CORE Pillager +1
Moderators: MR.D, Moderators
Re: CORE Pillager +1
One of your best models yet
Re: CORE Pillager +1
If i was a girl, i'd be moist!
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
Re: CORE Pillager +1
If only you weren't trapped in a mans body! 

Re: CORE Pillager +1
Sadly, some things can't be escaped.
Re: CORE Pillager +1
Oh wow, that's really superb. Congratulations!
- clericvash
- Posts: 1394
- Joined: 05 Oct 2004, 01:05
Re: CORE Pillager +1
It looks pretty dam awesome, i agree with AF, i think it's definitely one of the best
Re: CORE Pillager +1
Ok guys, all the texture and layers are done, so fire up UpSpring and have a look over it.
Personally I think it turned out pretty good, I tried a few different things on the teamcolor and glow layers to try and add some contrast and detail from the texture into those layers, hopefully it looks good in game though.
**Zip Contents**
cormart_1.dds (1024x1024 master 1)
cormart_1_512.dds (512x512 ingame texture 1)
cormart_2.dds (1024x1024 master 2)
cormart_2_512.dds (512x512 ingame texture 2)
cormart.s3o (unscripted Spring game model)
cormart_FINAL1.max (3dsmax-7 model master)
*******************************************
http://www.mrd.str8-6.com/files/core_pillager_MRD.zip
*******************************************
As far as the actual scripting of the gun and its pivots, I think that the outer pivot arms can rotate 1 degree for each that the gun rotates, inner has to rotate x2 in opposite.
In the test that I ran, I rotated outer pivot from 0x to -45x, inner pivot from 0x to 90x, the gun was rotated at maximum to 75 degrees (-120x actual rotation) and this gave enough clearance for the rear breech to open, but just barely.
"Outer" Pivot should rotate the same direction as the Gun, and "Inner" Pivot will rotate opposite of the gun and "outer" Pivot to counter and raise the gun.
I think its going to take a little fiddling with the Rotation #'s to get it perfect, but it should definitely be worth it once its working the right way.
The "barrel" and "breech" should move towards the rear of the gun during firing, the barrel can move much farther back than the breech, so maybe if the breech moves back -2, then the barrel should move -3 or -4.
There is a flare object attached to the Barrel during firing for sparks/smoke for muzzle effect.
And a Smoke object attached to the Breech for when its open during firing to emit a small smoke cloud or a shell particle/object.
Everything else for the tracks and wheels should be pretty much copy/paste.
Personally I think it turned out pretty good, I tried a few different things on the teamcolor and glow layers to try and add some contrast and detail from the texture into those layers, hopefully it looks good in game though.
**Zip Contents**
cormart_1.dds (1024x1024 master 1)
cormart_1_512.dds (512x512 ingame texture 1)
cormart_2.dds (1024x1024 master 2)
cormart_2_512.dds (512x512 ingame texture 2)
cormart.s3o (unscripted Spring game model)
cormart_FINAL1.max (3dsmax-7 model master)
*******************************************
http://www.mrd.str8-6.com/files/core_pillager_MRD.zip
*******************************************
As far as the actual scripting of the gun and its pivots, I think that the outer pivot arms can rotate 1 degree for each that the gun rotates, inner has to rotate x2 in opposite.
In the test that I ran, I rotated outer pivot from 0x to -45x, inner pivot from 0x to 90x, the gun was rotated at maximum to 75 degrees (-120x actual rotation) and this gave enough clearance for the rear breech to open, but just barely.
"Outer" Pivot should rotate the same direction as the Gun, and "Inner" Pivot will rotate opposite of the gun and "outer" Pivot to counter and raise the gun.
I think its going to take a little fiddling with the Rotation #'s to get it perfect, but it should definitely be worth it once its working the right way.
The "barrel" and "breech" should move towards the rear of the gun during firing, the barrel can move much farther back than the breech, so maybe if the breech moves back -2, then the barrel should move -3 or -4.
There is a flare object attached to the Barrel during firing for sparks/smoke for muzzle effect.
And a Smoke object attached to the Breech for when its open during firing to emit a small smoke cloud or a shell particle/object.
Everything else for the tracks and wheels should be pretty much copy/paste.
- Evil4Zerggin
- Posts: 557
- Joined: 16 May 2007, 06:34
Re: CORE Pillager +1
CA'd from my fail comp (I'm overseas ATM). The animation may look a bit strange if trajectory is switched on a low gravity map while the Pillager is firing at a close target, but since CA's Pillager is low-traj only and my computer sucks I CBA to fix it.
Hopefully it looks better to the rest of you than it does to me, 'cause...

