Random WIP 2006-2011 - Page 90

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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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Random WIP

Post by smoth »

you can but I hesitate to make said suggestion as it would require support for transparencies.

one thing you can do is use a prism instead of a rectangle to construct the arms then use a 2-sided strip for all the inter-weaving rectangles between the triangular prism. I am at work and cannot make a mockup for you so I hope this is helpfull in text form.
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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Re: Random WIP

Post by Wolf-In-Exile »

I actually did try to test it out ingame. To replace the model and tex in CA but to no avail; it came out invisible when I built it.

I set the model height and radius, made sure the alpha on the second tex was blank, made sure the directory was correct before zipping it.. Am I missing something? I noticed whenever I re-opened the file, I had to re-apply the textures, and since I couldn't find any reference in the unit's LUA file pointing to the texture, I figured its a problem with my Upspring (uninstalling and reinstalling it didn't help either).

Sheekel: Its Sakoth's call whether its for public use.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Random WIP

Post by KDR_11k »

blank as in white or black? It must be white
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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Re: Random WIP

Post by Wolf-In-Exile »

Yes, all white.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: Random WIP

Post by rattle »

What texture format is it? I think saving the layer transparencies instead of an alpha channel causes this for me.
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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Re: Random WIP

Post by Wolf-In-Exile »

Both are DDS format, DXT 3 mode.
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KDR_11k
Game Developer
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Re: Random WIP

Post by KDR_11k »

Try DXT5, maybe 3's alpha handling isn't appreciated.
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rattle
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Re: Random WIP

Post by rattle »

Yeah DXT3 cripples alpha, DXT5 butchers colors. I go with uncompressed 8888 myself because of the artifacts.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Random WIP

Post by KDR_11k »

rattle wrote:Yeah DXT3 cripples alpha, DXT5 butchers colors. I go with uncompressed 8888 myself because of the artifacts.
I wouldn't because you can hardly see the artifacts and you'll need all the tex mem you can get.
daan 79

Re: Random WIP

Post by daan 79 »

hi

tetrahedon really cut my poly count ten times and i cut alot of extra stuff. Leaves me with a 3 k model, what is really excepteble for a non spammeble unit.

Tx alot

Image
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smoth
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Re: Random WIP

Post by smoth »

no prob
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Random WIP

Post by Argh »

3K's just fine, if you're only going to see a few of them onscreen at any one time.
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: Random WIP

Post by Saktoth »

Sheekel: Its Sakoth's call whether its for public use.
Its for CA, and CA is all open source (as much as it can be using TA content), so since Wolf graciously leaves it up to me, yes it will be for public use.

The precise licence we are using for our art has not been entirely decided yet but i wont derail this thread with a licence debate.

Ive been working on chicken defense, but ill be sure to get this in game so you can all be impressed by Wolfs work (and get your mits on it for your own projects i suppose).
ironized
Posts: 172
Joined: 25 Jun 2007, 06:33

Re: Random WIP

Post by ironized »

yea that res ship thiong looks like a combine pod pod >.<

a pod of pods O.O, although it looks pretty sweet, i think less vertical line thingoes. while making them large will look better.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Random WIP

Post by AF »

Image

I would fix your base stars textures and remove the colonial jeep from the unit list before I went ahead adding new units.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Re: Random WIP

Post by Snipawolf »

Hell yeah!

Image

Image

Image

Guardian Soldier
TriCount=1500 (1495) -> (1383)

(Edit: Removed the straps on his back legs, I'll be doing a 512 texture for it, so I can just add it there.)

The SMG is his light weapon, which he will use when moving. The heavy weapon requires two hands and will be strapped across his back when moving. He must deploy to use it. He'll take one knee, jam his shield into the ground, and gain both a large offensive and defensive bonus.
Last edited by Snipawolf on 04 May 2008, 20:35, edited 1 time in total.
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: Random WIP

Post by Warlord Zsinj »

Am I the only one that thought of this:
Image

>_>
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Random WIP

Post by AF »

I like the blue highlights ^_^
daan 79

Re: Random WIP

Post by daan 79 »

We start form scratch again. The cylon stuff i put in today but havent tested yet. The human stuff almost all been tested and are good textured.

And ground units will indeed probelly be a bad idea. It crossed my mind to have little rocks where they can be dropped and pick up some bonus like in C&C or something.
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Wolf-In-Exile
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Joined: 21 Nov 2005, 13:40

Re: Random WIP

Post by Wolf-In-Exile »

daan: looking forward to seeing your BSG stuff in action.

Ok, after MUCH dicking about, I finally figured out where I EPIC FAIL-ed. I forgot to turn on mipmaps. *repeatedly bangs head on wall* Spent some time tweaking the texture, mainly the teamcolours and reflect map so it doesn't look like total crap.

Zoomed out, with some other units:
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"Target acquired..."
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"Terminating."
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