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Posted: 18 Mar 2006, 15:16
by Drone_Fragger
Bump.

Posted: 18 Mar 2006, 18:13
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.

Posted: 18 Mar 2006, 18:56
by SpikedHelmet
You both don't know what you're talking about!


Neither do I!

Posted: 18 Mar 2006, 20:32
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 :-)

Posted: 19 Mar 2006, 22:37
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.

Posted: 19 Mar 2006, 23:28
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

Posted: 20 Mar 2006, 00:49
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.

Posted: 22 Mar 2006, 16:39
by BvDorp
*bump*

how's things? i'd love to play this mod .. 8)

Posted: 22 Mar 2006, 17:57
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

Posted: 22 Mar 2006, 18:17
by LathanStanley
making tiberium do damage though... :?

hmmm....

Posted: 22 Mar 2006, 18:46
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

Posted: 22 Mar 2006, 18:49
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...

Posted: 22 Mar 2006, 19:15
by BvDorp
Awesome work being done here!

Posted: 22 Mar 2006, 19:52
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

Posted: 22 Mar 2006, 20:46
by Min3mat
i like :)
not that this mod is going anywhere fast ;.;

Posted: 22 Mar 2006, 22:48
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:

Posted: 22 Mar 2006, 23:01
by FireCrack
should be glowing...

Posted: 22 Mar 2006, 23:35
by BvDorp
aarg this mod just has to have a beta now! Meh wants this.. :twisted:

Posted: 23 Mar 2006, 01:04
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...

Posted: 23 Mar 2006, 23:48
by mikedep333
I'd love to see people hug these "alien trees" (and be promptly turned into visceroids.)