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Posted: 26 Feb 2007, 13:16
by MR.D
Any news on the next XTA release?
I'm dying to see this in action. 8)

Posted: 26 Feb 2007, 14:22
by AF
noruas had it in com shooter 0.5

Posted: 26 Feb 2007, 16:37
by MR.D
Ah, looks damn good ingame.

Only a small problem with the Leg hydraulics that seem to extrude while walking..

ANd cloaking seems wierd, is that an issue with all .s30 units?

Thought those lower leg parts were going to be all 1 part as the lower leg, instead of leg/foot seperate.

Is it using the Arm commander cob for anims then?

Posted: 26 Feb 2007, 17:13
by Peet
MR.D wrote:ANd cloaking seems wierd, is that an issue with all .s30 units?
Yes, much to numerous modders' annoyance.

Posted: 26 Feb 2007, 17:41
by Fanger
ME IM ANNOYED

Posted: 26 Feb 2007, 18:44
by Neddie
I demand the Battle Kilt.

Posted: 01 Mar 2007, 04:57
by Lypos
if i could steal the thread for a moment, I did some work over the past few days and came out with one of my own in DoGA. but because of still being a new member here, no images or links for me. So i'll word out the link if it'll let me.

Go to: tripple w dot thelyposian dot com forwardslash ta dot htm

sorry for the roundaboutness, but i wanna show off my work to this community somehow. mods feel free to edit it to a real link.

now back to your regularly scheduled messaging.

Posted: 01 Mar 2007, 07:06
by Maelstrom
http://thelyposian.com/ta.htm

Nice! His legs are a bit stumpy, but not bad otherwise

Posted: 01 Mar 2007, 08:44
by Strategia
Very nice, but maybe you can make the laser barrel on his right arm either a little shorter or (better) wider, right now it looks somewhat out of place, as it's very thin and long compared to the arm it's attached to. Even in comparison with the original pic.

Posted: 01 Mar 2007, 13:10
by MR.D
Can we please not hijack my thread, start a new one for your work.

Btw that model is decent, and not just a clone remake so that adds a bit, but I see some poly wasted here and there.

Overall good job.

Posted: 02 Mar 2007, 03:58
by Sheekel
Anyone else have this problem when reflective textures are enabled?

Image

Posted: 02 Mar 2007, 04:00
by Peet
lol transparency, remove...is it blue?... from the 2nd texture and all is good.

edit: no..hmmm....moar ghostcom kthx

Posted: 02 Mar 2007, 04:57
by MR.D
Didn't have that problem when I looked at my Commander model with the COM-Shooter mod.

Must be something else wierd going on, the alpha on the main texture must be reversed or something.

Posted: 02 Mar 2007, 04:58
by Peet
Main texture alpha is team colour...

I inverted the 2nd alpha..then the WHOLE thing was transparent :)

Posted: 03 Mar 2007, 15:21
by MR.D
So erm.. with the existing problems with .s30 unit and being able to cloak, the tiny lower leg error with the cylinders popping out
(easy fix), and this sudden wierd issue with textures going blank..

Can I even hope for this to be in a fixed state that can go in game?

Kinda sad to bring it this far, only to turn back now :roll:

Posted: 03 Mar 2007, 17:34
by Zpock
Maybe it's the 100% black or white problem? Try setting to 99% in photoshop

Posted: 03 Mar 2007, 17:48
by Sheekel
MR.D wrote:So erm.. with the existing problems with .s30 unit and being able to cloak, the tiny lower leg error with the cylinders popping out
(easy fix), and this sudden wierd issue with textures going blank..

Can I even hope for this to be in a fixed state that can go in game?

Kinda sad to bring it this far, only to turn back now :roll:
I've got the cylinder thing fixed, I've got the script working better, and I think the problem with texture could be the %100 color problem, as the guy above mentioned.

I'll be sure to post the working version when it's finished.

Posted: 04 Mar 2007, 00:47
by MR.D
I think the biggest issue stopping us is the .s30 support for in-game cloaking.

It seems to be a known problem that all .s30 units have a missing texture or the engine is trying to assign a texture to the .s30 unit.. making it visible when set to CLOAK in game.

Posted: 04 Mar 2007, 01:15
by rattle
It's called s3o, Spring 3D object most probably. Anyway FLOZi is on the case.

Posted: 04 Mar 2007, 02:13
by FLOZi
rattle wrote:It's called s3o, Spring 3D object most probably. Anyway FLOZi is on the case.
No promises on when though. Tried a temporary quick hacky way to test what i thought was wrong, and it doesn't fix it.. either something wrong with my quick hacky implementation or there are other gremlins at work. (Possibly the use of the alpha channel on s3o textures is causing nastyness when blending).

Also I have a lot of other stuff to do. :(

But I'll keep chipping away at this - its a very important issue imo.