http://www.youtube.com/watch?v=9nOkO8Sh2xs
CORE Wolverine +1
Moderators: MR.D, Moderators
Re: CORE Wolverine +1
I was the one who butchered the garpike into a wolverine. 
We removed the garpike, since we're going to be doing something else with amphibs and its really just a stumpy with half the HP. Someone stuck the now unused model on the wolverine so i edited it to be more wolveriney.
Still, we can always find a place for models.
Kickback is awesome, having moving pieces on units is important to ensure the game doesnt look too static. Those kind of small touches really make the game, art wise.
Holding the arm up in the air is a little awkward though, perhaps if either the central piece were higher, or if the arm extended out so the kickback and clear the wheels easily. Remember that the mods which use this give it a restricted fire arc too, so you dont have to worry about 360 rotation (you might want to represent that in the model somehow too).
We removed the garpike, since we're going to be doing something else with amphibs and its really just a stumpy with half the HP. Someone stuck the now unused model on the wolverine so i edited it to be more wolveriney.
Still, we can always find a place for models.
Kickback is awesome, having moving pieces on units is important to ensure the game doesnt look too static. Those kind of small touches really make the game, art wise.
Holding the arm up in the air is a little awkward though, perhaps if either the central piece were higher, or if the arm extended out so the kickback and clear the wheels easily. Remember that the mods which use this give it a restricted fire arc too, so you dont have to worry about 360 rotation (you might want to represent that in the model somehow too).
Re: CORE Wolverine +1
Saktoth wrote:Still, we can always find a place for models.
Re: CORE Wolverine +1
Don't be sore Smoth, at least your models have a home in your own mod, mine just float around between xta and ca.
I'm just happy that I get to play around with them in game, its alot of work and being able to see them work in game and others being able to enjoy them too makes it all worthwhile.
Even though I work and release these at grandma speed
I'm just happy that I get to play around with them in game, its alot of work and being able to see them work in game and others being able to enjoy them too makes it all worthwhile.
Even though I work and release these at grandma speed
Re: CORE Wolverine +1
Wut?smoth wrote:Saktoth wrote:Still, we can always find a place for models.
Re: CORE Wolverine +1
Smoth skinned a very nice Peewee model before it got replaced by the SphereBot in CA.Saktoth wrote:Wut?smoth wrote:Saktoth wrote:Still, we can always find a place for models.
Re: CORE Wolverine +1
I still can't quite figure out the reasoning behind that.Pxtl wrote: Smoth skinned a very nice Peewee model before it got replaced by the SphereBot in CA.
Re: CORE Wolverine +1
CA is not OTA
good enuff reason right there stop crying and its been renamed to people stop baawing about it.
good enuff reason right there stop crying and its been renamed to people stop baawing about it.
Re: CORE Wolverine +1
Seems a bit like a non-sequitur to me.
Re: CORE Wolverine +1
Never said it was. But we're talking about the difference between a good looking model and a bad looking one here.Otherside wrote:CA is not OTA
good enuff reason right there stop crying and its been renamed to people stop baawing about it.
Re: CORE Wolverine +1
In a thread which is neither about CA nor PeeWee replacements. 
Re: CORE Wolverine +1
Small progress update.
Life got really busy lately, but I finally got some freetime to sit down and finish this model
Most of the texture is done now, gotta do the teamcolor and layers for all the fun stuff.
This was quite a different model to texture with lots of weird angles and shapes, but I think it turned out pretty decent and hopefully that translates over to looking decent in game.
I'll get the final model .s3o and textures uploaded as soon as I can.


Life got really busy lately, but I finally got some freetime to sit down and finish this model
Most of the texture is done now, gotta do the teamcolor and layers for all the fun stuff.
This was quite a different model to texture with lots of weird angles and shapes, but I think it turned out pretty decent and hopefully that translates over to looking decent in game.
I'll get the final model .s3o and textures uploaded as soon as I can.


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Warlord Zsinj
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: CORE Wolverine +1
It's looking good, but I think your edge highlights are too strong.
Re: CORE Wolverine +1
Mr.D when and if you mkae the Krog will you change its model drasticly?Im just asking since i tihnk the Krogs model is hideous not just cause its low poly but for the entire concept of those huge feet and the bloated torso etc.
- clumsy_culhane
- Posts: 370
- Joined: 30 Jul 2007, 10:27
Re: CORE Wolverine +1
Gota, how many times do you see a krog ingame ? Not many.. There is more popular and more used units that need remodeling first.
