View topic - "Freshened Up" TA Units



All times are UTC + 1 hour


Post new topic Reply to topic  [ 271 posts ]  Go to page Previous  1 ... 5, 6, 7, 8, 9, 10, 11 ... 14  Next
Author Message
 Post subject:
PostPosted: 15 Mar 2007, 00:07 
Modeler
User avatar

Joined: 20 Jun 2005, 04:16
Location: Houston TX
meh, I like to repeat faces in a different fashion...

I.E. the shoulders of the mech all have the same face rotated...

not mirrored where the back/front match, etc.

I'm a perfectionist... don't worry bout it.. its not a big deal

by the way, can we use bumpmapping on models yet? :?:

question:
is the head animated? there a reason why its isn't joined with the torso?


Top
 Offline Profile  
 
 Post subject:
PostPosted: 15 Mar 2007, 01:56 
Damned Developer
User avatar

Joined: 01 Jun 2006, 12:15
Location: Banned user for reason “Do not post pictures of people fucking cars”
Um I wanted the head look in the target's direction (or 30° left or right max, depending on where the target is) or something but you can just join it with the body. Same for the pelvis, only that it's a maximum of 15° in either direction or the legs will have clipping errors. Like I said, there is no 360° torso anymore...

About the non mirrored shoulder faces, that was on purpose so the texture doesn't look like repeated. But that can be fixed in one click so it's no big deal indeed.
On the other hand, I forgot to seperate the inner face from the front and rear one to draw a hole for the actuator thing (there is one drawn on the torso's side).

Quote:
by the way, can we use bumpmapping on models yet?

In spring? No.


Top
 Offline Profile  
 
 Post subject:
PostPosted: 15 Mar 2007, 22:44 
Damned Developer
User avatar

Joined: 01 Jun 2006, 12:15
Location: Banned user for reason “Do not post pictures of people fucking cars”
Image
Finished... I think. Click for bigger screenshot.


Top
 Offline Profile  
 
 Post subject:
PostPosted: 15 Mar 2007, 23:01 
Content Developer
User avatar

Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
The shoulders need teamcolor panels... if I know anything it is a lot of TA:S mod players like top down.


Top
 Offline Profile  
 
 Post subject:
PostPosted: 16 Mar 2007, 01:57 
Damned Developer
User avatar

Joined: 01 Jun 2006, 12:15
Location: Banned user for reason “Do not post pictures of people fucking cars”
ImageImageImage
Hmm... not really what I wanted. At least I finished something, even though Upspring ruined the smoothing groups. Or it was me being uncareful when tesselating. :(

dds/s3o, PSD, PNG, wings and 3ds
If anyone has some use for it, I don't. :P


Last edited by rattle on 18 Mar 2007, 00:40, edited 1 time in total.

Top
 Offline Profile  
 
 Post subject:
PostPosted: 16 Mar 2007, 11:42 

Joined: 31 Jul 2006, 20:49
Location: Somewhere without knowing anything
hi
i think it is nice and fine, perhaps we get some units together to tune up AA/BA a bit ^^

And especially i can learn something from it 8)

So Ive got a question...

First of all, what is the function of the objects "lammo" and "rammo", they are inside the guns...?

Most models are posted as already rendered, so this is very helpful.


Top
 Offline Profile  
 
 Post subject:
PostPosted: 16 Mar 2007, 13:40 
Damned Developer
User avatar

Joined: 01 Jun 2006, 12:15
Location: Banned user for reason “Do not post pictures of people fucking cars”
I haven't changed the script because I don't like the finished product. What I planned to do was to add the better muzzle flames and have shells drop when a round is fired (explode DROP).

I wasn't planning on spicing any AA derivates up, I don't like AA (too many useless units). I was trying to get something done in the color scheme of that 2D design thingy.


Top
 Offline Profile  
 
 Post subject:
PostPosted: 16 Mar 2007, 13:59 

Joined: 31 Jul 2006, 20:49
Location: Somewhere without knowing anything
ok, but what do you mean with this

Quote:
I was trying to get something done in the color scheme of that 2D design thingy.


Do you mean this concept art picture somebody posted?


Top
 Offline Profile  
 
 Post subject:
PostPosted: 16 Mar 2007, 14:30 
Damned Developer
User avatar

Joined: 01 Jun 2006, 12:15
Location: Banned user for reason “Do not post pictures of people fucking cars”
Yes.

Hmm if there's no way to prevent the explode bitmap to be shown when a piece is exploded the whole idea of exhausting shells is useless...

http://www.youtube.com/watch?v=N5a9ONTbrCU
http://www.youtube.com/watch?v=qe6GnVfG5xs
Two short ingame videos. They might need a while till they are available. The second one got "exploding" shells...

The whole skin is too dark I think. But it's finished as it is anyway.


Top
 Offline Profile  
 
 Post subject:
PostPosted: 16 Mar 2007, 16:28 
Content Developer
User avatar

Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
the muzzle flash needs to happen a bit faster and be a bit longer.

I also liked the shells version more.


