smoth's junk. - Page 35

smoth's junk.

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

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bobthedinosaur
Blood & Steel Developer
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Re: smoth's junk.

Post by bobthedinosaur » 22 Mar 2015, 11:46

Are the modular weapon systems part of the shard model and texture set or are you attaching different model/texture sets with lua magic?
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smoth
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Re: smoth's junk.

Post by smoth » 22 Mar 2015, 20:18

bobthedinosaur wrote:Are the modular weapon systems part of the shard model and texture set
Shard?
bobthedinosaur wrote:or are you attaching different model/texture sets with lua magic?
I was looking into piece attachment, I just have not bothered with it yet. Seems like a nice to have instead of a needed. Origonaly the idea was to say have a class based system.

so you would specify a base def, that def would say be called MECH. Mech could then be inherited by say Badger_mech. Then you could say have a def "badger assault," where you have the specified weapons and unique parameters. That way I don't have to have >9000 redundant tags in my unit defs.

For the most part I was working on trying to increase the capacity of my texture. for future models that may have a use for these texture bits.
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bobthedinosaur
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Re: smoth's junk.

Post by bobthedinosaur » 22 Mar 2015, 21:42

shard is shared

ie: Are the modular pieces sharing a UV texture map with the base unit or are they separate intended to be attached via lua.

I guess there is also the lego piece method that kaiser used
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smoth
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Re: smoth's junk.

Post by smoth » 22 Mar 2015, 22:08

Well, there have been so far these approaches:

Traditional: each model has it's own texture
Legos: many different pieces all using the same UV and texture, meant to be cobbled together into something(evo)
Atlas texture: all models are built separately, reuse the same texture.

I am doing a hybrid of atlas and traditional. I reuse the texture in places but also like to have some special shapes in my atlas as well.
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FLOZi
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Re: smoth's junk.

Post by FLOZi » 23 Mar 2015, 19:15

smoth wrote:so you would specify a base def, that def would say be called MECH. Mech could then be inherited by say Badger_mech. Then you could say have a def "badger assault," where you have the specified weapons and unique parameters. That way I don't have to have >9000 redundant tags in my unit defs.

Check out sweden branch of s44;

https://github.com/spring1944/spring194 ... fs_pre.lua
https://github.com/spring1944/spring194 ... sses/Units
https://github.com/spring1944/spring194 ... ster/units
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smoth
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Re: smoth's junk.

Post by smoth » 30 Apr 2015, 11:31

Been enjoying my time away from spring. I think the tau in 40k are good and they are a fun motivation to do what i need to get done :)

Image
(click for larger)

Gajop, this is how big these mechs are, the guy on his left is 6 feet tall. so these are around 30 ft tall
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bobthedinosaur
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Re: smoth's junk.

Post by bobthedinosaur » 01 May 2015, 01:16

you mean roughly 9 m tall? anyways glad to see some progress. Would like to see some in game action
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smoth
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Re: smoth's junk.

Post by smoth » 01 May 2015, 06:58

ingame after the extras are done

Extra 1:
- new deployment mode, the old one felt like a hack.
- replace the old morph gadget with a more flexible updated one.
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PicassoCT
Journeywar Developer & Mapper
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Re: smoth's junk.

Post by PicassoCT » 29 Jun 2015, 09:39

and then a panda ate him, and he was never heard of again.
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smoth
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Re: smoth's junk.

Post by smoth » 29 Jun 2015, 16:46

I have something in the works, been fooling with it on and off for a few weeks now. I am pretty close, shots are coming once I get my latest feature added to it. This is something for all game projects
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hokomoko
Spring Developer
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Re: smoth's junk.

Post by hokomoko » 29 Jun 2015, 16:57

smoth wrote:This is something for all game projects
\o/
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bobthedinosaur
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Re: smoth's junk.

Post by bobthedinosaur » 30 Jun 2015, 03:32

looking forward to it.
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smoth
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Re: smoth's junk.

Post by smoth » 03 Jul 2015, 20:45

unrelated to my current sekret project:

Image
WHAT COULD IT BE!?!?
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hokomoko
Spring Developer
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Re: smoth's junk.

Post by hokomoko » 03 Jul 2015, 20:53

A hammer on legs?

Actually, that can be a really cool unit.
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PicassoCT
Journeywar Developer & Mapper
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Re: smoth's junk.

Post by PicassoCT » 03 Jul 2015, 22:06

He is in League with the MCL-Team, i knew it - one big Conspirancy- the whole of moddev is up to put fun into the lives of innocent people if they can be stopped. Players is people! Players is people!
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Orfelius
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Re: smoth's junk.

Post by Orfelius » 06 Jul 2015, 21:35

smoth is secretly setting up a booth on Gamescom for Spring games :-)

Also it definetely looks like raven from mech online but without arms (judging by the frame).
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smoth
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Re: smoth's junk.

Post by smoth » 07 Jul 2015, 04:54

smoth wrote:Some sketches from back in the days of me just going through the concepts..
Image
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bobthedinosaur
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Re: smoth's junk.

Post by bobthedinosaur » 08 Jul 2015, 04:43

it looks like those little robots that with compy mouths that tried to eat splinter.... but with roboboxer arms
or maybe somthing snake was supposed to sabotage

*CHOMP CHOMP*
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LordMuffe
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Re: smoth's junk.

Post by LordMuffe » 08 Jul 2015, 09:37

does the angry pub grow up to that mechanized monster if it eats enough robot-chow? :-)
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smoth
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Re: smoth's junk.

Post by smoth » 08 Jul 2015, 10:26

Correct, angry puppy tech tree advancement. give this man a cookie.
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