Core Commander - Remodeled
Moderators: MR.D, Moderators
well I have bad news..
For some reason, in Upspring the hiarchy didn't keep the order chain from exporting to .3ds.
So I have 1 parent object, and all the other objects are attatched directly through hiarchy to the parent, there are no sub-branches.
So basically I can't make the Dgun arm pivot as though attached at the elbow when I move the Shoulder.
Is there even a way to adjust hiarchy in upspring?
Anyone know how to fix this?
For some reason, in Upspring the hiarchy didn't keep the order chain from exporting to .3ds.
So I have 1 parent object, and all the other objects are attatched directly through hiarchy to the parent, there are no sub-branches.
So basically I can't make the Dgun arm pivot as though attached at the elbow when I move the Shoulder.
Is there even a way to adjust hiarchy in upspring?
Anyone know how to fix this?
-
- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
Ok guys, this is about as far as I know how to take the model.
I have all the hiarchy setup, body parts in the right places, 2 texture maps, and everything to start building this together.
I'm willing to let the smoothing slide, as its not terribly noticable, and the model itself can be replaced later.
Please sombody help with the scripts to put this together..
http://mrd.str8-6.com/files/CoreCom-upspring.zip
** Contents of ZIP **
dcorcom.S3O = (CoreCommander model in .S3O format)
dccomuv.dds = (DxT3 main texture + alpha channel for teamcolor set.)
dccomlm.dds = (DxT3 1 texture for reflective, illumination map.
I have all the hiarchy setup, body parts in the right places, 2 texture maps, and everything to start building this together.
I'm willing to let the smoothing slide, as its not terribly noticable, and the model itself can be replaced later.
Please sombody help with the scripts to put this together..
http://mrd.str8-6.com/files/CoreCom-upspring.zip
** Contents of ZIP **
dcorcom.S3O = (CoreCommander model in .S3O format)
dccomuv.dds = (DxT3 main texture + alpha channel for teamcolor set.)
dccomlm.dds = (DxT3 1 texture for reflective, illumination map.
I've been wondering if this was ever going to be released, so I finally decided to do the script myself. It's just the commander script from BA with a few name changes. There's also another version of the s3o because I added in firing points and rotated the arms. For some reason though the textures aren't showing up for me in game. They're there in upspring but not in spring. I don't have any experience with 3so's though, so maybe you'll be able to figure that one out.
http://rapidshare.com/files/13867566/corcom.zip.html
http://rapidshare.com/files/13867566/corcom.zip.html
Wow man, thank you!
Finally
TBH, I don't have a clue of what to do to fix it in-game.
I just model and Uv-map and do some textures on the side, I don't know enough about spring and how .s30 gets handled within the game.
Can you be more specific with the texture error though?
Is there a model showing, but black/blank texture?
Is the model not showing at all but has a selection box on the commander?
Those kind of details would help sort it out.
Might even be the .dds format I used was the wrong one ect..
Again, thank you for getting this together.

Finally

TBH, I don't have a clue of what to do to fix it in-game.
I just model and Uv-map and do some textures on the side, I don't know enough about spring and how .s30 gets handled within the game.
Can you be more specific with the texture error though?
Is there a model showing, but black/blank texture?
Is the model not showing at all but has a selection box on the commander?
Those kind of details would help sort it out.
Might even be the .dds format I used was the wrong one ect..
Again, thank you for getting this together.
Well that does help then, if its all white or grey, that means the texture isn't being assigned.
Probably needs to be checked somewhere else, the origional and other models are .3d0 for the current commander model as far as I know in AA & BA, Xta uses a .3d0 as well, but they have shiny maps.
My best guess is that somewhere, the game is looking elsewhere for the texture, or hasn't been setup to use the .s30 model and wants to use a .3d0 texture assignment or something really simple like that.
If I remember right, VonGratz had the model working too, but didn't know what to do with the script and placement of the commander, the texture thing also showed up for him as all White.
hope that helps..
Probably needs to be checked somewhere else, the origional and other models are .3d0 for the current commander model as far as I know in AA & BA, Xta uses a .3d0 as well, but they have shiny maps.
My best guess is that somewhere, the game is looking elsewhere for the texture, or hasn't been setup to use the .s30 model and wants to use a .3d0 texture assignment or something really simple like that.
If I remember right, VonGratz had the model working too, but didn't know what to do with the script and placement of the commander, the texture thing also showed up for him as all White.
hope that helps..
I've quickly looked into it.
The dds compression isn't right somehow.
When I turned the textures in tga, it worked fine:

When I turned the tga files back to DDS (DTX3) it worked as well:

