**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.
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!
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
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.
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.
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...
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.
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.
Users browsing this forum: No registered users and 0 guests
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