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Re: Core Garpike +1

Posted: 07 Feb 2008, 07:01
by Saktoth
This would be awesome with a really nice suspension script, one that rocks the middle piece around between the tracks whenever it fires. Especially awesome because this will probably end up being artillery in CA (We're probably going to scrap vehicle amphibs, but we'll still find uses for all Mr.D's models im sure).

Re: Core Garpike +1

Posted: 07 Feb 2008, 15:18
by smoth
btw, I do not know how to work with a dds can I get the two textures as raw images?

Re: Core Garpike +1

Posted: 08 Feb 2008, 05:27
by hrmph
You know someone is really talented when the texture actually brings out the quality in the model. Very nice.. My only complaint is that I really don't like the position of the core logo, maybe if it was smaller or something. I don't know, it is very cool regardless.

Re: Core Garpike +1

Posted: 08 Feb 2008, 10:44
by Gota
I have another question.
Wasnt there a problem with the gator/gollie/raider textures?
Didnt modders complain they had very drak textures and they are hard to differentiate with wrecks?

Re: Core Garpike +1

Posted: 08 Feb 2008, 11:32
by rattle
smoth wrote:btw, I do not know how to work with a dds can I get the two textures as raw images?
Get nvidia's DDS plugin and open them in PS.

Re: Core Garpike +1

Posted: 08 Feb 2008, 13:31
by [Krogoth86]
Saktoth wrote:Especially awesome because this will probably end up being artillery in CA (We're probably going to scrap vehicle amphibs, but we'll still find uses for all Mr.D's models im sure).
Hehe - just sand down the Core logo, put an Arm logo there, make the barrel longer, maybe change the texture color from green to a more brownish color and you have your new Arm Luger... :mrgreen:

EDIT:
BTW - if you don't own Photoshop you can also try this GIMP Plugin (or you get the converter programmes from ATI/NVIDIA) :
http://nifelheim.dyndns.org/%7Ecocidius/dds/

Re: Core Garpike +1

Posted: 08 Feb 2008, 23:48
by MR.D
Problem with the Golly, Gator, Raider, and Slasher is they were too greyish appearing ingame, once the Reflective environment map is applied it makes it even worse.

There are alot of factors working against me, with the way I do textures. I do too much detail, and at a distance it gets washed out.

I do all these textures as base 1024x1024 and have to scale them down to 512x512 which washes the textures even more, then apply the mipmap's which wash them progressively more the farther away the view is.

I just gotta learn to get heavier contrast in color differences so things stand out more at a distance.

Problem that I have getting over that, is that they look cartoony and cell shaded unless I do it perfectly.

Just a matter of experience when working with spring models, which I don't have alot of yet.

Re: Core Garpike +1

Posted: 09 Feb 2008, 04:53
by Zpock
Try to split the main body (of another unit, this one is done) into 2 different parts, say one camo and the other grayish metal/machinery. Maybe in the model alredy try to make the machinery part inset a bit then it will look even better.

A bit like those silver plates just more extreme. I do think the model do look really good alredy, it's just an idea for possible improvements.

Here's a tutorial on machinery parts i thought was good.

http://www.darksaber.gaylenol.com/tuttexture02.html

Re: Core Garpike +1

Posted: 09 Feb 2008, 18:42
by smoth
I cannot open a .max file in any of my programs and that lite 3dsmax doesn't export in a format my editors can use. Can you include an obj export with your files from now on? or even a 3ds? .max files I cannot ope or use in any of my editors to preview the model with texture.

Image
This was what I was suggesting I. I have a psd for it and I am uploading a file.

*edit to rephrase because my prior post had the wrong tone.*

Re: Core Garpike +1

Posted: 09 Feb 2008, 19:13
by MR.D
Just use Upspring to export to .3ds or .obj Smothy boi :D

Use "save as" and change the extension to .obj or .3ds and it should work fine.

Thats what I have to do to port the origional models into 3dsmax, as .obj.

Should work just as well for you.

Re: Core Garpike +1

Posted: 09 Feb 2008, 20:11
by rattle
Upspring exports were always broken for me when importing them in wings or blender. Upspring basically unwelds all faces.

Re: Core Garpike +1

Posted: 09 Feb 2008, 21:25
by smoth
ah, I see the s3o...

ok cool sorry not used to having s3o export in my workflow.

I am in the middle of much forum work right now so forgive me as I will have to wait a bit longer to do a a preview and all.

Re: Core Garpike +1

Posted: 10 Feb 2008, 01:30
by FLOZi
rattle wrote:Upspring exports were always broken for me when importing them in wings or blender. Upspring basically unwelds all faces.
+1

Re: Core Garpike +1

Posted: 10 Feb 2008, 03:16
by smoth
and that is most gay.

Re: Core Garpike +1

Posted: 20 Feb 2008, 18:59
by rattle
Script + updated (only piece names etc) model here.
If anyone wants to change/recompile the script, change your constant for the []-brackets to 65536.

Re: Core Garpike +1

Posted: 21 Feb 2008, 00:49
by Saktoth
Both the garpike and leveler scripts leave full corpses when d-gunned, among other things.

We'll fix this up in CA, but just FYI...