Re: CORE Wolverine +1
Impressive, keep up the good work!!
- clericvash
- Posts: 1394
- Joined: 05 Oct 2004, 01:05
Re: CORE Wolverine +1
Agree with AF, as always your work is band on, hope to see it in game sometime soon!
Re: CORE Wolverine +1
Ok, here is the final model + textures.
I switched back to using Dxt-5 compression, as there wasn't much difference in details, but ends up being 1/5th the filesize in comparison to using 32bit ARGB.
You guys might just want to use the 1024x1024's then, since they're pretty small in Dxt-5.
Upspring seems to view the game model on the 2nd mip layer already, so the model doesn't really look as nice and crisp as it did in Max for the renders above.. not sure why Upspring does that.
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http://www.mrd.str8-6.com/files/cor_wolver.zip
-----------------------------------------------------
** Zip contents **
corwolv_final1.max (Final Max model file)
corwolv.s3o (spring game model | unscripted )
Corwolv_1.dds (1024x1024 master 1)
corwolv_2.dds (1024x1024 master 2)
corwolv_1_512.dds (512x512 game texture 1)
corwolv_2_512.dds (512x512 game texture 2)
Scripting the gun elevation should be fairly simple, for each degree vertically that the Gun rotates up, the Arm and wrist rotate 1:1 in degrees to match.
Say if the gun elevates X-70 degrees from 0, the Arm will rotate Z-70 and Wrist will rotate Z+70 degrees on their respective axis's.
I'm not sure if you can block the gun from moving when the Unit tries to aim down (if you guys are using Low trajectory only), but the unit really isn't meant to shoot down at targets, but rather it is meant to use High Trajectory at all times, and it might cause some clipping if the gun tries to aim to far down.
For whoever scripts this, please make the turret spin back a bit when the gun fires as though it is being forced back from the recoil just like the original, I always though that was a neat part of the original firing script for the Wolverine and made it unique.
"arm" rotates on Z in Negative - from 0
"wrist" rotates on Z in Positive + from 0
"gun" rotates on X in Negative - to elevate from 0
"muzzle" is the Cannon's flare origin
"eject" is for particles of a shell or smoke
The barrel can move -3.5 (8.5 to 5.0) units on Z, breech can move -3 (-3 to -6) units on Z during firing.
Most everything else should just be copy/paste work.
I switched back to using Dxt-5 compression, as there wasn't much difference in details, but ends up being 1/5th the filesize in comparison to using 32bit ARGB.
You guys might just want to use the 1024x1024's then, since they're pretty small in Dxt-5.
Upspring seems to view the game model on the 2nd mip layer already, so the model doesn't really look as nice and crisp as it did in Max for the renders above.. not sure why Upspring does that.
-----------------------------------------------------
http://www.mrd.str8-6.com/files/cor_wolver.zip
-----------------------------------------------------
** Zip contents **
corwolv_final1.max (Final Max model file)
corwolv.s3o (spring game model | unscripted )
Corwolv_1.dds (1024x1024 master 1)
corwolv_2.dds (1024x1024 master 2)
corwolv_1_512.dds (512x512 game texture 1)
corwolv_2_512.dds (512x512 game texture 2)
Scripting the gun elevation should be fairly simple, for each degree vertically that the Gun rotates up, the Arm and wrist rotate 1:1 in degrees to match.
Say if the gun elevates X-70 degrees from 0, the Arm will rotate Z-70 and Wrist will rotate Z+70 degrees on their respective axis's.
I'm not sure if you can block the gun from moving when the Unit tries to aim down (if you guys are using Low trajectory only), but the unit really isn't meant to shoot down at targets, but rather it is meant to use High Trajectory at all times, and it might cause some clipping if the gun tries to aim to far down.
For whoever scripts this, please make the turret spin back a bit when the gun fires as though it is being forced back from the recoil just like the original, I always though that was a neat part of the original firing script for the Wolverine and made it unique.
"arm" rotates on Z in Negative - from 0
"wrist" rotates on Z in Positive + from 0
"gun" rotates on X in Negative - to elevate from 0
"muzzle" is the Cannon's flare origin
"eject" is for particles of a shell or smoke
The barrel can move -3.5 (8.5 to 5.0) units on Z, breech can move -3 (-3 to -6) units on Z during firing.
Most everything else should just be copy/paste work.
Re: CORE Wolverine +1
wow MR.D is making a revolution in spring. all these new models are sweet!
Re: CORE Wolverine +1
Theoretically, models protected by IP should have priority. Practically, the order doesn't matter at all...that need remodeling first
