Page 6 of 6
Posted: 17 Oct 2007, 00:18
by MR.D
and that was the goal..
Posted: 17 Oct 2007, 00:23
by Neddie
Well, keep on rolling, fell bicyclist.
Posted: 17 Oct 2007, 07:39
by MR.D
Is anyone working on the script, or having any luck so far?
Posted: 17 Oct 2007, 15:33
by rattle
Yeah, I'm done. Polished the s3o a bit too, changed object names as I saw fit, added empty root object and fixed the smoothing groups as well.
Tested ingame, no errors what so ever.
http://rattle.from-hell.net/spring/mode ... corgol.zip
Posted: 17 Oct 2007, 19:18
by REVENGE
neddiedrow wrote:Actually, all OTA units should be replaced free of Cavedog IP.

Posted: 17 Oct 2007, 20:29
by MR.D
How did you get the smoothing groups fixed?
Posted: 17 Oct 2007, 21:08
by rattle
In upspring Object -> Recalculate vertex normals 3DO style.
I used 45° for most parts except for anything round where I used 75°. That model is a good example where this works like a charm, unlike many others.
Also it's a good idea to use edit -> Optimize -> All objects as this removes useless data or something and the s3o will be half the size.
Posted: 17 Oct 2007, 22:14
by MR.D
I must have an old version of Upspring :D
Posted: 17 Oct 2007, 22:41
by rattle
Seems so,
here's the newest.
Posted: 18 Oct 2007, 05:54
by MR.D
Very nice, good bye smoothing errors :D
Also makes it much less time consuming while constructing my models, because I no longer have to mess with smoothing objects as I go.
Well I'm pretty sure I'm going to go ahead and just shoot for re-doing, or at least re-texturing all the Core Vehicles, or as many as I can.
If I were to remodel the gator, would it be best to shoot for the high poly version (in shape not Tri count), or keep with the extremely simple in-game model?
In-game Instigator
Cavedog Cinema model

Posted: 18 Oct 2007, 08:27
by KDR_11k
Use the cinematic one, the ingame model is simple because of poly constraints.
Posted: 18 Oct 2007, 11:18
by clumsy_culhane
i would say the low poly one, jsut because it is spammed so much in most maps.. although that high poly one does look pretty sweet :)
Posted: 18 Oct 2007, 12:44
by smoth
clumsy_culhane wrote:i would say the low poly one, jsut because it is spammed so much in most maps.. although that high poly one does look pretty sweet :)
bear in mind that the smaller details can be done with a texture.
Posted: 18 Oct 2007, 16:45
by rattle
Treads + transparency = win
Posted: 18 Oct 2007, 18:25
by DemO
I'd say the high poly one too, although I really don't like the Postman Pat style "headlamps" on the front, and It looks strange because the tracks are so high but the profile of the tank almost looks like it is intended to be nearly flush to the ground. The flat base seems rather strange.
Posted: 18 Oct 2007, 21:28
by DZHIBRISH
maybe a bit more work to make it a bit smoother but besides that defiantly high poly..
Posted: 12 Nov 2007, 02:54
by MR.D
Updated first post with Final ingame model link.