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Re: BloX
Posted: 26 May 2008, 16:00
by rattle
Took you one day to "texture" it?
Re: BloX
Posted: 26 May 2008, 16:37
by smoth
. . . . . it's . . . .
Re: BloX
Posted: 26 May 2008, 17:22
by Sertse
I am strangely attracted to this mod, must be the simplicity. Each block (Blox) has a clear role. You combo the blocks together to get a unit that suits your needs. Anyways it very cool.
Didn't read the whole thread; would one of the intention of this mod to become the ultimate mix and match "make your own unit/s"? Built by combo-ing different components together.
And I said it earlier in chat, but to repeat. Its very very very slow atm. Know it's a design choice, but there's literally nothing to do at times but wait. =/
Re: BloX
Posted: 26 May 2008, 18:01
by rcdraco
I re-uvmapped the UberCar, most of that crap happens due to lack of rounded pixels, and from me using 256x256 maps.
Re: BloX
Posted: 26 May 2008, 23:04
by Pendrokar
Sertse wrote:I am strangely attracted to this mod, must be the simplicity. Each block (Blox) has a clear role. You combo the blocks together to get a unit that suits your needs. Anyways it very cool.
Didn't read the whole thread; would one of the intention of this mod to become the ultimate mix and match "make your own unit/s"? Built by combo-ing different components together.
And I said it earlier in chat, but to repeat. Its very very very slow atm. Know it's a design choice, but there's literally nothing to do at times but wait. =/
You mean a mod like this(did not know about BloX when I made this topic) - viewtopic.php?f=14&t=14387
With tons of ideas listed like this? -
http://spring.clan-sy.com/wiki/Kustorion
Though that won't be going anywhere, because I'm waiting for Zpock's lua script, which has not been done yet. Though I could start making units...
And most likely I should rethink some of the ideas, mostly the turret count and how to place them on units...
I just tried to launch BloX BTW and it did not work on newest stable and SVN Spring version after starting the game...
Re: BloX
Posted: 27 May 2008, 19:31
by rcdraco
That's your own fault if it doesn't launch, it has 0 dependencies, there can't be a problem that doesn't occur in all your other games.
Re: BloX
Posted: 29 May 2008, 03:28
by overkill
Why the feck are you using 256x256 uv maps for textures that you can make in MS paint using only the bucket tool?

Re: BloX
Posted: 29 May 2008, 19:43
by rcdraco
256x256 exists because there is no round pixels, make my pixels round and I can use 128x128 if paint.net rounded the pixels, wings3d doesn't sharpen it.
Re: BloX
Posted: 29 May 2008, 19:45
by smoth
rcdraco wrote:256x256 exists because there is no round pixels, make my pixels round and I can use 128x128 if paint.net rounded the pixels, wings3d doesn't sharpen it.
This part of your post will be difficult to understand. clarify round pixels
Re: BloX
Posted: 29 May 2008, 20:00
by rcdraco
Blok blok blok is what the texture does, since the pixels are square it says let's make it ugly, since ingame rendering is done much sharper, you'll see the straights, but you see it like steps when I try to angle it, the only other way to fix it would be for me to make ALL of my textures bend inward to be straight edged, which would could have weird effects on the UV map I think.
Re: BloX
Posted: 29 May 2008, 20:09
by rattle
Ever heard of bilinear filtering?
Re: BloX
Posted: 29 May 2008, 20:31
by smoth
you are using a brush with no feather/aa which is something that paint.net lacks and one of the few reasons I still use gimp at work.
All pixels are square, however, some things like AA or blending can take an average of what you call the steps(hard edge) producing a soft edge by bluring pixels.
I assure you I have no round pixels in gundam here is an old texture to prove it:

(not visible in IE)
Re: BloX
Posted: 29 May 2008, 22:59
by Pxtl
You know, if you want models to be perfectly flat-shaded, the BloX ones are so low-poly that you could probably just make each flat-shaded region its own polies with their own texture. Yes, it'd be wasteful and cumbersome, but you've got the resources to burn and you'd get the hard edges you desire.
Re: BloX
Posted: 30 May 2008, 15:20
by rcdraco
The only reason I like paint.net over anything else, it runs like fireworks, which I really liked. I like the free boxes and simple to understand UI.

If I ever get around to it, I'll try to learn gimp, at least for the blurs it can make.
Re: BloX
Posted: 30 May 2008, 16:30
by smoth
paint.net has a much better interface when compared to the gimp. The gimp is really shitty software. Of course I still recommend teh photo shop to everyone, it is often not in the budget for most people.
Re: BloX
Posted: 30 May 2008, 16:47
by AF
The gimp is like taking all the stuff a professional artist needs one by one and shoving it in a big box, closing the lid, shaking it all up, and saying done.
Re: BloX
Posted: 30 May 2008, 16:57
by smoth
nah, also the box has holes where several features fall right out.
Re: BloX
Posted: 30 May 2008, 17:13
by Erom
Oh, come on. It's not _that_ bad. It does 90% of what photoshop does, for free. It just has an interface that's poor in general and occasionally spectacularly bad. Not unlike Spring, actually.
Re: BloX
Posted: 30 May 2008, 17:30
by smoth
I would call 90% generous. ESP when compared to cs3 extended.
Re: BloX
Posted: 30 May 2008, 19:00
by rattle
It does about 20% of what photoshop can do
fixed (seriously)