Command and Conquer - Page 6

Command and Conquer

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Drone_Fragger
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Post by Drone_Fragger »

Bump.
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

FireCrack wrote:
GrOuNd_ZeRo wrote:Uhmmm...

Specular shading is done by Spring it self using the model's geometry to determine shininess, you are confusing reflectivity layers, brightness layers and...I can't remember, probably logos.
Nope, 3do's have their shininess determined by the alpha channel in the texture.
I think you are confusing shininess with reflectivity, those are two different albeit similar things.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Post by SpikedHelmet »

You both don't know what you're talking about!


Neither do I!
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

Still 3do textures saved as TGA and using a alpha channel will reflect/shine/whatever you want to call it :)

I believe the more alpha the more reflection :-)
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FireCrack
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Post by FireCrack »

GrOuNd_ZeRo wrote:
FireCrack wrote:
GrOuNd_ZeRo wrote:Uhmmm...

Specular shading is done by Spring it self using the model's geometry to determine shininess, you are confusing reflectivity layers, brightness layers and...I can't remember, probably logos.
Nope, 3do's have their shininess determined by the alpha channel in the texture.
I think you are confusing shininess with reflectivity, those are two different albeit similar things.
But they are both determined by the alpha channel of the texture, reflectivity is simply scaled to be lower.
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Drone_Fragger
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Post by Drone_Fragger »

FireCrack wrote:
GrOuNd_ZeRo wrote:
FireCrack wrote: Nope, 3do's have their shininess determined by the alpha channel in the texture.
I think you are confusing shininess with reflectivity, those are two different albeit similar things.
But they are both determined by the alpha channel of the texture, reflectivity is simply scaled to be lower.
More quotew in quote madness! :O
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Argh
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Post by Argh »

At least with S3O textures (and I'd be really surprised if this doesn't apply to 3DO) any amount of reflectivity makes the texture fairly shiny.
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BvDorp
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Post by BvDorp »

*bump*

how's things? i'd love to play this mod .. 8)
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LathanStanley
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Post by LathanStanley »

TIBERIUM!!! :shock: thats what I'm gonna model as "trees" for the alien worlds in TA... feel MORE than happy to steal the models for this... make em small, and respawn and stuff.. :P
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LathanStanley
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Post by LathanStanley »

making tiberium do damage though... :?

hmmm....
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LathanStanley
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Post by LathanStanley »

ok that took 30 mins... :P
gimmie like 3 hours or so to texture them, it should be VERY easy... I might add a lil fancy texture to them, but they were pretty plain back in the day...

there are 10 models in total, Tiberium01 being the most developed, down to Tiberium10 which is the least... (Yeah yeah, I shoulda numbered them the other way.. blah, change them if you want to...)

pic of some:

Image
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LathanStanley
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Post by LathanStanley »

just thought about this :shock: .... but the single footprint on each tiberium might be toooo much... to do them all as individual models...

maybe I make some as groups... if I need to do those, I'll make them later... :roll:

sorry for like the quad post...
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BvDorp
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Post by BvDorp »

Awesome work being done here!
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LathanStanley
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Post by LathanStanley »

ok, well I got the initial texture done for the biggest one...

any major problems? or thoughts?

I know I could make the crystal part look more like a CRYSTAL... but meh, I like the look it has so far... maybe I can tweak it a little... but I have soooo much to do as the only very "active" feature modeler.. Im goin as fast as I can.. :P

Image
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Min3mat
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Post by Min3mat »

i like :)
not that this mod is going anywhere fast ;.;
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LathanStanley
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Post by LathanStanley »

well... I'm gonna use them as "trees" on alien worlds in AATA, XTA, OTA, etc... and "tiberium" on C&C TA...

:wink:
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FireCrack
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Post by FireCrack »

should be glowing...
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BvDorp
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Post by BvDorp »

aarg this mod just has to have a beta now! Meh wants this.. :twisted:
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LathanStanley
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Post by LathanStanley »

FireCrack wrote:should be glowing...
I can do a "self-illumination" thus, giving it a MAX brightness w/o shadows... no matter the lighting level, but I don't think I can make them "glow" as a green light that will come off them...

I guess I can imitate a "glow" around the base and give parts of it a "mild" self-illunimation and green tint... but thats about the best I can do for a glow, unless light sources are programmed into features...
mikedep333
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Joined: 25 Jul 2005, 20:07

Post by mikedep333 »

I'd love to see people hug these "alien trees" (and be promptly turned into visceroids.)
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