage	= "bitmaps/ui/loadingscreen/5units.png",
	},
	{
		tipText	= "look at all the colors ERHMAGERD!",
		tipColor 	= {1.0,0.2,0.2,0.6},
		tipImage	= "bitmaps/ui/loadingscreen/panels.png",
	},
	{
		tipText		= "MEGUSTA!",
		fontAlign	= "center",
		tipFontSize	= 48,
		tipColor 	= {0.0,1.0,0.0,1.0},
		tipImage	= "bitmaps/ui/loadingscreen/megusta.png",
	},
	{
		tipText	= "look at all the colors AWESOME!",
		tipColor 	= {1.0,0.2,1.0,0.6},
		tipFontSize	= 64,
		fontShadow	= false,
		tipImage	= "bitmaps/ui/loadingscreen/awesome.png",
	},
}

return loadscreens
so when I go to do tool tips in the future will be able to setup randomized load screens.

Odds are I will expand this to be a bit nicer but the fact that I have it now is great so I will play with it more later!
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jK
Spring Developer
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Re: smoth's junk.

Post by jK »

you got chili working :)
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smoth
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Re: smoth's junk.

Post by smoth »

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smoth
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Re: smoth's junk.

Post by smoth »

Image

why am I the only one who is playing with this!!??!
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Cheesecan
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Joined: 07 Feb 2005, 21:30

Re: smoth's junk.

Post by Cheesecan »

"Give me absolute control over your load screens, or I won't bother."
- Spongebob
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