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Posted: 26 Feb 2006, 07:17
by Sheekel
Ok, here is a scrap tank that i threw some textures on just to show how they look. Im having difficulty getting them to work ingame, the unit just shows up entirely yellow. Also, im having to import the textures manually each time i use 3do builder. Is there a way to get the textures to load regularly and also to get them to work with TA (im gonna get it working in original TA first)

Image

Its sooo ugly! But anyway, there an example.

Posted: 27 Feb 2006, 01:01
by Sheekel
Has anyone seen TA 3D around recently?

Posted: 27 Feb 2006, 22:59
by emmanuel
for info "lego system"have no 45° parts for build a tank like your !

Posted: 27 Feb 2006, 23:20
by Sheekel
Yeah, im aware of that. this tank is one of the first i ever made (back i year 2000 or something).

I just threw the textures on there to see how they would look. Thanks though!

Posted: 27 Feb 2006, 23:30
by emmanuel
if lego look low poly the "clips" request hexagonal parts with high count
i think with the spring possibility as zoom nearest the texture "clips/hole" is wrong way for represent "legosystem" style
after a quick test the poly count is not important (under 800poly/unit: it s seems just for bigs plates!)
another question : the lego system request lego ground ,lego trees :is your way to make lego maps and wreakages ???

i will try to modelize (and post) a realistic lego model scalled and corect parts ,later...(i played long time to legobasic and some parts of technics in 1980years and builded many military units very nice)

Posted: 28 Feb 2006, 00:30
by Sheekel
I think Lego trees would be somewhat easy, but i have no idea how we will make lego maps. Many mods dont have their own map set (the only one ive seen is Final Frontier)

Perhaps just use the heightmap feature and do it that way. Or i could make some beefy textures. We shall see...

Emmanuel, what is your native language? Im sorry but its hard to read what you write.

Posted: 28 Feb 2006, 01:15
by Sheekel
I'm not even sure anyone has any interest in this mod, but....

Should we make our own factories or just use the ones from XTA/OTA/AA


What sort of weapon types would people like? Its easy to make units shoot a brick (replaces plasma) or a brick-shaped rocket (replace rockets/missles). But what about lasers? How could lego lasers be achieved? Do people even want lasers?

Posted: 28 Feb 2006, 07:12
by Maelstrom
Lazers FTW! Every game needs lazers. Those little hand held guns the minifigures have, with a little round light in them. They can be lazers.

Im gonna go and try to make some moddles. That shoot lazers.

Posted: 01 Mar 2006, 01:03
by Sheekel
Huzzah! Textures are done. Pics later.

Would you rather see units made up of actual bricks? For example, a tank tread could be made up of 5 smaller bricks, or one large one. I think the smaller brick would look much cooler.

Also, should units be color coordinated? I remember making legos out of what was available: if colors didnt match it didnt matter. Multicolored tanks anyone?

Posted: 01 Mar 2006, 01:10
by SinbadEV
I know this is probably out of Sheekel's scripting/modeling capabilities... but it would be really awsome if select "bricks", maybe 20 a piece, were off color, BUT that the script decided randomly which color they would be (using tricky scripts showing and hiding bricks)...

Posted: 01 Mar 2006, 03:15
by Sheekel
Yes, you are absolutly right. I wouldnt even know where to start with that. Ive done basic scripts before, but nothing like that. Im worried about doing walk scripts! Perhaps The Lord of the BOS (zwzsg) could give me a few pointers?

That would be really cool though

Posted: 01 Mar 2006, 03:17
by Sheekel
(double post)

:oops:

Posted: 01 Mar 2006, 05:42
by Maelstrom
From the little that I understand about scripting, that would be possible, and actually quite easy. Observe (pseudo code):

Code: Select all

hide block_set_0, block_set_1, block_set_2, block_set_3, block_set_4;
Switch (Rand(0,4))
  {
  case 0:
    show block_set_0;
  case 1:
    show block_set_1;
  case 2:
    show block_set_2;
  case 3:
    show block_set_3;
  case 4:
    show block_set_4;
  }
Does anyone have the measurements for a lego peice? Not including the lumps on top.

I think that the buildings/units should be all one colour (with mabey a little bit of variation), except for a few random blocks that were team coloured.

Posted: 01 Mar 2006, 06:12
by Sheekel
You mean exact measurements? A standard 2x4 stud block is 3.2cm X 1.5cm X 1cm (approx)

Would you like to model something and let me have a go at it with my textures? i think they look really good. i made some improvements and put them in 24 bit from TA's 256 color mode. Superb!

So far i have block sizes 2x2, 2x4, 2x6, 2x8, 2x10, in colors red, green, yellow, grey, dark grey, black, white, blue.

Posted: 01 Mar 2006, 06:57
by Maelstrom
Image
The internet is full of weird things...

Anyways, I will try to model some stuff. But modeling the special peices is going to be an issue.

Posted: 01 Mar 2006, 07:57
by TA 3D
Ah you beat me too it!

Sorry Sheekel, i've been busy with school. And I had the unfortunet privlige recently of having the 40gb Maxtor harddrive in the family computer start coruppting. So I'm still doing house keeping. But all is not lost. But I did just realize that I deleted the LEGO man max file(whoops!!). I am currently working on learning UV mapping with GMAX during my spare time. Once I figure out how to get it to export the texture using the md3 model format, then I will use Blender(ugg) to convert the models to 3ds for use with Upspring. I have been playing around with wings 3d a bit, but its too combersome for fine details like LEGO models, for that I would use 3DS Max.

When I have some more free time, I will check to see if the model and script stuff still work, then I will try to takle the explosion script problem. See it never blew apart, then again I was using simple explosion scripts, but I will change it to blockage.

By the way the "phantom polys" I mentioned were left over from 3do builder having a glich that didn't fully delete a part and its geometrey. I fixed it with upspring.

Posted: 02 Mar 2006, 02:01
by Sheekel
This UV mapping stuff doesnt make any sense! In Upspring, i try to set my texture for just the top part of a cube, and it covers the whole thing! then i try to use 3DO textures, and nothing happens when i double click for the texture to go on the cube. Is there a GOOD tutorial out there?

I would use 3DO builder but it doesnt seem to like 24 bit textures. Does anyone know of a way to get 24 bit to work in 3do builder?

Posted: 02 Mar 2006, 02:36
by FLOZi
There is, of course, no switch statement in TA scripting. But yes it is quite possible with lots and lots of if statements. :wink:

Posted: 02 Mar 2006, 03:59
by Sheekel
OMFG TEH PWNZERS!!!!

After spending several hours trying to get 24 bit textures in-game (256 color ones are ugly....ugggg) i finally did it!!!

When placing custom textures in for a unit, you have to rename them "nameX00," adding the 00 to the original nameX. So i had 256 color textures in 3do builder, textured the model, and then put the 24 bit one's in place of the 256s (.../unittextures/tatex)! Huzzah! Beautiful!

Posted: 02 Mar 2006, 04:15
by SinbadEV
OMGZ0RZ!!!!

YOu would thing someone would have told you that maybe... perhaps when you were posting about corrupt textures?

http://taspring.clan-sy.com/phpbb/viewt ... 9606#59606 I told you which folder to put your images in
http://taspring.clan-sy.com/phpbb/viewt ... 9622#59622 I told you about the adding the extra 00s

next time, perhaps, you will heed my advise more readily :)

Not being mean, I just find it hilariouse...