shields and filling

shields and filling

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

Post Reply
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

shields and filling

Post by Hoi »

Image
lets say i want to fill that area with a shield, how do i do this :?:
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: shields and filling

Post by [Krogoth86] »

You're talking about a visual fx right?
You can't really do that in an easy way. I'd just put a couple of empty objects in that hole and make them emit some half transparent sprites of your shield color maybe with some fancy distortions painted on them.

Then play with the number of empty objects, their positions and the scaling of the sprite you keep emitting via COB script until it fits...
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: shields and filling

Post by Hoi »

[Krogoth86] wrote:You're talking about a visual fx right?
You can't really do that in an easy way. I'd just put a couple of empty objects in that hole and make them emit some half transparent sprites of your shield color maybe with some fancy distortions painted on them.

Then play with the number of empty objects, their positions and the scaling of the sprite you keep emitting via COB script until it fits...
well, a working shield would be great but not necacary, if it looks like one (transparant!) it would be ok
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: shields and filling

Post by Peet »

You might also want to look into the fact that the "base" is full of concave and nonplanar faces, and superfluous subdivisions.
User avatar
Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: shields and filling

Post by Otherside »

rattle would have nightmares about that model
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: shields and filling

Post by Hoi »

Peet wrote:You might also want to look into the fact that the "base" is full of concave and nonplanar faces, and superfluous subdivisions.
i know that, the model wasnt finished, im almost done now no more clipping ect (i didnt use subvisions) and 1600 edges(how do you see tris in wings) isnt that much for a lategame fighter which youll only build a few times
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: shields and filling

Post by rattle »

smoth button = catmull clark subdivision
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: shields and filling

Post by Hoi »

rattle wrote:smoth button = catmull clark subdivision
thought he meant do sabin subvision:/ well i needed to use the button once so i could make it look round
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: shields and filling

Post by KDR_11k »

No, you never need to use that button.
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: shields and filling

Post by Hoi »

KDR_11k wrote:No, you never need to use that button.
i needed more faces but if i shoudnt use that, what should i do?
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: shields and filling

Post by KDR_11k »

Cut edges where you need them.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: shields and filling

Post by rattle »

Or set up the normals before smoothing, then clean the mess up that smoothing leaves. I'm faster without though, what KDR said etc.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: shields and filling

Post by smoth »

Hoi wrote:
KDR_11k wrote:No, you never need to use that button.
i needed more faces but if i shoudnt use that, what should i do?
try this out, select an edge press a number 1-9 and notice how it creates new vertex? you can connect that to another one. I still say you should learn to texture, it will help you get a better appreciation for proper geometry.
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: shields and filling

Post by Hoi »

smoth wrote:
Hoi wrote:
KDR_11k wrote:No, you never need to use that button.
i needed more faces but if i shoudnt use that, what should i do?
try this out, select an edge press a number 1-9 and notice how it creates new vertex? you can connect that to another one. I still say you should learn to texture, it will help you get a better appreciation for proper geometry.
i am learning to texture and the idea about this unit it just that i did the best i could do, to see where i am at modleing texturing, ect, and the model has got alot of changes, its alot better now and i will post it in the wip tread or something when its done
Post Reply

Return to “Game Development”