BA model replacements - Page 30

BA model replacements

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Beherith
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Joined: 26 Oct 2007, 16:21

Re: BA model replacements

Post by Beherith »

Yeah the sleeves were recessed for some reason, Ill fix'em in the script.
Ill fix the mex too.

Also, bump v2, better?

http://beherith.eat-peet.net/stuff/screen00104.png
vs
http://beherith.eat-peet.net/stuff/screen00105.png

EDIT: Bob, may I ask you to make a wreck texture? I will be destroying the models in wings, but the UV map will be the same naturally. A wreck texture is ideally very dark and unsaturated, maybe even a bit noisy.

Edit2:
Here is a small checklist for anyone wishing to help out in putting these ingame:

Model attributes:
  • Model (s3o)
    Texture1
    Texture2
    Normal map
    Script
    Fbi file
    Ground Plate
    Buildpic
    Sound
    Wreck model
    Wreck texture
    Wreck TDF
    heap model
    heap texture
    heap tdf
Unit conversion checklist:
  • Load in wings.
    Check for non double sided polies
    Export as 3ds to preserve piece hierarchy with ZY flip, if needed
Load in upspring:
  • Set size, compare to original for approx size
    set height, radius
    set pieces
    set origins
    add flares and emit points
    set textures
    optimize all objects
fbi files:
  • update footprint
    define hitvolumes (optional)
Other:
  • glowy footprints, if needed
    proper death explosions - shatter and explode should be well separated
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Aether_0001
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Joined: 25 Feb 2008, 03:41

Re: BA model replacements

Post by Aether_0001 »

I think the bumped one will look perfect if you make it more subtle. Like a cross between 01405 and 01404 from your post, because 01404 looks too bland and 01405 looks like it has plastic glopped on it.
themasterofrobots
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Joined: 16 Mar 2011, 01:00

Re: BA model replacements

Post by themasterofrobots »

Hell yes? I agree with Aether.

Yah, so I was the one that originally bugged Aether about asking for the reflection change since I didn't have an account for the forum + felt lazy at that instance.

Anyhow, my opinion is agrees with Aether in that there needs to be a bit of a middle. 0105 is a bit too plastically, other than that it's great. 0104 is cool for it's classic look, but I think that overall 0105 is better because of it's details, just tone it down a bit. The glow is also reduced in 0105, which is a dislike.

I actually think I like your bump v1 the best, but I'm not sure cause I can't see as much detail. same comment about reduced glow though.
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Beherith
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Re: BA model replacements

Post by Beherith »

Bump is the same in 105 as 103, just the specular was cranked up to match specular in 102 and 104. (when bump is enabled, specular and reflectivity is calculated separately).
Glow only seems lower because it's pulsed, so screenie may be at low glow.

Edit: Bob, the UV maps are extremely clever, mad props!
themasterofrobots
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Joined: 16 Mar 2011, 01:00

Re: BA model replacements

Post by themasterofrobots »

cool, then 103 looks the best I think. again echo comments about reducing specular, not sure about toning down bumpmap cause it might be the specular issue.
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Petah
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Re: BA model replacements

Post by Petah »

also, while you at it, i think we should make what ever UI beh is using the default BA UI
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dcore221
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Joined: 09 Jul 2010, 19:53

Re: BA model replacements

Post by dcore221 »

appreciate all the work put into this
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Petah
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Re: BA model replacements

Post by Petah »

the best thing to happen to spring since BA
Regret
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Re: BA model replacements

Post by Regret »

I think there is way too much team color on the textures.
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Petah
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Re: BA model replacements

Post by Petah »

Regret wrote:I think there is way too much team color on the textures.
I disagree
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Aether_0001
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Joined: 25 Feb 2008, 03:41

Re: BA model replacements

Post by Aether_0001 »

I think it should be fine, wait till behe finishes the bumps :D
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Mr. Bob
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Re: BA model replacements

Post by Mr. Bob »

Oops. Silly me forgot to make the seaplane factory. Oh well. I will make it and release it with the units.

Almost all the air units are done btw. I will make a render of them all soon.
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Beherith
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Re: BA model replacements

Post by Beherith »

Awesome! There are only a few minor things missing: 3 landmines and the naval mine.

I converted and added half of the buildings so far into the repo:
http://code.google.com/p/baremake/

Image
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knorke
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Joined: 22 Feb 2006, 01:02

Re: BA model replacements

Post by knorke »

That looks really good!
Good job everybody.
bare make...so all this was done naked?
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Beherith
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Re: BA model replacements

Post by Beherith »

Only the fun parts.
Regret
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Re: BA model replacements

Post by Regret »

Beherith wrote:-picture-
What's with the sea dt random rotation, some are on their side and you can see their bottom. :|
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Beherith
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Re: BA model replacements

Post by Beherith »

Sea dt seems to follow seabed, will fix
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Mr. Bob
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Re: BA model replacements

Post by Mr. Bob »

I am absolutely in love with the awesome distortion effects.

Also, you may want to make the air repair pad double sided so the shadows won't be all screwy like that. Atleast, I assume thats the problem...

EDIT THE FIRST: Oh also, would you mind showing us what they look like red? For some reason, I always envisioned core being better looking red.

EDIT THE SECOND: I think a new ground base texture is in order. I'll get pyra on it so you can bake ao onto that instead. As nice as the current one is, it doesn't fit the style at all. So, say 2 x 2, 2 x 4, and 2 x 3 for the sizes?
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Beherith
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Re: BA model replacements

Post by Beherith »

Red:
Image

On the shadow bug: its known, and I'm working on a fix.

Ground plates:
Since they arent distorted much (50% at most) we can get away with one. If Pyra wishes to make unique ones for each lab or multiple ones that correspond to the buildings they are on, then I can prebake some empty plates so he knows where to draw.
I would recommend 512*512 sizes, preferably pow2 sized.
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Aether_0001
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Re: BA model replacements

Post by Aether_0001 »

Looks freakin amazing. Except, fusion balls look a little off, and the shipyard factory shadow is also screwy. Else it's nice. :D
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