Be sure that the textures are in the directory: "unittextures" (Not in the subdirectory: tatex) from the mod file. Also, the textures needs to be assigned in upspring.
used files: http://lassie.student.utwente.nl/vliet/ccr.rar
Also, the scripting doesn't work. It might be something silly as a nameing error though. the names of the objects needs to be exact the same (case sensitive).
The dds compression isn't right somehow.
When I turned the textures in tga, it worked fine:

When I turned the tga files back to DDS (DTX3) it worked as well:

Be sure that the textures are in the directory: "unittextures" (Not in the subdirectory: tatex) from the mod file. Also, the textures needs to be assigned in upspring.
used files: http://lassie.student.utwente.nl/vliet/ccr.rar
Also, the scripting doesn't work. It might be something silly as a nameing error though. the names of the objects needs to be exact the same (case sensitive).
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
it looks really cool, but i ask you why do you put that much time in ONE single unit, when the rest looks just ugly. I would make a core commander who looks 5 times better than the actual one (not 10 times like this one), but in the time i have done him, i would have also done 5 more units so that in a realistic amount of time, all units would be replaced by better models.
Or shall this one not be placed in a mod like aa/xta?
Or shall this one not be placed in a mod like aa/xta?
It looks wierd imo.
All th core commanders have been top heavy, they look big and bulky, even in all the cavedog artwork and cutscenes.
This core commander is bottom heavy and as a result I'd expect to see something like that in an anime. I'm reminded more of Gundam than I am of Core.
fix: Make the torso bigger and remove some vertical length in the legs.
All th core commanders have been top heavy, they look big and bulky, even in all the cavedog artwork and cutscenes.
This core commander is bottom heavy and as a result I'd expect to see something like that in an anime. I'm reminded more of Gundam than I am of Core.
fix: Make the torso bigger and remove some vertical length in the legs.
Anyone who wants is free to use this model as they see fit, as long as credits are given,
and that its not sold without my consent (not that it would happen
)
I had intended to give it to Caydr, when he was still doing his High-Poly
TA mod, and because the origional XTA(old model)
and AA Core commander model were fugly and bothered me.
Although Caydr has backed away from spring it appears,
I'm not sure if he still has time or the will to finish it.
The overall goal was to get a Commander model close to the cinema
(TA intro/end movies) as I could, without going overboard.
The CAVEDOG Cinema model is around 7000 to 8000 Tri's, mine is around 2400.
Working from this as my main reference, its easy to see why It comes out
looking heavy in the lower sections of the model, mostly because of the
perspective of this, and the perspective of the movies.

This being the final Product, I don't think its far off, but everyone is used
to the XTA and AA&BA commander and how it looks.
They're the origionals according to what you're used to seeing when you
play, and its easy to make a snap judgement and say anything besides is
wrong.
The only way to know for sure, is to somehow get the real Cavedog
Cinema model to compare it to any of the commander models done.
I did start the model on a 1024x1024 texture map, and when it gets
scaled down to 512x512 or 256x256 it loses a ton of the details that went
into the model, UV-map seams of black/edges also show up easier when
scaled down to lower resolutions.

and that its not sold without my consent (not that it would happen

I had intended to give it to Caydr, when he was still doing his High-Poly
TA mod, and because the origional XTA(old model)
and AA Core commander model were fugly and bothered me.
Although Caydr has backed away from spring it appears,
I'm not sure if he still has time or the will to finish it.
The overall goal was to get a Commander model close to the cinema
(TA intro/end movies) as I could, without going overboard.
The CAVEDOG Cinema model is around 7000 to 8000 Tri's, mine is around 2400.
Working from this as my main reference, its easy to see why It comes out
looking heavy in the lower sections of the model, mostly because of the
perspective of this, and the perspective of the movies.

This being the final Product, I don't think its far off, but everyone is used
to the XTA and AA&BA commander and how it looks.
They're the origionals according to what you're used to seeing when you
play, and its easy to make a snap judgement and say anything besides is
wrong.
The only way to know for sure, is to somehow get the real Cavedog
Cinema model to compare it to any of the commander models done.
I did start the model on a 1024x1024 texture map, and when it gets
scaled down to 512x512 or 256x256 it loses a ton of the details that went
into the model, UV-map seams of black/edges also show up easier when
scaled down to lower resolutions.

Last edited by MR.D on 08 Feb 2007, 00:39, edited 1 time in total.
-
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Have you considered emailing this guy for the model, or perhaps some other screenshots/concept art?
http://ton-of-clay.blogspot.com/
(Old cavedog artist - read some of his blogs on TA, they are fascinating)
http://ton-of-clay.blogspot.com/
(Old cavedog artist - read some of his blogs on TA, they are fascinating)