View topic - Random WIP 2006-2011



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 Post subject: Re: Random WIP
PostPosted: 18 Jul 2010, 17:22 
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Joined: 07 Apr 2009, 11:43
Always modifying the ground below the fac is no go until the engine stops showing heightmap changes everywhere to everyone.


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 Post subject: Re: Random WIP
PostPosted: 18 Jul 2010, 17:32 
Zero-K Developer
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Joined: 10 Sep 2008, 02:11
Location: In search for TheTruth (TM)
Truly phenomenal models and textures! And a video tutorial coming soon? Simply awesome. :-)


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 Post subject: Re: Random WIP
PostPosted: 18 Jul 2010, 19:07 
AI Coder
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Joined: 14 Sep 2004, 10:32
Location: Cookieland
Modifying the heightmap may have other unsightly effects aside from repathing, such as raising the entire factory up if you raise the wrong part.


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 Post subject: Re: Random WIP
PostPosted: 18 Jul 2010, 20:57 
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Joined: 02 Jan 2008, 21:55
JohannesH wrote:
Always modifying the ground below the fac is no go until the engine stops showing heightmap changes everywhere to everyone.


a little OT but that's a problem with wreckage as well that need to be fixed. It's really... revealing. Especially in FFA games.


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 Post subject: Re: Random WIP
PostPosted: 18 Jul 2010, 23:46 
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Joined: 12 Oct 2007, 08:24
Quote:
Manipulating the terrain bellow seems the right way to achieve that but, yeah, can the ground be "reseted" if the fac is destroyed ?
Yes
Quote:
Always modifying the ground below the fac is no go until the engine stops showing heightmap changes everywhere to everyone.
I didn't think of that, it will be an issue.
Quote:
Modifying the heightmap may have other unsightly effects aside from repathing, such as raising the entire factory up if you raise the wrong part.
I think these can be avoided.
Quote:
a little OT but that's a problem with wreckage as well that need to be fixed. It's really... revealing. Especially in FFA games.
This is not an engine issue, the option is in the engine.


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 Post subject: Re: Random WIP
PostPosted: 19 Jul 2010, 00:26 
Community Lead
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Joined: 10 Apr 2006, 04:05
Location: Finland, 1944
That is rather depressing, Sheek. I understand, though. How is dev going there, I'd love to keep up on your projects.


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 Post subject: Re: Random WIP
PostPosted: 19 Jul 2010, 04:04 
Zero-K Developer

Joined: 28 Nov 2006, 13:22
Cremuss wrote:
Saktoth > I can do basics lua unit scripts but I surely will need 1 or 2 lua coders when time to code ans scripts will come :P
You shouldnt have too much trouble, the problem usually comes from people not having any art assets (you wont have this problem) or not being willing to put enough work in themselves (ditto). Though there have been a few projects with good art content and a hard working core dev (Eternal Struggle comes to mind) that simply languish. Some CA guys might be willing to help you out, given how much we've benefitted from your models so far.

Yeah the fact that terrain will reveal your location means you probably want to rely on scripting. Set the position of the unit according to its % complete, then when its almost finished, move the build position down the ramp. If its a conveyor belt type setup, then this will be fine. If you want your unit to -walk- off a ramp out of the factory though, you could always just move the unit with lua or something.


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 Post subject: Re: Random WIP
PostPosted: 19 Jul 2010, 04:16 
Blood & Steel Developer
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Joined: 25 Aug 2004, 12:31
Location: Has not played *a in years.
Also, nice job on the armored car shrapnel. The metal texture looks good.


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 Post subject: Re: Random WIP
PostPosted: 19 Jul 2010, 10:46 
Battletech Developer
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Joined: 21 May 2007, 01:09
Location: New Zealand
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I think this model might have originally been one of yours bob.