CAN'T SEE SHIT CAPTAIN
Hopefully it looks better to the rest of you than it does to me, 'cause...

CAN'T SEE SHIT CAPTAIN
Re: CORE Pillager +1
Yikes.. wtf
Looks like the reflection channel got swapped for the Alpha transparency somehow by the looks of it..
For me though, it looks just fine now that Rattle tweaked it, gotta tell me what got changed though so it doesn't happen again.




Looks like the reflection channel got swapped for the Alpha transparency somehow by the looks of it..
For me though, it looks just fine now that Rattle tweaked it, gotta tell me what got changed though so it doesn't happen again.




- Evil4Zerggin
- Posts: 557
- Joined: 16 May 2007, 06:34
Re: CORE Pillager +1
I think my computer out here just sucks (it still shows up that way to me even with Rattle's tweak so I'm guessing the problem is on my end... integrated laptop graphics FTL). I wouldn't worry about it.MR.D wrote:For me though, it looks just fine now that Rattle tweaked it, gotta tell me what got changed though so it doesn't happen again.
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
Re: CORE Pillager +1
man you should make the cammo on all your units teamcolour, it looks great.
-
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: CORE Pillager +1
My personal opinion is that the team colour is a little too strong there, it loses the evil militaristic feel, kinda strikes me as a toy. I guess it's down to personal preference, as well as keeping in sync with other mods, but I'd be tempted to lower the team colour values generally by about 30%
- clericvash
- Posts: 1394
- Joined: 05 Oct 2004, 01:05
Re: CORE Pillager +1
Agreed on all points, there is too much teamcolour, which to be honest makes it look a little more flat rather than the 3D bad ass it is.Warlord Zsinj wrote:My personal opinion is that the team colour is a little too strong there, it loses the evil militaristic feel, kinda strikes me as a toy. I guess it's down to personal preference, as well as keeping in sync with other mods, but I'd be tempted to lower the team colour values generally by about 30%
Re: CORE Pillager +1
That is because the TEAM COLOR IS THIS BLUE
it is supposed to be BRIGHT!
it is supposed to be BRIGHT!
Re: CORE Pillager +1
Nothing really... ran a threshold over the alpha to get rid of blurring and changed the formats to DXT5 and 3 for tex1 and 2 respectively.For me though, it looks just fine now that Rattle tweaked it, gotta tell me what got changed though so it doesn't happen again.
Yup. Pick a different color if you don't like your team color!That is because the TEAM COLOR IS THIS BLUE
Re: CORE Pillager +1
yeah I used "red 0 blue 255 green 0" for my color when starting the game, so it was full pure blue.
-
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: CORE Pillager +1
Yeah, as I've commented in other threads, most people pick full pure colours, I think you ought to design with that in mind, not with the people that pick some lower saturation variant in order to make their units look cool.
I've also commented before that I think giving players a whole colour picker for colour selection wasn't a good idea - they should have a clear palette of ~20 distinct colours, tops. But that's another point.
I think either way my point stands about the team colour being too strong. If someone picks 255 blue, their unit looks like a toy.
I've also commented before that I think giving players a whole colour picker for colour selection wasn't a good idea - they should have a clear palette of ~20 distinct colours, tops. But that's another point.
I think either way my point stands about the team colour being too strong. If someone picks 255 blue, their unit looks like a toy.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Re: CORE Pillager +1
I usually go for bright pink. Is that better?Warlord Zsinj wrote:I think either way my point stands about the team colour being too strong. If someone picks 255 blue, their unit looks like a toy.
Re: CORE Pillager +1
IF I WANT TO HAVE HOT PINK UNITS THEN BY GOD I WILL HAVE THEM. Also if you ever try to take away team color selection I will flame you until I am blue in the face and resort to all manners of posting to stop it.Warlord Zsinj wrote:Yeah, as I've commented in other threads, most people pick full pure colours, I think you ought to design with that in mind, not with the people that pick some lower saturation variant in order to make their units look cool.
I've also commented before that I think giving players a whole colour picker for colour selection wasn't a good idea - they should have a clear palette of ~20 distinct colours, tops. But that's another point.
I think either way my point stands about the team colour being too strong. If someone picks 255 blue, their unit looks like a toy.
It is fine within your mod and it would be neat as an option for YOUR mod but your view is not the same for everyone.
mod specific team colors request thread, get to it z..