The Official Lego Spring Mod Dev Forum Page Item Goal Thing! - Page 5

The Official Lego Spring Mod Dev Forum Page Item Goal Thing!

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Wings3d too hard to use? You must be joking!

Read this tutorial on it. It'll teach you all you need to know:

http://www.geocities.com/paulthepuzzles/aaBT1s.html
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TA 3D
Posts: 260
Joined: 12 Nov 2004, 06:08

Post by TA 3D »

No i'm not. It dosen't have any snap options besides grid, and plus it's very limited.
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TA 3D
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Joined: 12 Nov 2004, 06:08

Post by TA 3D »

Sheekel, heres a little update. I got my unit to work in spring, but I didn't kill one and I haven't tryed any of the other explosion commands. I'll keep you posted on that. By the way school starts for me on Monday so that means this will be way down the list of my priorties. Sorry :( Heres some pics of my turret in game. It's a nice little "Frag Cannon" This is how the bricks would look like in game. I used just the standard TA pallet in 3do builder to try it.
Image

Image
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

You need to make the blocks a bit shiny. Other wise they look flat, and really boring. No one will want to play it if all the units are flat and plain like that. Nice model, just needs to be shiny, or have a subtle texture applied to it.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Wont the reflective textures ingame make it shiny?
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Yes, you can get shiny textures ingame. But you need to make them shiny. Thats what im saying. you need to actually do the work to make them shiny (dont ask me how, ask someone else). It will make them look heaps better.
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FireCrack
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Joined: 19 Jul 2005, 09:33

Post by FireCrack »

What you do is add an aplha channel to the texture, the more white it is, the more shiny. Pure white is a mirror finish, you'd probably want somthing around 15% whiteness all over.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

The colours are shiny anyway, he just doesn't have the settings on to show it. (no shadows either)
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TA 3D
Posts: 260
Joined: 12 Nov 2004, 06:08

Post by TA 3D »

You make me laugh.......

Anyways got to make this quick.

First off I haven't found a list yet to answer this question, but this is self explanitory:

"You are missing an OpenGL extension needed
to use shadowmaps (fragment_program_shado
w)"

That should cover you guys. If not read more about it, as it also covers the shiny texures too.

Also one minor problem, will correct soon:

"CobError: Invalid piecenumber for explode
(in scripts\legotest.cob:Killed at 268)"

Otherwise it looking good, except for the "phantom polies" I can't get rid of.
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

TA 3D wrote:No i'm not. It dosen't have any snap options besides grid, and plus it's very limited.
I made all of gundam annihilation in it. :) Limited indeed. :shock:

I have never needed snap.
High Flying Rooster
Posts: 3
Joined: 30 Sep 2005, 03:34

Lego SPRING

Post by High Flying Rooster »

This would be too cool, perhaps as well as LEGO and K-NEX vehicles we could have the HUGE units made of duplo (LEGO for 2 year olds). How about a krogoth that looks as though it's been made by a toddler?

Or maybe LEGO, K-NEX and DUPLO could be different races. Its a bunch of ideas but it could work......
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TA 3D
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Joined: 12 Nov 2004, 06:08

Post by TA 3D »

Side joke....... The LEGO rebelion verses the MEGABLOCK EMPIRE. Sorry but i'm feeling sarcastic..... Not happening though.

Anyways guys I have a slight script bug in my explosion script that scripter didn't catch so i'll have to fix it. But I think it has to do with the fact that I only put one "if x%" explosion varible in it. I will fix it, and when it's done i'll make a video of how it works.
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Guessmyname
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Post by Guessmyname »

smoth wrote:
TA 3D wrote:No i'm not. It dosen't have any snap options besides grid, and plus it's very limited.
I made all of gundam annihilation in it. :) Limited indeed. :shock:

I have never needed snap.
If you turn on advanced menus, you can use the put-on command (which puts one piece on another) and can align faces to other faces using clever manipulation of the flatten commands.

If you take the time to look into it, wings is actually a very powerful tool for making TA models
Sheekel
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Joined: 19 Apr 2005, 19:23

Post by Sheekel »

With the release of the new model format, i have started making models and am reviving Lego Spring. Pics Later. Any updates from you, TA 3D?
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TA 3D
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Post by TA 3D »

I'm alive and thanks for digging up the dead. :lol: Anyways I got a 30 day trail of 3ds Max 8 so i'm learning that so I can make units for the new format. But to make you salavate...... Heres the work in progress of the legoman(low poly). Though the helmet is going to take some time to do.Image

Its currently around 560 polys, but then again the lego man will be the most complex model. I still have to texture him.
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TA 3D
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Joined: 12 Nov 2004, 06:08

Post by TA 3D »

The LEGO man is done, now I just need to texture him. For the making images part, the alpha channel is a killer to make and figure out. Oh well. Then of course theres always UV mapping that has to be done. And the fact that I haven't gotten it to work yet...... Updates as I have them. I am going to try to keep the lego man under 800 ploys max for a highly detailed version. Otherwise something like the one shown would be in the 650 poly range.
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emmanuel
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Joined: 28 May 2005, 22:43

Post by emmanuel »

Image

Image

info:
it exist a lego serie (ended) nammed "belleville"(in french) and another nammed "tecnics" were the perso are better nice and mobile !
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

*Big Update*

I have finished making textures. Instead of modelling the bumps, they are part of a pack of 20+ textures. It isnt much, but we really just need basic colors and such. Pics later. I just have to get them to work in 3do builder (i havent got Upspring to work, it never loads textures right for me).

TA 3D, regarding your "invisible faces": im pretty sure the argument made that polycount has very little to do with performance (i only read a bit of that thread, perhaps im wrong?) will apply to your model. I wouldnt worry to much about those faces, if true.

Im reviving the dead here and am ready to get this Mod moving. If anyone is interested, feel free to join in. I cant script walk animations so if anyone can do those we could use you!
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

i think this is really great for its creativity, im looking forward to play it :-)
Anglachel
Posts: 1
Joined: 25 Feb 2006, 22:23

Post by Anglachel »

Kind of late but the bottom of this page may prove usefull in some way.
http://berneyboy.planetquake.gamespy.com/textures.htm
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