
Core Commander - Remodeled
Moderators: MR.D, Moderators
Yeah the model itself will be done very soon, then its for sombody to script and put into Upspring that will be time consuming.
The model "Will" require new scripts since the body parts will surely not match up to the origional Cavedog model origins, it needs a more complex script to look and function properly too.
I don't know anything about TA scripting, and even less about coding and running upspring.
The model is being done in 3ds-max 5, any hints for what size the completed Texture map/s need to be done in and how many there should be for using the color alpha for team colors ect??
I'd like to keep the textures on 1 main UVmap if possible, but I need to know how the engine handles it first.
The model "Will" require new scripts since the body parts will surely not match up to the origional Cavedog model origins, it needs a more complex script to look and function properly too.
I don't know anything about TA scripting, and even less about coding and running upspring.
The model is being done in 3ds-max 5, any hints for what size the completed Texture map/s need to be done in and how many there should be for using the color alpha for team colors ect??
I'd like to keep the textures on 1 main UVmap if possible, but I need to know how the engine handles it first.
S3O models have to have one main skin, and a secondary skin for glowmaps, reflectivity, and transparency (at the moment).
You cannot use multitextures with the S3O format at this time. This is a minor problem, if you know what you're doing.
For best results, keep the skin size at 512*512 or lower. Using 1024s is not recommended, and if you can get away with it without losing details, go lower.
You cannot use multitextures with the S3O format at this time. This is a minor problem, if you know what you're doing.
For best results, keep the skin size at 512*512 or lower. Using 1024s is not recommended, and if you can get away with it without losing details, go lower.
k, I am using a 1024x1024 map atm, easily scaled down to 512x512.
I forget that we gotta keep model replacements just as ugly as the others so it doesn't stick out
Argh, what is the layer setup like in the 2nd texture map? is it all greyscale alpha or something completely different, please be specific.
I forget that we gotta keep model replacements just as ugly as the others so it doesn't stick out

Argh, what is the layer setup like in the 2nd texture map? is it all greyscale alpha or something completely different, please be specific.
Here is the finished and UV'd model, I kept the UVmap at 1024x1024 for texturing.
I've always made a habit of using larger sized texture maps, then scaling them down to match requirements, this gives a higher fidelity image on a scaled down texture map, learned it from a friend that I used to work with.
All Hiarchy is setup with the Waist/Hips as the parent object.
I spent some time re-origining the parts so they pivot correctly, whether this translates by export to other programs/formats for use in upspring I don't know, but it is setup properly for use in 3dsMAX-5.
If sombody is willing to start on the scripting and setting it up for upspring, I will get going on the textures.
Uvmapped Renders
http://mrd.str8-6.com/files/Uv_render1.jpg
http://mrd.str8-6.com/files/Uv_render2.jpg
I've always made a habit of using larger sized texture maps, then scaling them down to match requirements, this gives a higher fidelity image on a scaled down texture map, learned it from a friend that I used to work with.
All Hiarchy is setup with the Waist/Hips as the parent object.
I spent some time re-origining the parts so they pivot correctly, whether this translates by export to other programs/formats for use in upspring I don't know, but it is setup properly for use in 3dsMAX-5.
If sombody is willing to start on the scripting and setting it up for upspring, I will get going on the textures.
Uvmapped Renders
http://mrd.str8-6.com/files/Uv_render1.jpg
http://mrd.str8-6.com/files/Uv_render2.jpg
Last edited by MR.D on 19 Nov 2006, 20:40, edited 1 time in total.