Random WIP 2006-2011
Moderators: MR.D, Moderators
Re: Random WIP
The LOD system I was referring is geometry step downs with lower polygon model stages for view distances.
Most modern games use this to some extent, especially FPS games with very high polycounts for guns, props and player models.
Most modern games use this to some extent, especially FPS games with very high polycounts for guns, props and player models.
Re: Random WIP
Yes, and it's in SVN. (iirc <_<)
Re: Random WIP
Yup, in there. Tested? By Trepan, but I don't think anybody else has done anything serious with it yet. Sorry, I'm just too lazy to say whether it's great and fun to use, or not.Yes, and it's in SVN. (iirc <_<)
Re: Random WIP
Argh, anytime there is extra work, that = less fun :D
With a geometry LOD system working and in-place we could have say any single model use a range from 100 triangles at farthest zoom-10,000 triangles in closest zoom and still run efficiently in game with alot of them on screen at once.
At that point its all about Field of view vs screen cull.
Even though it will soon be available, its still alot of work to do LOD's for each body part of each model +Uvmapping those LOD's and getting them matched up to the Textures, and on top of that, how are the scripts handled, and will we need a modified or new model format to support it?
This probably isn't the thread to be discussing this in, but I guess I have alot of questions about it and don't know where to look to get some information concerning its implementation with spring.
With a geometry LOD system working and in-place we could have say any single model use a range from 100 triangles at farthest zoom-10,000 triangles in closest zoom and still run efficiently in game with alot of them on screen at once.
At that point its all about Field of view vs screen cull.
Even though it will soon be available, its still alot of work to do LOD's for each body part of each model +Uvmapping those LOD's and getting them matched up to the Textures, and on top of that, how are the scripts handled, and will we need a modified or new model format to support it?
This probably isn't the thread to be discussing this in, but I guess I have alot of questions about it and don't know where to look to get some information concerning its implementation with spring.
Re: Random WIP

first texture ever, not really good, need more practise
Re: Random WIP
GJ for a first go.
Keep at it, it's something you just have to keep practicing if you want to improve.
Keep at it, it's something you just have to keep practicing if you want to improve.
Re: Random WIP
it suprised me how far i got with a pattern overlay, grey,black and some burns and dodges, it still looks like it misses something
and for some reason i could not get the uv lines out of the texture(you see them?) 2'th texture incoming!

Re: Random WIP
Well, yeah, it's not going to be awesome on your first try, that's why you practice. Still, that's better than a lot of people manage to do on their first skin, so I'm sure you'll only get better. If you'd like more detailed critique, send me the model and skin via PM, I'll take a look.
Re: Random WIP
if you want to help me, could we chat in the lobby? makes things much more easyer than posting messages and pming, I'll send you the model and texture, then its bedtime, i need to get up early tomorrow
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: Random WIP
afaik Argh doesnt 'do' the lobby 
if you want to get rid of the UV lines, you just have to draw over them ;_;

if you want to get rid of the UV lines, you just have to draw over them ;_;
- Evil4Zerggin
- Posts: 557
- Joined: 16 May 2007, 06:34
Re: Random WIP
Try this: make your UV outline a separate layer on top of everything, color it a bizzare color like ff00ff, and make the background transparent (i.e. color to transparency). This way you can see the UV outline while you're painting under it, but it won't actually appear on your model. Just remember to take the layer out before you put the texture on your model.Hoi wrote:and for some reason i could not get the uv lines out of the texture(you see them?) 2'th texture incoming!
Re: Random WIP
Meh, I'm in the Lobby. Just not terribly oftenPressure Line wrote:afaik Argh doesnt 'do' the lobby

Seriously though, I don't do "chat". Sorry Hoi, it's not personal. I have a hard enough time answering PMs in a timely fashion, tbh.
Re: Random WIP
well, i tried texture 2 and it worked, but its 1 mb! am i supposed to add it in texture 1 someway? or should i just make it a realy small image?
i also tried the thing to get the uv lines out of the image, but it results in not getting the uvlines, but an open space on where the uv lines are
finishing my 2'th texture now....
i also tried the thing to get the uv lines out of the image, but it results in not getting the uvlines, but an open space on where the uv lines are

Re: Random WIP
You could just uh... use a black bucket fill inside the area, then bucket fill again with the texture's main color...
- Evil4Zerggin
- Posts: 557
- Joined: 16 May 2007, 06:34
Re: Random WIP
What you need to do is replace the white background with transparency, and the black outline with ff00ff. I'd give you more specific instructions, but I can't read this goddamn Mandarin GIMP.
Re: Random WIP
i use ps:) so i just remove draw background in wings and change the edge color i guess 

Re: Random WIP

btw it looks soooo much better with lightning
Re: Random WIP
You're supposed to make it look good without any lighting.
Re: Random WIP
As in fullbright.
PS:
PS:
