CORE Pillager +1 - Page 2

CORE Pillager +1

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Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: CORE Pillager +1

Post by Warlord Zsinj »

It looks a little strange hovering the cannon so high above the chassis - makes those side parts that hold it up look even more thin and weak.

What if you put in some sort of mechanism that lifts it up while firing, and stows it while not? Or (not sure if you can detect this in script), only raises it while firing at high trajectory?
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Falcrum
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Re: CORE Pillager +1

Post by Falcrum »

Now for me is too thin on middle... =/

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MR.D
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Joined: 06 Aug 2005, 13:15

Re: CORE Pillager +1

Post by MR.D »

Sorry man, but I had to.

1. turrent

A common misspelling of the word "turret," usually made by people with a fourth-grade education.
Turrents r kOOL!!!!!!!!!!!!

2. A. Turrent

A family run company that manufactures Cigars and other smoking products.

The body is actually much thicker than the render shows from the lighting angle, turn up your brightness and you should be able to see it is actually twice that thickness.

As far as the cannon height for High Trajectory shooting, I'll try to figure something out.

The model feels like its just all about the gun, and less about the rest of the unit.
Yes I agree the model itself feels a bit disconnected now, but I'm not sure what to do about it..
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Machiosabre
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Joined: 25 Dec 2005, 22:56

Re: CORE Pillager +1

Post by Machiosabre »

isn't it obvious? third track in the middle! instant awesome!

also you could make the barrel square or the top covered by a squarethingy like shockwave! Image
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Falcrum
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Re: CORE Pillager +1

Post by Falcrum »

Lol... My mistake... 1 word... omg...:x
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MR.D
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Joined: 06 Aug 2005, 13:15

Re: CORE Pillager +1

Post by MR.D »

Last set of tweaks before I start unwrapping it and starting on the skin.
Final Tri count is 1184

*Short animation video*
http://www.mrd.str8-6.com/files/pillager_test.zip
***************************
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Last edited by MR.D on 11 Jun 2008, 21:31, edited 1 time in total.
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Erom
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Re: CORE Pillager +1

Post by Erom »

Sexy.
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Argh
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Re: CORE Pillager +1

Post by Argh »

Two thumbs up. Good solid design there.
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Re: CORE Pillager +1

Post by Guessmyname »

Pure brilliance.
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MR.D
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Re: CORE Pillager +1

Post by MR.D »

I just hope that it can be scripted to let it raise the lift synchronized with the gun's elevation, then it will be sweet.

Without the lift raised up, in "Tank mode" it can only elevate 40 degrees, anything higher in "tank mode" and the rear breech starts clipping.

If it can be scripted to be autonomous, it will work without clipping all the time without the need to switch into modes by raising the proper amount for each degree of elevation on the main gun.

The last few seconds of the video show what I mean, how it lowers in sync with the gun's elevation.

I just have to figure out the ratio :D
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Argh
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Re: CORE Pillager +1

Post by Argh »

I just hope that it can be scripted to let it raise the lift synchronized with the gun's elevation, then it will be sweet.
That's very easy Lua... if Rattle needs help when it comes time to do this, lemme know.
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Evil4Zerggin
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Joined: 16 May 2007, 06:34

Re: CORE Pillager +1

Post by Evil4Zerggin »

You could probably do it just by putting a few more turn statements in AimWeapon. Something like

Code: Select all

AimWeapon1(heading, pitch) {
  signal SIG_AIM;
  set-signal-mask SIG_AIM;
  turn turret to y-axis heading speed <90>;
  turn barrel to x-axis 0 - pitch speed <90>;
  turn support1 to x-axis pitch / 2 speed <45>;
  turn support2 to x-axis 0 - pitch / 2 speed <45>;
  wait-for-turn turret around y-axis;
  wait-for-turn barrel around x-axis;
  return (1);
}
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: CORE Pillager +1

Post by Warlord Zsinj »

Looks great Mr.D
DemO
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Re: CORE Pillager +1

Post by DemO »

In reality the optimal firing arc for furthest distance is 45 degrees, and I'd guess anything over 60 would be almost pointless for ballistic projectiles.

It would be cool if units in spring could modify their firing velocity based on targets they aim and/or based on firing arc, then you could easily hit the vast majority of targets with 45-60 degree firing arc as you could fire at close range through to long range targets using the same firing arc, the only obstacle being terrain (cliffs/hills etc) which a 45-60 degree arc could easily clear.

I'm guessing the way it is just now there is a set velocity for default firing arc then another, higher for high trajectory. Realistically the only way to fire the same distance horizontally with a higher than 45 degree arc is to increase projectile velocity.

Obviously if you can modify shot velocity then the time it takes for a projectile to begin falling after hitting its peak is scaleable, as is the distance horizontally it would move before beginning its descent AND the angle at which the projectle would come down. Plus it wouldn't take forever for projectiles to come down after being fired. On top of all that, it would look way more realistic.
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yuritch
Spring 1944 Developer
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Joined: 11 Oct 2005, 07:18

Re: CORE Pillager +1

Post by yuritch »

Angles higher than 45 degrees (aka high trajectory) are useful because they allow the gun to hit things behind hills etc. That's the only reason to use them though, max range is achieved at 45 degrees.
There is no different velocity for high trajectory in Spring, very high angles are caused by very high velocities. Most of our arty have muzzle velocity that is enough to shoot right through the map from one end to the other. Their relatively low range is a totally artificial limit set via weapon.tdf range= tag.
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clericvash
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Re: CORE Pillager +1

Post by clericvash »

Yet again it looks fracking awesome, love the modelling work :D
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MR.D
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Joined: 06 Aug 2005, 13:15

Re: CORE Pillager +1

Post by MR.D »

Small update, got most of the texturing done on the lower chase area.

Turret and gun is largely unfinished, but I'm getting there :-)

Mostly I just need to find some sensible areas to put the Teamcolor.
I am thinking that I should just remove the camo on the Track skirts, and fill that entire area with teamcolor instead.

All that is left after that is a bit of shading and edge work and it should be finished pretty soon.

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clumsy_culhane
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Re: CORE Pillager +1

Post by clumsy_culhane »

I would ditch the camo on the top of the wide edges, and put the team colour there. Looking awesome :-)
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Re: CORE Pillager +1

Post by Snipawolf »

Not near as much paneling and greebling as normal. I love it.
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: CORE Pillager +1

Post by Warlord Zsinj »

I also like this, there's a clear design scheme being applied to it, it doesn't feel 'bitsy' like some of your earlier textures.

I'm not sold on the camo texture. It's missing a sense of the material that it has been painted onto. Doesn't feel like camo on metal, etc. Some scratches here and perhaps a bit more transparency on the camo could help this.

I'd like to see the gun be nice and dark to contrast against the other areas of the model. It'd also make this look more 'evil' I think. Which is always nice ;)
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