Advance wars: Spring - Project [RECRUITING] - Page 3

Advance wars: Spring - Project [RECRUITING]

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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rcdraco
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Joined: 22 Nov 2006, 02:50

haha

Post by rcdraco »

I got the DS version so HAHA, need to look at wallpapers to find a better shot of the units.
Magus_X
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Joined: 25 Oct 2006, 01:19

Post by Magus_X »

btw we are using only the 19 ones from GBA version :p
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rcdraco
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what

Post by rcdraco »

which GBA version, the original, or second one?

Also, here is a paper folding site, for advanced wars:

http://members.home.nl/saarloos/awmodels.htm

Kinda helpful for the modelling so if anyone else is modelling, I highly recommend it, if you want use cardstock to print it and make it even easier, and give you something to do.
Last edited by rcdraco on 01 Jun 2007, 15:32, edited 2 times in total.
Magus_X
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Post by Magus_X »

the second one, cause it had factories
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rcdraco
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haha

Post by rcdraco »

I learned how to UVmap, so I should be able to get some models done for you tonight. Full Texture of course, then you guys can vote on a few variations of texturing.

EDIT: The Medium Tank is done, here is a picture of it, with lite texturing. Sadly imageshack hates me and my 1,000 pictures of BloX, so it's on photbucket now. I think that it is relatively accurate to the real thing.

676 Polygons


Image

Image

Image

Image

EDIT: Added 3 new pictures, of the current version, still 676 Polygons, but now has full UVmapping ready.
Last edited by rcdraco on 02 Jun 2007, 03:39, edited 3 times in total.
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Neddie
Community Lead
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Post by Neddie »

You may want to cut down on the polycount a little, there is no reason to make it that detailed, considering how it will look ingame.
Magus_X
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Post by Magus_X »

awesome!!!, but yeah, try to lower a bit the polygon count

edit: this is the medium one? hm... looks more like the small one
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rcdraco
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nope

Post by rcdraco »

Sadly this is as low as I go for accuracy, the only part that I can change is the pilot, I can remove or lower his polygons, but the rest looks identical to the real thing, sadly. And if you need to know the small tank has the head lights above the treds. As far as the game goes, in order to make it the right way, saying 1000 polygons max per unit, and a max of 50 total units, that's 50,000 polygons of units alone, in XTA, PeeWee's have 294 polygons, so 294*5000 (Average Unit Limit) = 1,470,000 total polygons, that is just 5,000 PEEWEES, not even at 500 unit limit, it is 147,000 polygons, still more than my named limit of 1,000 polygons per unit, where is the issue exactly? It is less even at 2,000 polygons per unit max, at just 100,000 polygons total, still less than XTA. I am more concerned about how accurate the unit looks, and with this new age in Spring, high polygon models are all the rage. Not trying to be mean or anything, but that's how it is, not trying to get you angry or put you down, but that's what I like, and in my opinion it is for the best, (and easier for me as well).
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KDR_11k
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Post by KDR_11k »

What's with all the horizontal edges on the back? That's a flat plane and doesn't need any edges in it. Also you can greatly reduce the number of sides on the barrel and remove the inside (just texture the front like there's a hole in it).

The guy on top looks silly, AW is simple but it's not Lego Wars. The people in it are more detailled than that.
Magus_X
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Post by Magus_X »

good job, i'm going all for all the weekend so kingraptor in on command until i get back :P
Good luck
Out
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KingRaptor
Zero-K Developer
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Post by KingRaptor »

I'm going to have a hard time spamming that tank with a straight face.

Overall pretty good, though it might need to be a little longer.
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rattle
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Post by rattle »

KDR_11k wrote:The guy on top looks silly, AW is simple but it's not Lego Wars. The people in it are more detailled than that.
I thought it was a boiler or something...
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rcdraco
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Joined: 22 Nov 2006, 02:50

hey

Post by rcdraco »

I finished textures, so here is the new version. I tried to match the original textures, but the guy looks like a dork, because I couldn't find a good color for skin.

Image
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

lol
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gamer17
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Post by gamer17 »

I like it
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rattle
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Post by rattle »

First of all, disable the axes and ground grid when doing screenshots. Then take them out of a better perspective (hit R, then shift+A in wings).

676 polygons is way too much, you can get away with 100-200. Well at least it looks like one of AW's tanks.
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Fanger
Expand & Exterminate Developer
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Post by Fanger »

Also contrary to what caydr has said, you do not need 12+ sides to make a decent barrel, 6 is fine, springs smoothing will do the rest.. just make sure its welded on the uvmap..
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KDR_11k
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Post by KDR_11k »

Fanger wrote:just make sure its welded on the uvmap..
That's not even necessary. For .objs export with normals to get the shading in Spring exactly the way it is in your modeling app.
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rcdraco
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weird

Post by rcdraco »

Cadyr has NEVER told me about 12 sided cylinders, and as I explained before, with the proper 50 unit max limit, we will have less total polygons than XTA at 500, and I only made the model based on simplicity, and built in Wings models, cubes, cylinders, etc. As I told Magus, I am not on this team, I just am freely submitting these models to them as a SUGGESTIION, and if they want to use them they may, that is all. I don't join modding teams other than my own for 2 reasons, a. Deadlines, I can't meet them, I get them done when I get them done. b. Respect, on a team, if I mess up, I ruin the whole teams' respect, alone I only embarass myself.

I could be working on my own mods, I like Advance Wars, so I'm doing models as accurately as I possibly can. If you want, you can make your own lower polygons models, and EASILY cut down to half the polygons I used for the same result. I am lazy, and rushed this model out as you see, I used a base 512 x 512 PNG UV map for it, not 2048 x 2048 as the max limit.

If you don't want me to make models, I can gladly send you all my models for this mod, and I will go back to BloX, TPW, and Tactical Front. Heck, with UVmapping, I can even fix The Blue Tanks. As stated before, I work alone, and help when I can and want to. I like breaks from my own mods once in a while, that's why I keep leaving this community. It is about time that people start to grow up and realize that there are contridicting ideas here, modders want low polygons, and players want high polygon models, so I do what matters. If nobody plays your mod, or even tries it, it would be like if the mod was never made at all.

Bah, I'm going to go watch TV, in the meantime, play BloX, make win!
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Zpock
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Post by Zpock »

It's an universal truth that highpoly cylinders and spheres on an otherwise lowpoly model sticks in the eyes and hurts the brain, while also screaming "n00b modeler" more then anything else.

The tank above isn't that bad tough, you could even argue this fits the style of AW in some weird way.
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