Need modeler for Evolution RTS - Page 2

Need modeler for Evolution RTS

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Need modeler for Evolution RTS

Post by Forboding Angel »

Bumblebee redid the plasma mech, and this was my attempt at a texture, I don't think this texture will be used as the uvmap for it is awful, but I just wanted to see if I could do it.

I don't think I failed too badly, but this is pretty epicly bad compared to 99% of the rest of you.

Image

The model is really neat tho. Yes, that is a render in wings, no I don't care how much you hate renders, bite me. :-P
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Pressure Line
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Joined: 21 May 2007, 02:09

Re: Need modeler for Evolution RTS

Post by Pressure Line »

the 'no renders' thing applies to untextured wip models, where seeing the geometry is more important. its much better to see a textured model as a render, because its a more accurate representation of how it will look.

as for the texture... it looks better than a lot of the stuff i have done.
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Forboding Angel
Evolution RTS Developer
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Re: Need modeler for Evolution RTS

Post by Forboding Angel »

Whee! New fusion building!

Model + texture by kaiserj

Image

Image Image Image Image Image Image Image
Free Image Hosting by ImageBam.com

Edit: I should start turning on antialiasing for eyecrack shouldn't I?

Edit2:
Pardon me for being so anal retentive here, but in every screen above I found things on the teamcolor that I screwed up, finally caught them all:

Image
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Forboding Angel
Evolution RTS Developer
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Re: Need modeler for Evolution RTS

Post by Forboding Angel »

And another mech from bumblebee to complete the mech tech tree (4 mechs total, the plasma guy, the rocket guy, the AA guy, and the AutoCannon guy)

YAY!
aamech.jpg
aamech.jpg (69.87 KiB) Viewed 1496 times
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SwiftSpear
Classic Community Lead
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Re: Need modeler for Evolution RTS

Post by SwiftSpear »

Forboding Angel wrote:Bumblebee redid the plasma mech, and this was my attempt at a texture, I don't think this texture will be used as the uvmap for it is awful, but I just wanted to see if I could do it.

I don't think I failed too badly, but this is pretty epicly bad compared to 99% of the rest of you.

Image

The model is really neat tho. Yes, that is a render in wings, no I don't care how much you hate renders, bite me. :-P
That's actually a fairly passable texture. But ya, UV maps are important.
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rattle
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Re: Need modeler for Evolution RTS

Post by rattle »

Set up the normals (edge hardness) before you s3o it, please
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Hoi
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Re: Need modeler for Evolution RTS

Post by Hoi »

Also your uv edges are leaking through.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Need modeler for Evolution RTS

Post by Forboding Angel »

Aww come on guys, please read my disclaimer
I don't think this texture will be used as the uvmap for it is awful, but I just wanted to see if I could do it.
Image

Finally got the damn link to emit properly.
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Pressure Line
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Re: Need modeler for Evolution RTS

Post by Pressure Line »

what was the problem in the end?
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smoth
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Re: Need modeler for Evolution RTS

Post by smoth »

forb why don't you texture PL's models? he pd-ed them.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Need modeler for Evolution RTS

Post by Forboding Angel »

the models in under pressure? Tbh I hadn't even thought about it. I'll take a look.

One of the issues is the fact that Evo's tanks are anti-grav (and will actually look like it with the new models -- WHEEE CEGS!), so tanks with treads look a lil weird all things considered. However I'll take a look. I might be able to filch some of the buildings too.

@PL, well turns out you can't emit a beamlaser, but what you CAN do, is emit a beamlaser and do that to get the flare, then you give a regular laser emit script a sleep of 400 and a duration of .9, weaponvelocity of 300, and you essentially have your beamlaser.

Reason why I have the sleep so long is the fact that if you watch that unit, you'll see the texture scroll by every few seconds. Looks really neat.

one thing that is fking annoying tho is the fact that you have to give the beamlaser emit script a sleep of 5 so that you can't see the flicker inbetween frames.

Pretty much the same thing you end up having to do with aircraft engine flares.

Code: Select all

fx()
{
	while( get BUILD_PERCENT_LEFT )
	{
		sleep 400;
	}
	while( TRUE )
	{
		emit-sfx 2048 from firepoint1;
		sleep 5;
	}
}

fx2()
{
	while( get BUILD_PERCENT_LEFT )
	{
		sleep 400;
	}
	while( TRUE )
	{

		emit-sfx 2049 from firepoint1;
		sleep 400;
	}
}
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Pressure Line
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Re: Need modeler for Evolution RTS

Post by Pressure Line »

Image

there's also this (click picture for download) which can be used for all your resource storage needs!
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MidKnight
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Re: Need modeler for Evolution RTS

Post by MidKnight »

I want THAT for an ammo box. the current one looks like a placeholder. :P
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Pressure Line
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Re: Need modeler for Evolution RTS

Post by Pressure Line »

Forboding Angel wrote:Pretty much the same thing you end up having to do with aircraft engine flares.
Image

I may be able to help with that ^_^ needs a little more work (and I will try out another idea that should let you use your existing textures for the flames)
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Peet
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Re: Need modeler for Evolution RTS

Post by Peet »

Forboding Angel wrote:@PL, well turns out you can't emit a beamlaser
Image
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Need modeler for Evolution RTS

Post by Forboding Angel »

How did you get that to emit, peet?

@pl, that is definately good as a storage building, but I have to agree with midknight here, it would be much better suited for the ammobox (everything drops an ammobox when it dies) position.

That's a nice model :-) You wouldn't happen to have the texture lying around would ya?
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Peet
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Re: Need modeler for Evolution RTS

Post by Peet »

beamtime of less than a frame
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Need modeler for Evolution RTS

Post by Forboding Angel »

might be a good idea to add that info to this thread: http://spring.clan-sy.com/phpbb/viewtop ... 14&t=11922
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Peet
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Re: Need modeler for Evolution RTS

Post by Peet »

that thread wrote:BeamLaser (beamlaser=1)
Should be well known, this thing spawns a beam and does a portion of its total damage each frame. It can't have a burst or burstrate, it can't have collidefriendly=0, it can't be emit-sfxed if it has a beamtime longer than one frame
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aGorm
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Joined: 12 Jan 2005, 10:25

Re: Need modeler for Evolution RTS

Post by aGorm »

Hay forb.... not sure if you have this sorted, but do you want someone to texture those 4 mechs? I can sort the UV maps and texture them if you want...

(Don't let Warlord Z see me....)

aGorm
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