Random WIP 2006-2011 - Page 367

Random WIP 2006-2011

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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KaiserJ
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Re: Random WIP

Post by KaiserJ »

Image
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Wombat
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Re: Random WIP

Post by Wombat »

looks strange, very low resolution in most parts :c
knorke wrote:dark gif is dark, is that spring?
translated the thread (appereantly he just made that as an avatar) and bit of forum with google but seems they are only modding ta.
Kutlass made it. for all ya naabz who dont know him http://totalannihilation.getbb.ru/viewt ... f=24&t=171

some stuff is 'inside' so u need to bother checking all 49 pages ^^
Last edited by Wombat on 15 Jan 2011, 23:15, edited 1 time in total.
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KaiserJ
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Re: Random WIP

Post by KaiserJ »

best i can do with spring map format
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Wombat
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Re: Random WIP

Post by Wombat »

<homohug>
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KaiserJ
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Re: Random WIP

Post by KaiserJ »

you know, i think it probably looks wierd because that's a screenshot from in springmapedit. normally maps appear a lot nicer ingame

<homogay>
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Wombat
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Re: Random WIP

Post by Wombat »

plausible, SHOW US WHAT U GOT YO
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knorke
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Re: Random WIP

Post by knorke »

Kutlass made it. for all ya naabz who dont know him http://totalannihilation.getbb.ru/viewt ... f=24&t=171
ok nice models and stuff whats so special about them? are those the ones used in all the *a mods or even ta cutszenes or something else?

nice map kaiser
<fullhomo>
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Wombat
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Re: Random WIP

Post by Wombat »

knorke wrote:whats so special about them?
they are sexy ? just some russiam making sexy models for something he called TA movie. youtube 'jethro test' and u will find his vids. neato stuff.
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KaiserJ
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Re: Random WIP

Post by KaiserJ »

Wombat wrote:TA movie.
directed by micheal bay? and 85% of the movie is actually some human teen love interest :D ?
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Wombat
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Re: Random WIP

Post by Wombat »

basicly only thing we would ever expect from russian movies, right ?
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knorke
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Re: Random WIP

Post by knorke »

http://www.youtube.com/user/KutlasS2006

yes i remember having seen some, indeed cool stuff...so he is making a full movie?
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Forboding Angel
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Re: Random WIP

Post by Forboding Angel »

KaiserJ wrote:best i can do with spring map format
Spring map format supports almost lossless quality. SME isn't the best choice if you want maximum quality tbh.
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Wombat
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Re: Random WIP

Post by Wombat »

who knows, i dont know russian xD but he got nice stuff there, according to this pw and mine vid some proper tools and abilities either. i follow these sites almost every day, who knows, maybe he will make some pro stuff soon.
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KaiserJ
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Re: Random WIP

Post by KaiserJ »

oh theres nothing wrong with the heightmap or anything like that; beh gave me a pixel-perfect 16 bit png, and SME i think supports 32 bit depth

its just a shame that the heightmap resolution is so low relative to the texture resolution when you're trying to create perfectly aligned things like building textures; there will always be a 1 or 2 pixel offset in some areas of the map when you look at how the flat and vertical edges align with the corresponding textures
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smoth
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Re: Random WIP

Post by smoth »

KaiserJ wrote:
Wombat wrote:TA movie.
directed by micheal bay? and 85% of the movie is actually dick and fart jokes :D ?
-fixed that for you.

oh yeah, and I will laugh at all the jokes.
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smoth
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Re: Random WIP

Post by smoth »

KaiserJ wrote:oh theres nothing wrong with the heightmap or anything like that; beh gave me a pixel-perfect 16 bit png, and SME i think supports 32 bit depth

its just a shame that the heightmap resolution is so low relative to the texture resolution when you're trying to create perfectly aligned things like building textures; there will always be a 1 or 2 pixel offset in some areas of the map when you look at how the flat and vertical edges align with the corresponding textures
the thing that fucks it up is the heightfieldsize +1 otherwise the ratio would be MUCH cleaner.

anyone have any idea why it has to be +1?
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zwzsg
Kernel Panic Co-Developer
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Re: Random WIP

Post by zwzsg »

KaiserJ wrote:its just a shame that the heightmap resolution is so low relative to the texture resolution when you're trying to create perfectly aligned things like building textures; there will always be a 1 or 2 pixel offset in some areas of the map when you look at how the flat and vertical edges align with the corresponding textures
Don't align the heightmap with the texture, but align the texture with the heighmap.

smoth wrote:anyone have any idea why it has to be +1?
Yes. It's the classical post and fence issue. It all make sense when your realize the textures are the segments inbetween the height control points.
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KaiserJ
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Re: Random WIP

Post by KaiserJ »

definitely makes sense for natural maps, the +1

best i can do for cities and stuff is provide a 2 pixel border between the edge of a roofs graphic and the actual edge. meh, no biggie once you're aware

edit: yeah Z i do it that way, i just said it wrong XD
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Beherith
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Re: Random WIP

Post by Beherith »

Damn, 2 days of working on this and I havent done the feature placement yet. Its made for 16way FFA but should play fine on 8v8 as well. Off to sleep.
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Gota
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Re: Random WIP

Post by Gota »

Can i offer that starting points that are more in the middle should get a bit more income from their metal spots?
Also,looks interesting.
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