Closed, dead thread, which once contained useful knowledge. - Page 2

Closed, dead thread, which once contained useful knowledge.

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

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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

So, that's about it. After this point, it's matter of coding the object's script, writing the smallish code bits to actually implement the object into the mod, and then see it in-game.

This shot is after using a very simple test-script. Now I've got to animate it, which won't take very long- this is really a very simple unit. The only trouble will be with the gun's aiming parameters- my experience with the "cone-constraints" system currently in Spring has not been good :?

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Sheekel
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Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Ive got to hand it to you, it looks really good. Im glad someone figured it out.

Make sure that minigun lays down some fire! Couple thousand rounds a minute! :twisted:
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Argh
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Post by Argh »

If I can get the buggy !*@*#*! weapon-aiming arc working right, it will be plenty deadly. I've gotten the walk-script and other stuff done as well, and it looks properly funky, blowing things up in NanoBlobs :-)
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Zenka
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Post by Zenka »

Do you have to set up a collision sphere? I never did it in my units.
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Argh
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Post by Argh »

Woot! Problem solved. Did some minor tweaks on the reflection map, too, to make it more subtle- it was too mirror-like for my taste.

So, check it out. Now, to make a decent icon, and I'm all set...

Image

@Zenka: Yes, I always set up the spheres and height. Not doing so causes drawing problems, or worse- your unit may not be shot past by other units correctly. Luckily, this is super-easy to do.
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Argh
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Post by Argh »

And here's the screencap I'm using for the icon. Really liked the colors in this:

Image
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Zenka
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Post by Zenka »

hmm, k, I'll add a coalision spheres, and send it to noize (or let noize do it).
And the spider looks great!
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

o.0 I have a prob, I don't know how to texture it in Wings, however I do have it uved like so...

The problem is keeping it uved in UpSpring, or something like that...

Ps: Took me an hour of learning and 3 of working to get this, no prior experience :p

Image
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Vassago
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Joined: 25 Jun 2006, 00:03

Post by Vassago »

Good tut for the newbies, Argh.

Although if it were me, I'd have mirrored more of it.
You UVmapped each barrel of the gun, though it was only needed for one. You could have cloned the one barrel for the others.

Also, the main body (top ring and orange body) could have had a slice down the center, and mirrored there as well. Sure, it addes a tiny amount of extra triangles, but it yields you 20% more texture density for the rest of the model.

The mech looks cool in game, nice stuff :)
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Argh
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Post by Argh »

Yeah, actually as a uv-mapping exercise, this was done pretty badly- you should see how much wasted space is on that map lol. Wasn't really the point of things, though.
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Vassago
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Post by Vassago »

I kind of figured, yeah. More of a general "flow" of things :)
Nice wee tut though.
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Snipawolf
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Post by Snipawolf »

I need help on team colors and stuff...
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Vassago
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Post by Vassago »

What help do you need, snipa?
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Snipawolf
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Post by Snipawolf »

A. I don't know how to do any channels, what programs do i need?
B. I can't keep my current UV map in Upspring from export to 3ds then import to UpSpring, it just goes white

C. I am slowly learning from Maestros tut in Up. but I still can't get the RGB channel stuff :P

That's about all
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SinbadEV
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Post by SinbadEV »

Make sure you add a alpha channel to your texture, use tga format... this is texture 1... leave 2 blank for now...
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Argh
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Post by Argh »

To work with Alpha channels, either use Gimp, Paint Shop Pro, or Photoshop. GIMP is 100% free, Open Source software (pity it doesn't support DDS yet, but ah well).
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Snipawolf
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Post by Snipawolf »

Thanks, I have had GIMP for a day or two, anyhow thanks for info, cuz I need to find a tut for it :P
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unpossible
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Joined: 10 May 2005, 19:24

Post by unpossible »

Argh wrote:To work with Alpha channels, either use Gimp, Paint Shop Pro, or Photoshop. GIMP is 100% free, Open Source software (pity it doesn't support DDS yet, but ah well).
there is a plugin isn't there? it loads them up fine AFAIK but won't save/create them very well...

http://nifelheim.dyndns.org/~cocidius/dds/

i don't think it works as well as the dds converter though...you can look at them but if you try to do anything then they fall to bits :(
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Argh
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Post by Argh »

I was unaware that that was available now. I really haven't looked at it, so I don't know the pitfalls. However, it's better than nothing- while TGA files work, they have some major disadvantages.
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unpossible
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Post by unpossible »

well, i've got next to no experience in this kind of thing. the only thing i do know is that using this to convert .tga to .dds preserves transparencies - going straight to .dds from GIMP seems to treat transparency as white :| . (this is all in the context of the decals under buildings). maybe GIMP is ok for .dds that don't use transparency?
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