Kustorion Mod(Pendrokar ended developing)
Moderator: Moderators
Re: Kustorion Mod
neat model. consider flipping it's direction..
Re: Kustorion Mod
The front is with one wheel or did you think to flip it to the two wheels?smoth wrote:neat model. consider flipping it's direction..

Re: Kustorion Mod
Your tires has side parts that barely stick out, you can reduce your pains you'd have UV mapping it, and just texture it in. 

Re: Kustorion Mod
Are you kidding? That won't be a pain at all...
Edit: yeah, they banned three wheelers due to them failing at turning and junk, it'd make more sense to have two wheels for more balance instead of just one.
Edit: yeah, they banned three wheelers due to them failing at turning and junk, it'd make more sense to have two wheels for more balance instead of just one.
Re: Kustorion Mod
I'll stick it being a three wheeler! It makes it look cheap and fast.
Next Unit Model(I will texture when I get all ground units done):
Tech 2 Wheeled Chassis -

Reminds me of a Humvee. Triangle count - 400(95+76x4)
Tech 1 triangle count was 358(130+76*3)
Next Unit Model(I will texture when I get all ground units done):
Tech 2 Wheeled Chassis -
Reminds me of a Humvee. Triangle count - 400(95+76x4)
Tech 1 triangle count was 358(130+76*3)
Last edited by Pendrokar on 05 Jun 2008, 20:24, edited 1 time in total.
Re: Kustorion Mod
Triangles will tell more then quads, triangles are what spring interprets them as, tesselate triangulate, get the number of tri's then undo it normally. 400 quads sounds like a lot for that shape though.
Re: Kustorion Mod
Wheeled Tech 3 -



Tricount of Wheeled Tech 3 - 600(144+6x76)
Well the wheels are the ones that get that to many tris. Problem could come from weapons though. I will need to get them under 150 tris.
Next the super wheeled Tech 4 (8 wheels;12 turrets) for tomorrow
BTW you can see that Tech 3 has a turret at it's back so the turrets will be able to pitch at more than 90 grads.
Tricount of Wheeled Tech 3 - 600(144+6x76)
Well the wheels are the ones that get that to many tris. Problem could come from weapons though. I will need to get them under 150 tris.
Next the super wheeled Tech 4 (8 wheels;12 turrets) for tomorrow
BTW you can see that Tech 3 has a turret at it's back so the turrets will be able to pitch at more than 90 grads.
Last edited by Pendrokar on 05 Jun 2008, 20:23, edited 1 time in total.
Re: Kustorion Mod
Wheeled Tech 4 -



Tricount - ~722(~114+76x8) can't remember model tricount and don't wanna check!
So should I texture now or continue on with treaded chassis? I just though that all ground units would have similar textures. So why should I bother doing it now?
Tricount - ~722(~114+76x8) can't remember model tricount and don't wanna check!
So should I texture now or continue on with treaded chassis? I just though that all ground units would have similar textures. So why should I bother doing it now?

Last edited by Pendrokar on 05 Jun 2008, 20:23, edited 1 time in total.
- Tribulexrenamed
- Posts: 775
- Joined: 22 Apr 2008, 19:06
Re: Kustorion Mod
Get the models done first IMO. I want to see the actual working concept working, because it would be incredibly useful for the mod I am making.
Re: Kustorion Mod
I'd skip wheels and go for tracks right away, much less polies. At least when most of the wheels can't be seen at all
Re: Kustorion Mod
K...
Tech 1 Treaded Chassis -

Tricount - 121 (77+22x2(Treads))
EDIT: Wait missed one triangle, but you can't see that in that picture. So actual tricount - 134 (78+28*2(whups about this too))
Tech 1 Treaded Chassis -
Tricount - 121 (77+22x2(Treads))
EDIT: Wait missed one triangle, but you can't see that in that picture. So actual tricount - 134 (78+28*2(whups about this too))
Last edited by Pendrokar on 05 Jun 2008, 20:23, edited 2 times in total.
Re: Kustorion Mod
Oy forgot one triangle to the Tech 1.
Well I missed one day so here is Tech 2 Treaded Chassis -

Tricount - 232 (122+4*28)
Well I missed one day so here is Tech 2 Treaded Chassis -
Tricount - 232 (122+4*28)
Last edited by Pendrokar on 05 Jun 2008, 20:22, edited 1 time in total.
Re: Kustorion Mod
Hmm when i was thinking about the design of this mod I remembered the RTS game Metal Fatigue(released at 2000) which had a quite similar customization system as this mod will have. Some that finished the game new that there should and must be a sequel. Maybe I could get the people that wanted a sequel to help me with this mod. Though it would mean adding combots to the mod. The game was selled only for a year and then it couldn't be gotten anywhere other than used ones at amazon and ebay.. The company though is till functional and maybe I can get a license for making a mod based on the game(get rights to use combot models and sounds if lucky!)!
Actually I was thinking of adding combots or something like that in an further version of the mod.
Actually I was thinking of adding combots or something like that in an further version of the mod.

Re: Kustorion Mod
There is a fairly long thread on metal fatigue in off topic.
Re: Kustorion Mod
Whups misunderstood polygon description!



Re: Kustorion Mod

Though I knew something was not right with my 80GB Hard Drive. Because it was old and sometimes lagged the whole system. But it seems one partition got unloadable(the "games" partition). Now Windows cannot start without a BSOD telling "Unmountable_Disk_Volume" and with MiniPE(Mini windows on a CD) I found out which partition was responsible. Will try some other Hard Drive Fixing programs, but just wanted to tell you that modeling on this mod will be delayed!

Re: Kustorion Mod
Make some guns, the chassis look great. You have more then enough as well. 

Re: Kustorion Mod
STOP READING MY MIND!!!rcdraco wrote:Make some guns, the chassis look great. You have more then enough as well.

