TA units for Spring project? - Page 2

TA units for Spring project?

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

zwzsg, shut up plz. We all agreed ages ago that we needed more detailed models. If you dont like em, dont use em, there will be an option to use PURE OTA Stuff.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

If Sean Mirrsen succeed in imposing his models, and in imposing the use of custom scripts coming with his custom models, then I'll be forced to bear that maverick model that I dislike. That's why I'd rather voice my concern now, than too late.

Maybe a few underside faces must be added so that units look good from all angle, but remodelling all units into overdetailed gazillion face unit is something that worries me. It use too much times that imo would be better spent into remodelling brand new unit free of TA copyright. Adding lots of face doesn't even make them look better, it's even the contrary. And I'd rather have thousands of low poly units than look clean and play smoothly, than high-poly units that when in numbers slow my old computer and look messy.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

BlackLiger wrote:zwzsg, shut up plz. We all agreed ages ago that we needed more detailed models.
Your argumentation was very poor!

Since that was decided, we are forced to accept anything as long as it's detailed? Maybe i'll just make a new Core comm looking like a clown!?
zwzsg wrote:I prefer the original Maverick model to the new one. The old model is more easy on the eye, you see instantly what is it, the new model is just a mass of overdetail that hide the overall unit appearance.
I'm sorry to say this and it may be harsh since someone worked on making the model but, i too prefer the original.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

It his now his quality of work but the fact that it's a work that doesnt resemble the original enough, overral design must eb simple and identical to the original but when you look closely there must eb more detail, try seeing if you can overlay the maverick ontop fo the new model and see it matche perfectly yet at the same time ahve more detail, it's the basic shape that made the maverick look good not the detail!

In the mean time a large group fo forum goes seem to be OTA orientated int he way that they seme to eb talkign a lot about opression and single mindedness destroying TA. To thsoe I say the following thigns

Spring is for everyone if you dont like the new models dont use them!
Spring is the property of the SY's and if they wanna release it with this and that then it's noen fo your business go yell at them instead of arguing with us, it's as if you dont appreciate what they're doing for us and are more intent on imposing your own ideas and opinions some of you.
And remember that spring wasnt made just for TA, other games will be made for spring or ported to spring and afterrall if there si no change there is no progress. Be innovative and have an open mind! Not overly stubborn for your prides sake.
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[K.B.] Napalm Cobra
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Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

I thought that if I'm going to bash somebody elses model i might as well make my own.

Please note its untextured and still needs work but if somebody wants to finish it for me i can send them the file. :lol:

http://img.photobucket.com/albums/v48/B ... h/mav1.jpg
jouninkomiko
Posts: 436
Joined: 26 Aug 2004, 08:11

Post by jouninkomiko »

You all must also look at this argument from another viewpoint - efficiency. TA is a great game also because of the massive quantity of units you can engage in battle. Each additional face is multiplied by 100's because of how many are on the screen. Looking at that last model, I agree that this is what we should've been looking for :) It has all the extra faces to cover what was invisible from OTA's viewing angle, and we can add some stunning higher res textures that were impossible to have in OTA. Good model, Cobra
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AF
AI Developer
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Post by AF »

What the, Texture it!!!!!!!!!!! I must see this in all its glory, The proportions are not 1005 perfect but it's a good 99.9% better than the last, though that jethro was Fab
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[K.B.] Napalm Cobra
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Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

What do you think is wrong with the perportions?
Texture it? Myself? I don't think so, that bloody 3do builder has it in for me.
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AF
AI Developer
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Post by AF »

Your proportions are good it's just I have very high standards when ti comes to the maverick and I think it doesnt fit proportionalyl exactly btu about 95% of people will be happy with what you've done so far. Maybe we could texture it for you if you gave us the model, maybe turn it into a contest even, afterall the maverick is a special unit for me and no doubt many others, otherwise good job there
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Caydr
Omnidouche
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Post by Caydr »

Very nice models, but too detailed IMO. The upper limit I try to work with when remodelling is 200.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

I have not counted how many faces it has but it doesn't looks like having many...

About the proportions, when the Maverick recoils it's weapons, it stores them in the legs i believe...

The arms with the weapons are so long that when the model puts the arms down, the hands will almost touch the ground and the weapons will be stuck in the ground and nowhere near the storage in the legs.
Sean Mirrsen
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Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

That model is just too low-poly for my liking. I understood the complaints about my model, and I'll change the proportions accordingly.

Although, the models are not to scale in that compare pic. But the arms do need beefing up... although I'll have to scrap the unholster animation...
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

I think I will keep the original model, cause I hate the fps and close view. So, low poly will be sufficient for a long range top down view.

But anyways, your all doing great job.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

haaa, Sean Mirrsen, i was refering to the proportions on the model made by [K.B.] Napalm Cobra but your's also seems to be suffering from the same problem now that i look at it...
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

Well, in fear of everyone going errgghh yuk, ill post the modle of the one i was making, its not realy that many more pollys... And the real on is textured about the same as the original. apart from the head wich is a little different. And its in exactly the right proportions. (IMO)
I may jus tleave it with teh original feet though... :D

http://www.onebob.co.uk/darren/pics/mav.jpg

aGorm
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[K.B.] Napalm Cobra
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Post by [K.B.] Napalm Cobra »

I'll recheck the preportions, but i think you're right. And Agorm, What did you do to the head? I thought it was supposed to look like a classical greek helmet.
maverick256
Posts: 115
Joined: 21 Sep 2004, 19:41

Post by maverick256 »

The confusion about the head perhaps lies with the Cavedog unit render of the Maverick. If you take a look at the detailed render of the maverick by cavedog, you'll notice its head is completely different from the build picture (and the actual unit) in the game.
Perhaps Sean Mirrsen's unit's head was different because of that?
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[K.B.] Napalm Cobra
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Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

Do you know where I could find this render?
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Yes. Most of the site where I got those render from died, but here's a zip containing some: http://www.fileuniverse.com/uploads/cav ... 24x768.zip
Sean Mirrsen
Posts: 578
Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

I used the Evolva model of the Maverick for reference, instead of the TA model, because it has more detail. In turn, Evolva models were made according to the Cavedog renders, so I think mine should be rather close to the original. Of course, I changed the arm design to be more looking like a gunslinger's arms, not boxer's arms, because I needed some animation freedom.
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