View topic - Core Weasel +1



All times are UTC + 1 hour


Post new topic Reply to topic  [ 119 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next
Author Message
 Post subject: Re: Core Weasel +1
PostPosted: 10 Jan 2008, 20:30 
User avatar

Joined: 16 Sep 2004, 22:20
Location: I FUCK IN SKY
I just messed around with the hues in photoshop to get a more brownish camo.


Top
 Offline Profile  
 
 Post subject: Re: Core Weasel +1
PostPosted: 17 Jan 2008, 10:43 
Moderator
User avatar

Joined: 06 Aug 2005, 12:15
**contents of zip**
"corfav.s3o" spring model
"corfav_final.max" 3dStudio max-7 master model
512x512 Final texture + teamcolor. (corfav_1_512.dds)
512x512 Reflect + Glow +Alpha. (corfav_2_512.dds)
Origional 1024x1024's included with zip in .dds format

Took me forever but there it is :-) , enjoy

Just needs script


Last edited by MR.D on 23 Jan 2008, 02:01, edited 1 time in total.

Top
 Offline Profile  
 
 Post subject: Re: Core Weasel +1
PostPosted: 18 Jan 2008, 09:07 
User avatar

Joined: 12 Oct 2005, 16:32
Location: Uguu~~
I prefer the green one, it looks AWESOME


Top
 Offline Profile  
 
 Post subject: Re: Core Weasel +1
PostPosted: 23 Jan 2008, 02:02 
Moderator
User avatar

Joined: 06 Aug 2005, 12:15
Weasel fixed, it now uses no transparency on the wheels.

I also used a single section cylinder instead of 2 section with a bevel on each wheel.

Triangle total is now 610.

http://www.mrd.str8-6.com/files/Core_weasel_fixed_notrans.zip


Top
 Offline Profile  
 
 Post subject: Re: Core Weasel +1
PostPosted: 27 Apr 2008, 09:00 
User avatar

Joined: 27 Apr 2008, 08:54
Location: Ukraine
Nice, but it's wheels are very simple. They needs better detalization and textures.


Top
 Offline Profile  
 
 Post subject: Re: Core Weasel +1
PostPosted: 27 Apr 2008, 13:01 
Modeler
User avatar

Joined: 28 Apr 2005, 20:07
Location: Next to the girl with kaleidascope eyes
*shin-kicks MDV for being an idiot*


Top
 Offline Profile  
 
 Post subject: Re: Core Weasel +1
PostPosted: 27 Apr 2008, 13:21 
User avatar

Joined: 27 Apr 2008, 08:54
Location: Ukraine
I didn't say that the model is bad. :roll:


Top
 Offline Profile  
 
 Post subject: Re: Core Weasel +1
PostPosted: 27 Apr 2008, 13:29 
User avatar

Joined: 27 Apr 2008, 08:54
Location: Ukraine
Image


Top
 Offline Profile  
 
 Post subject: Re: Core Weasel +1
PostPosted: 27 Apr 2008, 14:12 
Modeler
User avatar

Joined: 28 Apr 2005, 20:07
Location: Next to the girl with kaleidascope eyes
So? Who cares if it's a *bit* different. I think it's an improvement, personally


Top
 Offline Profile  
 
 Post subject: Re: Core Weasel +1
PostPosted: 27 Apr 2008, 14:53 
User avatar

Joined: 27 Apr 2008, 08:54
Location: Ukraine
Guessmyname wrote:
Who cares if it's a *bit* different.
I.))) :roll:
Guessmyname wrote:
I think it's an improvement, personally
Of course, it's designer's decision, but I point out some things that can be better. Original wheels are really better, but have bad textures.
At long last.. it's a violation of liberty of speech! :evil: :mrgreen:


Top
 Offline Profile  
 
 Post subject: Re: Core Weasel +1
PostPosted: 27 Apr 2008, 16:48 
Moderator
User avatar

Joined: 06 Aug 2005, 12:15
Thats the CInema model for movies, and the triangle count of each wheel is nearly the sum of the entire OTA in-game weasel model.

Looking good is besides the point, I wanted to keep triangle count low because the unit can be spammed by the hundreds quite easily.


Top
 Offline Profile  
 
 Post subject: Re: Core Weasel +1
PostPosted: 27 Apr 2008, 18:34 
Modeler
User avatar

Joined: 28 Apr 2005, 20:07
Location: Next to the girl with kaleidascope eyes
MDV, this is Mr. D's interpretation of the Weasel. If you want it to look different, do it yourself.

