
CORE Radar truck +1
Moderators: MR.D, Moderators
Re: CORE Radar truck +1
LOL... So addicted to Left-4-Dead.. I'll get back to work on this soon, but had a craving to kill some zombies 

Re: CORE Radar truck +1
Just completed Dead Space. One of the best games I've ever played. Might get left4dead too though as you can never kill too many zombies!
Re: CORE Radar truck +1
I have the model finished finally.
Things have been really busy for me lately, and not much time to do anything besides work and sleep.
The camo on the model is teamcolor, set to just plain green camo for the render atm.
My host for files is down, so hopefully I can just upload it here in the spring forum temporarily until I can contact my file host.
As far as some of the movements this needs in the script.
"base" is an empty object which the front and rear sections pivot on, then the unit can appear to steer when turning.
"front" and "rear" should rotate synchronously during a simulated turn.
"front" has a maximum pivot limit of 0 to 14Y / 0 to -14Y
"rear" has maximum pivot limit of 0 to 14Y / 0 to -14 Y
"turret" can rotate 360 degrees, and probably should make slow full rotations, or from 0 to -90 to 0 to 90 in a sweep motion.
Sequence for opening the dish (on/off) (reverse order for closing)
rotate arm_1 0 to -90x
rotate arm_2 0 to 30x
rotate arm_3 0 to -40x
rotate panel_a1 0 to 30z
rotate panel_a2 0 to -30z
rotate panel_b1 0 to -30z
rotate panel_b2 0 to 30z
Things have been really busy for me lately, and not much time to do anything besides work and sleep.
The camo on the model is teamcolor, set to just plain green camo for the render atm.
My host for files is down, so hopefully I can just upload it here in the spring forum temporarily until I can contact my file host.
As far as some of the movements this needs in the script.
"base" is an empty object which the front and rear sections pivot on, then the unit can appear to steer when turning.
"front" and "rear" should rotate synchronously during a simulated turn.
"front" has a maximum pivot limit of 0 to 14Y / 0 to -14Y
"rear" has maximum pivot limit of 0 to 14Y / 0 to -14 Y
"turret" can rotate 360 degrees, and probably should make slow full rotations, or from 0 to -90 to 0 to 90 in a sweep motion.
Sequence for opening the dish (on/off) (reverse order for closing)
rotate arm_1 0 to -90x
rotate arm_2 0 to 30x
rotate arm_3 0 to -40x
rotate panel_a1 0 to 30z
rotate panel_a2 0 to -30z
rotate panel_b1 0 to -30z
rotate panel_b2 0 to 30z
Re: CORE Radar truck +1
Must be an official "do not care" day 

Re: CORE Radar truck +1
I guess I should be the first to say, "excellent work there, Mr. D, I love the little pipes especially, and now please find some time to make me buildings for World Builder"... uh, I mean... yeah 

Re: CORE Radar truck +1
One word: superb.
Now if only BA used these models
Now if only BA used these models

- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: CORE Radar truck +1
blah blah blah blah blah, NOiZE said he would use them when every single unit is complete, blah blah blah blah blah, he doesnt want to add units one at a time because that looks silly, blah blah blah blah blah.
Re: CORE Radar truck +1
Yah, I know his stance on this issue, and I agree, just wishful thinking on my part.Pressure Line wrote:blah blah blah blah blah, NOiZE said he would use them when every single unit is complete, blah blah blah blah blah, he doesnt want to add units one at a time because that looks silly, blah blah blah blah blah.
Re: CORE Radar truck +1
YEAH YOUR EITHER WITH BA OR AGAINST IT COMPLETLY !!!111x9000
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: CORE Radar truck +1
ONLY A SITH DEALS IN ABSOLUTES. R U A SITH?Noruas wrote:YEAH YOUR EITHER WITH BA OR AGAINST IT COMPLETLY !!!111x9000
- Evil4Zerggin
- Posts: 557
- Joined: 16 May 2007, 06:34
Re: CORE Radar truck +1
CA'd. Excellent work as always, although that model is tiny.
Re: CORE Radar truck +1
Yeah it sure is small compared to the rest, I built it to match scale with the original OTA radar truck model.
If you're feeling brave and want to scale it up bigger so its about the same size as the Gator or even Slasher or that size, it would be pretty sweet.
I love how you got it working though Zerggin, the steering of the unit and how it turns is just awesome, nice job man :D
Got some ingame shots together.

