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Re: Need modeler for Evolution RTS
Posted: 01 Apr 2009, 09:49
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.
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.

Re: Need modeler for Evolution RTS
Posted: 01 Apr 2009, 10:00
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.
Re: Need modeler for Evolution RTS
Posted: 01 Apr 2009, 10:59
by Forboding Angel
Re: Need modeler for Evolution RTS
Posted: 01 Apr 2009, 11:13
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 (69.87 KiB) Viewed 1520 times
Re: Need modeler for Evolution RTS
Posted: 01 Apr 2009, 12:31
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.
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.

That's actually a fairly passable texture. But ya, UV maps are important.
Re: Need modeler for Evolution RTS
Posted: 01 Apr 2009, 15:50
by rattle
Set up the normals (edge hardness) before you s3o it, please
Re: Need modeler for Evolution RTS
Posted: 01 Apr 2009, 17:08
by Hoi
Also your uv edges are leaking through.
Re: Need modeler for Evolution RTS
Posted: 01 Apr 2009, 22:44
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.
Finally got the damn link to emit properly.
Re: Need modeler for Evolution RTS
Posted: 01 Apr 2009, 23:08
by Pressure Line
what was the problem in the end?
Re: Need modeler for Evolution RTS
Posted: 01 Apr 2009, 23:09
by smoth
forb why don't you texture PL's models? he pd-ed them.
Re: Need modeler for Evolution RTS
Posted: 01 Apr 2009, 23:30
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;
}
}
Re: Need modeler for Evolution RTS
Posted: 01 Apr 2009, 23:40
by Pressure Line
there's also this (click picture for download) which can be used for all your resource storage needs!
Re: Need modeler for Evolution RTS
Posted: 01 Apr 2009, 23:48
by MidKnight
I want THAT for an ammo box. the current one looks like a placeholder.

Re: Need modeler for Evolution RTS
Posted: 01 Apr 2009, 23:50
by Pressure Line
Forboding Angel wrote:Pretty much the same thing you end up having to do with aircraft engine flares.
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)
Re: Need modeler for Evolution RTS
Posted: 02 Apr 2009, 00:14
by Peet
Forboding Angel wrote:@PL, well turns out you can't emit a beamlaser

Re: Need modeler for Evolution RTS
Posted: 02 Apr 2009, 00:39
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?
Re: Need modeler for Evolution RTS
Posted: 02 Apr 2009, 00:54
by Peet
beamtime of less than a frame
Re: Need modeler for Evolution RTS
Posted: 02 Apr 2009, 00:58
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
Re: Need modeler for Evolution RTS
Posted: 02 Apr 2009, 01:03
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
Re: Need modeler for Evolution RTS
Posted: 02 Apr 2009, 01:15
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