Random WIP 2006-2011 - Page 47

Random WIP 2006-2011

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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Neddie
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Post by Neddie »

Not so, which is why Smoth includes vertical and horizontal walls in Gundam, while Fang swapped out his directional walls for cross models in E&E. Unless they've fixed that for the next release... they may have.
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rcdraco
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well

Post by rcdraco »

The walls transform into features, but features don't rotate?

I'm sure I've seen flashes blow up and leave a corpse the same direction. Unless it always considers south as the Z+ for buldings, but scripts don't mess up.

Someone test it!
Skid
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Joined: 18 Sep 2007, 04:06

Post by Skid »

Using the [ and ] to rotate buildings must work, I used it my last game that ended a few minutes ago.

That is unless I'm living in some sort of bizarre alternate reality... :|
Saktoth
Zero-K Developer
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Post by Saktoth »

Yeah, i think it is specifically features that dont rotate their footprint.

And while you could have walls-as-units, you'd probably have to do lots of targetting stuff to prevent things shooting them (and the way that works it would probably lead to units trying to attack the target, failing, spazzing out and just standing there looking stupid).

Alternatively you could have walls that are attackable but that brings up another whole range of problems.
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KDR_11k
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Post by KDR_11k »

Yeah, features always use the default footprint no matter which way their originator was turned.
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

or.. Feature footprints do not rotate with the orientation of the model..

so just copy pasta that wall..
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LathanStanley
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Post by LathanStanley »

its not hard to fix the footprint, if its a map feature, just make 2 of them, 1 for E-W and one for N-S

then you got it made...

and by the way, make lightpoles, fire hydrants, and stoplights...

and I'll finish my urban stuff... we'll make an urban map... :wink:
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rcdraco
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Post by rcdraco »

Image

Viper from Warzone 2100, based on the one in the main menu. With a little bevelling to make it look better.
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

You could get away with a *lot* less detail on the rounded sections, particularly the ones on the side.
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rcdraco
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yea

Post by rcdraco »

I was going more on the lines of accuracy to the model itself, and when it is attached, basically hiding the entire axle, it's one solid piece through. I submitted this to the Warzone 2100 Resurrection Team, to see what they think.
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rattle
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Post by rattle »

I'd recommend to bevel at least half of all the remaining egdes for better shading.

See what you have done, Zpock!


Also, another tank (452 tris):
Image
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Pressure Line
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Post by Pressure Line »

rattle wrote:I'd recommend to bevel at least half of all the remaining egdes for better shading.

See what you have done, Zpock!


Also, another tank (452 tris):
Image
looks very Stug III-ish. i like it!
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HeavyLancer
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Post by HeavyLancer »

rattle wrote:Also, another tank (452 tris):
Image
Epic win. Very nice.
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Pressure Line
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Post by Pressure Line »

*cough*

Image
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MR.D
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Post by MR.D »

Is that the Crabe?
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Pressure Line
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Post by Pressure Line »

MR.D wrote:Is that the Crabe?
yes, but edited to make it more sumo-ish. still working on it, but i lost my focus :(
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

draco; accuracy doesn't have much to do with it. Utilising spring's shading, you could make it look exactly the same with a quarter of the polygons on some of those curved surfaces.

Pressure, I like it, it reminds me of this fella
Image

Or perhaps more accurately of the advanced version,

Image
SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

Pressure Line wrote:
rattle wrote:I'd recommend to bevel at least half of all the remaining egdes for better shading.

See what you have done, Zpock!


Also, another tank (452 tris):
Image
looks very Stug III-ish. i like it!
THIS looks like a StuG III!

Image

:lol:
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smoth
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Post by smoth »

nice model PL.
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Erom
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Post by Erom »

Question - will people notice 4 sided "pipes" for things like streetlights, or do I need to go with 6? I know 4 is probably plenty for TA scale mods, but I also want things to look ok in swta/s:44 scale.
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