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Re: Random WIP

Posted: 08 Aug 2008, 20:19
by Hoi
Crayfish wrote:Ooo I like that! Will it have crackly lightning and stuff?
yeh and the animation will be sex
e: i'm going for "constant animation" in my mod, almost every building will have a small animation to make it interesting to look at
e2: don't say anything about the poly waste, i'm optimising a bit atm and its 584 tri's so far
e3: 396 :wink:

Re: Random WIP

Posted: 09 Aug 2008, 02:37
by Pressure Line
Hoi wrote:Image
wip
before i continue i'd like to know if i can let it create units in that house thing, and let them walk out via the stairs, otherwise there is no point continuing it :|
afaik no, you cant do that.

Re: Random WIP

Posted: 09 Aug 2008, 06:35
by Snipawolf
You have to move the nano/creation point forward, then down the stairs. The unit is stuck onto the point. As far as I know, you can't apply animations. I'm not sure about rotation of the unit. Last time I tried, it didn't work.

E: Also, you'd either need to use lua for a nice effect, or you'd have to have everything have the same build time so that the factory can move them all down at the correct time.

Re: Random WIP

Posted: 09 Aug 2008, 06:45
by Gnomre
Snipawolf wrote:E: Also, you'd either need to use lua for a nice effect, or you'd have to have everything have the same build time so that the factory can move them all down at the correct time.
#define UNIT_BUILD_PERCENT_LEFT 73

Re: Random WIP

Posted: 09 Aug 2008, 07:09
by Hoi
huh? I want it to walk out when its built, not when being build :|

Re: Random WIP

Posted: 09 Aug 2008, 14:18
by SpikedHelmet
Actually, it is possible, for instance by having the building "pick up" a finished unit, calling a walking animation for that unit, and then moving the unit as desired.

We have something very similar. Well, not similar to that specifically, but a building which picks up completed units and moves them along a scripted path.

Re: Random WIP

Posted: 09 Aug 2008, 16:12
by [Krogoth86]
Well I'd do this via COB script but pretty much the other way round than what Spiked described. The actual point where the unit is spawned should be right in front of the stairs (i.e. "downstairs"). Then in the create() part of the script you move the model's base to the "faked" spawning position somewhere near that portal or whatever it is, set something like bmoving=1 (or however you've called it - it's just that your walking animation will get played) and then you just need two "keyframes" and that is one where the model's base is at the beginning of the stairs and then one which actually is 0,0,0 as you end up where the unit actually spawns engine wise...

The advantage is you just can copy paste that code for all your units...

Re: Random WIP

Posted: 10 Aug 2008, 02:28
by Cremuss
Hi, =)
First post on this thread.
There is some really great stuff ! I like this thread :)

Here is my participation :
I've design a super unit, like destructible only by the rear ( low defense at the rear )... 2800 polys, 95% done...
I've learned a lot in texturing while doing this one :)

The Behemot

Non textured render (no lights) :
http://cremuss.free.fr/fodb/files/behemot/render/7.jpg
http://cremuss.free.fr/fodb/files/behemot/render/8.jpg
http://cremuss.free.fr/fodb/files/behemot/render/9.jpg

Behemot's defense review
http://cremuss.free.fr/fodb/files/behem ... er/doc.jpg

The Behemot textured :
http://cremuss.free.fr/fodb/files/behemot/render/11.jpg
http://cremuss.free.fr/fodb/files/behemot/render/12.jpg
http://cremuss.free.fr/fodb/files/behemot/render/13.jpg

http://cremuss.free.fr/fodb/files/behem ... nshot1.jpg
http://cremuss.free.fr/fodb/files/behem ... nshot2.jpg

In my mind, the metal texture is pretty bad, and it look likes too much visual elements...

Re: Random WIP

Posted: 10 Aug 2008, 02:40
by Otherside
as i said on ur OTA thread just awesome (come work for CA :P)

Re: Random WIP

Posted: 10 Aug 2008, 03:01
by Warlord Zsinj
Nice cremuss - you've got a great base to start working from in terms of learning texturing, you just need to get a few tricks of the trade right.

The material colour itself is non-believable as a material, it sort of looks like the model is being seen in 'negative'.

Have a look at how real metal tends to look, especially when painted and starting to flake:
http://www.cgtextures.com/textures.php?t=browse&q=169

Other areas where you need to work on is faking occlusion. Occlusion is very basically where light tends to become weaker after it has bounced a lot (more is being absorbed). You will therefore find that in a corner, and at the jointing of two surfaces there is a darker band of shadow linking the two. The trick here is to make sure it is very subtle, if it is too strong it will look strange.

http://www-viz.tamu.edu/students/bmoyer ... e_pass.jpg
vs
http://www-viz.tamu.edu/students/bmoyer ... c_pass.jpg
(though shadows are coming into play there too obviously)

Also, preshading. Pretend there is a generic lightsource coming from one direction (typically for an RTS, up) and fake the lighting on your model accordingly by brightening surfaces on the top, and darkening surfaces underneath. Only put highlights on edges that are facing your light direction.

Also, when you are doing glints, make sure the glints themselves have some noise and speckled nature. Unless it is highly polished and perfeclt flat, metal doesn't reflect the way you have done it there.

Still though, you and TRO are the revelations of the past week...

Re: Random WIP

Posted: 10 Aug 2008, 03:25
by Snipawolf
It's nice but horrible at the same time...

I'm a bit busy, but it looks like WZ has most of it nailed.

Ah hah, I see one thing. Your treads look like they are just stuck on to the side of the tank. They have no distorted metal or welded metal. They obviously aren't connected by model, so try to make them look better with your texture. :P

Re: Random WIP

Posted: 10 Aug 2008, 03:32
by Gota
Eh also too much clutter...u need less different colors..itss too confusing and makes the unit lose its form..
Could this be made to be a moving lab?
Would need some place to build units ....like the supcom uef experimental.this looks very suitable and ota based mods dont have such a unit.
Maybe make it able to build planes if not land units..

Re: Random WIP

Posted: 10 Aug 2008, 03:53
by Pressure Line
Image

i know you can read yan. SO DO IT. on the lhs of the picture "Aircraft construction platform"

Re: Random WIP

Posted: 10 Aug 2008, 04:27
by FLOZi
It should be called 'The Noob'

Re: Random WIP

Posted: 10 Aug 2008, 04:45
by Warlord Zsinj
Image

The similarities are fairly striking, but I think yours has a bit more design flair, perhaps, even if the fatboy is professionally textured.

Re: Random WIP

Posted: 10 Aug 2008, 05:24
by Gota
Maybe instead of making those huge cannons berthas make em shoot a masive laser shot into the same place.

Re: Random WIP

Posted: 10 Aug 2008, 05:28
by Gota
Now we just need another massive "t4" unit for the other side.
Make a nice spider bot? or a Colossus like bot?although krogis kinda..but krog i so ugly.. and i mean the model itself is horrible.
Krg needs a totlay fresh model with a different design...thisis one unit i wish they wont just facelift but totaly redo.

Re: Random WIP

Posted: 10 Aug 2008, 05:53
by Crayfish
Really nice model. Ridiculously overarmed, impossible to actually use in a game (except possibly maximum annihilation?) and I don't like the texture, but the modelling is awesome!

Re: Random WIP

Posted: 10 Aug 2008, 06:16
by smokingwreckage
Maybe for a gametype, like chickens, only it spawns waves of mechanical units culminating in THAT beast.

Re: Random WIP

Posted: 10 Aug 2008, 07:35
by Warlord Zsinj
Crayfish wrote:Ridiculously overarmed
DOES NOT COMPUTE