If you're feeling brave and want to scale it up bigger so its about the same size as the Gator or even Slasher or that size, it would be pretty sweet.
I love how you got it working though Zerggin, the steering of the unit and how it turns is just awesome, nice job man :D
Got some ingame shots together.
- Attachments
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- vrad_ingame4.jpg
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- vrad_ingame3.jpg
- (557.22 KiB) Downloaded 60 times
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- vrad_ingame2.jpg
- (686.53 KiB) Downloaded 57 times
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- vrad_ingame1.jpg
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Re: CORE Radar truck +1
I actually like the size, radar trucks don't have to be large.
Re: CORE Radar truck +1
model/texture is nice and i love the script but yer its far to small really hard to distinguish on some maps and hard to appreciate it unless really zoomed in
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- Posts: 1176
- Joined: 23 Aug 2007, 19:46
Re: CORE Radar truck +1
Could you deliver a non-compressed texture please? 2,66MB texture space for just one unit is a bit much and you might get just another quantum of quality when downscaling to 512x512 or lower from the original and not doing so for the dds texture...
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- Joined: 23 Aug 2007, 19:46
Re: CORE Radar truck +1
If that's directed towards me I'll explain:smoth wrote:whaaaaaaaaaaaaa?
I don't know of an option to just delete certain mip-levels of a texture and resave it (if you do know please tell me how to). When it's about texture space that 2,66MB may not be much at first sight and currently indeed isn't but if you plan ahead things might get complicated. Let's say your game has 300 models (which is way less then e.g. BA has) and each unit eats up 2,66MB of your graphic card's memory you end up with nearly 800MB of textures just for your units. No FX, no radar icons, no buildpics, no terrain texture and so on - just 800MB for the units. That's why I said 2,66 MB is a bit much. With 512x512 textures you end up somehwere around 700kb each you end up with 210MB which even is critical as you probably don't want to exclude guys with 256MB graphics cards...
It might take ages to reach a point where actually that much units are made but having that huge number of units done is way more probable than Mr. D still having an uncompressed texture around at that day and that's why I asked for it...
Re: CORE Radar truck +1
Looking good Mr.D
units never look right from any view other than top-down in spring, why do they always look like they're floating and pasted-on?
units never look right from any view other than top-down in spring, why do they always look like they're floating and pasted-on?
Re: CORE Radar truck +1
By the time all of the TA models have been redone I am sure we will see much more powerful videocards. It would be bad to sacrifice quality because we are thinking within the current limitations of hardware.
I don't know about the texture size thing if he is using 1024 that would be a bit much. I only have seen a reason to use 1024 on two units and they were 40X40~ footprint units.
I also doubt all units are going to be used in any *A game. Most of the time I saw about 2-10 different unit types attacking my base when I played AA. Anyway, I don't know how dds works in memory I have read different pages about them but what they really do, I have no for sure knowledge and I am happy using png.
I don't know about the texture size thing if he is using 1024 that would be a bit much. I only have seen a reason to use 1024 on two units and they were 40X40~ footprint units.
I also doubt all units are going to be used in any *A game. Most of the time I saw about 2-10 different unit types attacking my base when I played AA. Anyway, I don't know how dds works in memory I have read different pages about them but what they really do, I have no for sure knowledge and I am happy using png.

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- Joined: 23 Aug 2007, 19:46
Re: CORE Radar truck +1
Well even today lots of the weaker mid-range cards are sold with 256MB of memory and if you look at the specs of a lot of people it's going to take ages until like 90% of all users will use 512+MB cards. Apart from that my request is not about sacrificing quality but having the full quality version to derive any compressed version from it...smoth wrote:By the time all of the TA models have been redone I am sure we will see much more powerful videocards. It would be bad to sacrifice quality because we are thinking within the current limitations of hardware.
Yeah - it is a 1024x1024 texture. Not a bad thing but as you said it's at least currently a bit overkill...smoth wrote:I don't know about the texture size thing if he is using 1024 that would be a bit much.
Well the main advantage is that they stay in the video card's memory in its compressed form saving you LOADS of space (especially when you've got an engine that handles even more stuff like an additional normal map and so on). The compression also is really good and you can't really spot a difference between the compressed and uncompressed version. You also have precalculated mip-maps what is quite handy. So especially for a RTS using DDS textures is a good idea - without the textures would take up to 4x as much space and you now can imagine how fast a 256MB graphics card would run out of memory when the 1024x1024 size textures take 8MB per unit (still 2MB at 512x512). But enough of this dds advertising...smoth wrote:I also doubt all units are going to be used in any *A game. Most of the time I saw about 2-10 different unit types attacking my base when I played AA. Anyway, I don't know how dds works in memory I have read different pages about them but what they really do, I have no for sure knowledge and I am happy using png.

The unit is done for TA themed games which will have lots of differents units in it and so it would be very nice if Mr. D would provide an uncompressed version of the texture. I also wouldn't be offended if he'd upload his raw PSD file so we could have a glance at some of his tricks / workflow...

Last edited by [Krogoth86] on 21 Dec 2008, 21:39, edited 1 time in total.