Plus, this model has already been textured. Reworking the geometry after skinning it is somewhere close to impossible: he'd probably have to start it all over again. He's hardly going to do that for a user who has literally just joined today


Top
 Offline Profile  
 
 Post subject: Re: Core Weasel +1
PostPosted: 27 Apr 2008, 20:34 
Damned Developer
User avatar

Joined: 01 Jun 2006, 12:15
Location: Banned user for reason “Do not post pictures of people fucking cars”
Go away and stop reviving old threads


Top
 Offline Profile  
 
 Post subject: Re: Core Weasel +1
PostPosted: 27 Apr 2008, 23:01 
Modeler
User avatar

Joined: 28 Apr 2005, 20:07
Location: Next to the girl with kaleidascope eyes
rattle, he only joined today. Ease up on him a bit...


Top
 Offline Profile  
 
 Post subject: Re: Core Weasel +1
PostPosted: 28 Apr 2008, 02:41 
Classic Community Lead
User avatar

Joined: 12 Aug 2005, 08:29
Location: CANAYDEEEAH!
MDV wrote:

That model is bumpmapped.... our engine can't even do that yet.


Top
 Offline Profile  
 
 Post subject: Re: Core Weasel +1
PostPosted: 28 Apr 2008, 03:39 
Moderator
User avatar

Joined: 06 Aug 2005, 12:15
I still don't understand how that is possible, basic bump mapping has been around for about 6 years now.

3d Normal mapping for lightshaders maybe a bit harder to implement and keep speedy.. but bump mapping just using a greyscale height map should be a pretty simple process that could go into spring.


Top
 Offline Profile  
 
 Post subject: Re: Core Weasel +1
PostPosted: 28 Apr 2008, 03:43 
User avatar

Joined: 23 Oct 2004, 00:43
MR.D wrote:
I still don't understand how that is possible, basic bump mapping has been around for about 6 years now.

3d Normal mapping for lightshaders maybe a bit harder to implement and keep speedy.. but bump mapping just using a greyscale height map should be a pretty simple process that could go into spring.


Apparently the normalmap approach of bumpmapping is actually much more efficient all around (both implementation-simplicity and speed-wise) than the heightmap approach.

But either way - yeah, not there yet. Pretty much a "you want it - you implement it" thing.


Top
 Offline Profile  
 
 Post subject: Re: Core Weasel +1
PostPosted: 29 Apr 2008, 04:19 
Classic Community Lead
User avatar

Joined: 12 Aug 2005, 08:29
Location: CANAYDEEEAH!
The graphical renderer for spring hasn't been significantly altered since SJ made dynamic water. Simply put, it just hasn't been done, since it's work, and no one has gotten around to it. It doesn't help that since jelmer left we don't have someone highly experienced in graphical rendering code on the team of active committers. There was that one guy who was decoupling the renderers, which will be awesome if it gets finished, but I'm not sure what happened to that...


Top
 Offline Profile  
 
 Post subject: Re: Core Weasel +1
PostPosted: 01 May 2008, 02:29 
User avatar

Joined: 22 Apr 2008, 18:06
Location: Miami, FL, US
MDV wrote:


Wow, that is one big weasel. I like the way the tires are balloon-like. Its a nice effect. However, I think that the weasel should perhaps go in the direction of being low profile and stealthy looking, rather than detailed and lethal. What was always special about the weasel is that Core (noob) always does a weasel rush, and they were hard to see and notice on the map. In addition, they played the psychological game of looking like little furry weasels, not something that will take out all your t1 metal econ in 30 seconds if you are not paying attention. I know this model is done, but if I ever get skills I am going to design a weasel with covered wheels and a small pop-up laser turret that represents this truly unique and special Core unit which does not follow the standard brute force approach that all other Core units use.


Top
 Offline Profile  
 
 Post subject: Re: Core Weasel +1
PostPosted: 01 May 2008, 02:41 
Content Developer
User avatar

Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
I would be much more accepting of proposals for bumpmapping then I would be of all the drooling for normal mapping. Even so you are adding 1 more texture PER UNIT to be stored in an enging that is already using the fuck out of your texture memory. When all the units are modeled spring will have an issue if we do not have sm3 by then.


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 119 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next

All times are UTC + 1 hour


Who is online

Users browsing this forum: Funkencool, Majestic-12 [Bot] 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.