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 Post subject: Re: Random WIP
PostPosted: 19 Jul 2010, 12:21 
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Joined: 10 May 2009, 11:27
Location: on new sidney
omg thats perfect cremsus

its simple clean and detailed at the same time !n1

i really want that texturing video ^^


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 Post subject: Re: Random WIP
PostPosted: 19 Jul 2010, 16:28 
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48
Location: Horse
Here's the video. http://www.youtube.com/watch?v=rLeB6kSiUoY

JohannesH wrote:
Always modifying the ground below the fac is no go until the engine stops showing heightmap changes everywhere to everyone.

Yes, blasted engine bug. It is the bane of my existence. I really hope it will be fixed one day.


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 Post subject: Re: Random WIP
PostPosted: 19 Jul 2010, 19:49 
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Joined: 10 May 2009, 11:27
Location: on new sidney
Wowah i ment for cremsus texturing video

but now that i saw this WOWA awesome stuff =)


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 Post subject: Re: Random WIP
PostPosted: 20 Jul 2010, 00:03 
Skinner / Texturer
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Joined: 28 Oct 2006, 20:38
Location: France
hey, video released :)

again, thanks everyone :-)

Google_Frog > Finally I think that I'll go for moving the unit with lua through moving arm or whatever :)

Saktoth > thank you for proposing help but I started 3D with spring and I learned almost everything from you guys so you owe me nothing :-) :cry: though it's cool to propose help since I'll probably need some when I'll start doing unit scripts later :twisted:

CarRepairer > cool 8)


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 Post subject: Re: Random WIP
PostPosted: 20 Jul 2010, 17:02 
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Joined: 21 Feb 2006, 14:09
Location: qq harder
i hope your doing some cool mech/humanoid models in your rts i would love to see what you come up with :D.


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 Post subject: Re: Random WIP
PostPosted: 20 Jul 2010, 22:19 
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Joined: 25 Jun 2010, 19:16
bobthedinosaur wrote:
Also, nice job on the armored car shrapnel. The metal texture looks good.

thanks, I updated
Image
and
Image
started a new one
Image
Cremuss wrote:

hello Cremsus, nice work, do you use Verse-Blender ?

I use blender and gimp since two months, so if you have some good tutorials to make texture for game, share with me :D


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 Post subject: Re: Random WIP
PostPosted: 21 Jul 2010, 02:47 
Skinner / Texturer
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Joined: 28 Oct 2006, 20:38
Location: France
Otherside > yeah sure I'll make kbots :)

EatMyShrapnel > I don't have any, but you can use tutorials from 3dsmax, maya, photoshop or whatever. The workflow and main idea of the tutorial is generally not software specific.


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 Post subject: Re: Random WIP
PostPosted: 21 Jul 2010, 07:22 
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Joined: 15 Dec 2008, 15:53
Location: at front, llt pushing
shrapnel, i would blur shadows a bit and add some 'iron plates' texture and rivets on main body of junker, but besides that models are awesome


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 Post subject: Re: Random WIP
PostPosted: 21 Jul 2010, 14:18 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess
Cremuss wrote:
Otherside > yeah sure I'll make kbots :)

EatMyShrapnel > I don't have any, but you can use tutorials from 3dsmax, maya, photoshop or whatever. The workflow and main idea of the tutorial is generally not software specific.


I like that precolouring of specific groups, although i have a question: Do you have a colourscheme for everything prepared before you start texturing?


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 Post subject: Re: Random WIP
PostPosted: 21 Jul 2010, 15:41 
Skinner / Texturer
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Joined: 28 Oct 2006, 20:38
Location: France
PicassoCT > Well, not really. I mean don't have a a list of colors already made that I'm picking to do my texture. I just have in mind that the model needs to have the same blueish/greyish color, so I usually starts by filling a layer with the same dominant color (around 118/123/128) and then toyingwith saturations/screen/multiply on specific parts to have some variations :)

EatMyShrapnel > Verse-Blender ? didn't know that :D


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 Post subject: Re: Random WIP
PostPosted: 24 Jul 2010, 10:26 
Zero-K Developer

Joined: 28 Nov 2006, 13:22
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Yeah this guy again.


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