Top
 Offline Profile  
 
 Post subject:
PostPosted: 16 Mar 2007, 16:58 
Game Developer
User avatar

Joined: 25 Jun 2006, 07:44
Location: Germany
You could replace the explosion bitmap with a null image in the ressources TDF, those units that want the explosions to stay can use custom explosion generators with emit-sfx.


Top
 Offline Profile  
 
 Post subject:
PostPosted: 16 Mar 2007, 17:54 
Damned Developer
User avatar

Joined: 01 Jun 2006, 12:15
Location: Banned user for reason “Do not post pictures of people fucking cars”
I prefer the shells version as well, only the flare-like bitmap which appears when you explode something is highly annoying and distracting.

edit:
KDR_11k wrote:
You could replace the explosion bitmap with a null image in the ressources TDF, those units that want the explosions to stay can use custom explosion generators with emit-sfx.

I'll try that.

If I let the muzzle flash stay longer it will look odd, because the muzzle doesn't move with the model. I'll try it though... haven't really synced it to the sound effect other than count.

Image
Anyway second try.


Top
 Offline Profile  
 
 Post subject:
PostPosted: 16 Mar 2007, 18:55 
Game Developer
User avatar

Joined: 25 Jun 2006, 07:44
Location: Germany
You could try emitting a particle that looks like a shell instead of using explode as an alternative. Would probably perform better once larger numbers of units are involved.


Top
 Offline Profile  
 
 Post subject:
PostPosted: 16 Mar 2007, 21:24 
Community Lead
User avatar

Joined: 10 Apr 2006, 04:05
Location: Finland, 1944
Look, all of these models are good. Now we can have a PeeWee mod where you tech up to the crazy 1.4k poly PeeWee.


Top
 Offline Profile  
 
 Post subject:
PostPosted: 16 Mar 2007, 21:26 
Journeywar Developer & Mapper
User avatar

Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess
Nice work Rattle -def in the Smoth, Argh, WolfinExile Class...

PS: Is there a Chance we get a Muzzleflash with the Pewee ?


Top
 Offline Profile  
 
 Post subject:
PostPosted: 16 Mar 2007, 22:24 
Damned Developer
User avatar

Joined: 01 Jun 2006, 12:15
Location: Banned user for reason “Do not post pictures of people fucking cars”
neddiedrow wrote:
Look, all of these models are good. Now we can have a PeeWee mod where you tech up to the crazy 1.4k poly PeeWee.

I have yet to UV map and skin the guns on the "better" PW...

PicassoCT wrote:
PS: Is there a Chance we get a Muzzleflash with the Pewee ?

You could have had that in BA or XTA for a long time. CMuzzleFlame is available for quite some time now... anyway it's up to the modder as it is a particle effect. I can supply the changed BOS script (from the OTA PW) and neccessary particle scripts, though.

Anyway some more pictures...
ImageImage
Image
Hammer remake, closer to the original. ~550 tris


KDR_11k wrote:
You could try emitting a particle that looks like a shell instead of using explode as an alternative. Would probably perform better once larger numbers of units are involved.

Hm yeah, might be better. I recall someone saying the FALL explode type (which I'm using) eats more resources than the others when used extensively.


Top
 Offline Profile  
 
 Post subject:
PostPosted: 17 Mar 2007, 01:58 
Damned Developer
User avatar

Joined: 01 Jun 2006, 12:15
Location: Banned user for reason “Do not post pictures of people fucking cars”
Image

If anyone feels like skinning it... :P. I'll do it later today anyway though. 604 tris
http://rattle.from-hell.net/spring/mode ... e2-1_0.zip


Top
 Offline Profile  
 
 Post subject:
PostPosted: 17 Mar 2007, 04:30 
Expand & Exterminate Developer
User avatar

Joined: 22 Nov 2005, 22:58
Location: My Relationship with Spring is complicated!
rattle it wouldnt look odd for the muzzle flash to not move with the object as long as its not there for to long as real muzzle flashes dont move either..


Top
 Offline Profile  
 
 Post subject:
PostPosted: 17 Mar 2007, 04:54 
P.U.R.E. Developer
User avatar

Joined: 21 Feb 2005, 03:38
Location: Herding cats uphill whilst wearing roller skates.
Quote:
I recall someone saying the FALL explode type (which I'm using) eats more resources than the others when used extensively.


Yeah... make a bitmap that looks like a shell (doesn't need to be hi-res, obviously)... then an ExplosionGenerator that basically just spits out as many particles as is in the burst... use DIR... set up the polygons to give it relative DIR... hey presto, you have bitmaps that look like shells. Much more efficient than models for lots of reasons.


Top
 Offline Profile  
 
 Post subject:
PostPosted: 17 Mar 2007, 06:31 
P.U.R.E. Developer
User avatar

Joined: 21 Feb 2005, 03:38
Location: Herding cats uphill whilst wearing roller skates.
WIP

Image


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 271 posts ]  Go to page Previous  1 ... 5, 6, 7, 8, 9, 10, 11 ... 14  Next

All times are UTC + 1 hour


Who is online

Users browsing this forum: Google Feedfetcher and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group

Site layout created by Roflcopter et al.