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