Forgotten Chronicles - Mod in Developement - Page 16

Forgotten Chronicles - Mod in Developement

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Snipawolf
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Post by Snipawolf »

X.x, I know a lot of retarded shows that use that so wrongly.. Damn you T.V. you never teached and never will teach me as much as video games have!


Edit: Never mind about texturing it, I have no frikken idea what to make it..

I think I'll open up a straight picture in GIMP, and start coloring the picture 'til I see what I like... I dunno..
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rattle
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Post by rattle »

So TV teached you eh... I think it bleached your brains. :P
Anyway, you gotta improve that soldier model, seriously.
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Snipawolf
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Post by Snipawolf »

Uhmmm, how? I would like some elaboration on how to keep it less than 750 polies without a weapon and make it look better..
Snipawolf wrote:X.x, I know a lot of retarded shows that use that so wrongly.. Damn you T.V. you never teached and never will teach me as much as video games have!
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Caydr
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Post by Caydr »

Eh, post the model? My outrageous-high-detail units are still only about 800 poly or something. I think.
teached
Taught.

~~~

Oh, no, wait. Typo. Not 800 poly, 1800 triangle. Heh...
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Snipawolf
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Post by Snipawolf »

You would like model? I shall edit this post... And something else I feel like dumping..

We have Lieutenants and Majors, k?

Lieutenant - 25 supplies (not a lot, most infantry aren't) 100 requisition points (thats a lot)

Accuracy and Move speed bonuses 10% to infantry within 750 or so of him.

Major - 60 supplies (a little bit more, but not so bad) and 250 requisition (Almost an extreme amount)

25% Accuracy and Move Speed bonus, 15% reload speed increased.

IF I can't use these types of percentage, then I shall tweak and edit quite a lot of stuff...

Ambition FTW


edit: Power Suit Infantry



Edit: Uhmm, why z axis? Why does it look like "cardboard?" And, my arms were misaligned on accident, I got em replaced back to their original area..
Last edited by Snipawolf on 15 Oct 2006, 19:15, edited 1 time in total.
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rattle
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Post by rattle »

I'll try to make something out of your three finger joe.

Bad points/general flaws:
1) It should face to the Z+ axis, not X+ axis.
2) Almosty everything is misaligned. Hit, O, Y, take a close look at the shoulders.
3) The torso looks like cardboard armor.
4) Useless!
...
See below :P
Last edited by rattle on 15 Oct 2006, 22:38, edited 1 time in total.
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Snipawolf
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Post by Snipawolf »

Ya know whats gunna be really cool? When (If?) I apply for a gaming job, I can have on my resume "8 Years (or More) Game Developing Experience" :P


I believe I have a color, but words aren't sexy enough to express it, muahahaha...

Image
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rattle
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Post by rattle »

ImageImageImage
Got 1020 tris, quite a bit for some infantry.
http://rattle.from-hell.net/spring/Ligh ... rmor.wings

I probably would have been faster if I did it from scratch. :P

Well the shoes still suck and the legs look like 70s disco clothes. I guess you should take a look at KDR's GINTA mod if you want to see some decent infantry models. Or ask him/her for advice in general.


Oh and your's had 1498 triangles by the way. You'll have to tesselate it to see the amount of triangles.
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Snipawolf
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Post by Snipawolf »

Ewww, you uglified it... I use rectangles anyway... Spring engine supports them you know..


I still think it looks funny, despite being ugly..
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rattle
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Post by rattle »

It renders triangles, I'm pretty sure of it. I mean you are going to use s3os. s3os get automatically triangulated in upspring. Therefore your model will consist of triangles. Oh and your squares are bent squares, you should avoid that if it's supposed to be a 3do (I guess).

Oh well... uglified? You have to see it ingame with a texture and not in wings. Man you really need to learn alot. Maybe I'll UV map and skin it, you do yours and then we do a comparision. :P
I'm pretty sure I improved it by 1000%. 8)
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Snipawolf
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Post by Snipawolf »

1000%?

Pfff, I am competing with Company of Heroes graphics, no no, not that, Supreme Commander's graphics... If I zoom in, I wanna see some cool stuff goin' on.. Do you have the air tubes? No. Do you have a chest that doesn't cut off? No.

However, you have merely decreased it by 500 tri's which isn't a big deal. Rectangles are much more practical, and I think s3o shouldn't automatically do it, seems like a waste..

Seriously, rectangles are EVERYWHERE on all of my models.. 1 rectangle triangulated is 2 tri's, a dumb move..

What the hell is supposed to be going on anyways? Why would tri's be better if rectangles can be used so much more!


Edit: IF rattle is right, could someone explain what the hell triangles are for then? And a few more things.. Like why s3o's are changed to tri's anyway..
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rattle
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Post by rattle »

The engine uses triangles nonetheless... Honestly... gah no I won't argue with you over that. Go ask someone else. Almost every modern 3D engine uses triangles.

And yes I do have the airtubes. Take a closer look at the head; what did I upload the wings file for.
To be honest, your model doesn't really express the detail right or lacks of it.

Take a look at the chest. That's not a chest, it's a cardboard box. Then again the arms or the legs look weird either. It looks somewhat like an exo suit but it's too small for one.

I remodeled it to show you what it could've been. It's not perfect but it's an improvement none the less. I did not remove triangles on purpose, I remodeled it and checked for triangles after I was done just to see how much both have.
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Snipawolf
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Post by Snipawolf »

Oh, yeah mine had 1498? Well, I just triangulated it and guess what... it has 1350..


I don't require an argument to the tri's thing.. I wanna know why?

Do you lack the skills to explain? If so I could ask Smoth, he is supposed to be well learned on that stuff..

Edit: He really doesn't look good with cube hands..

Edit2: I downloaded it, seriously, its arms are like slighly modified cylinders.. How long did it take you to do it? And I saw your tubes, but they aren't supposed to be connected to his helmet..


edit3: I am so going to do like you did and make modified cylinders, each arm is like 250 tri's each..

Edit4: Shiiiit... Whats the use... I'll just make 'em how I want to, no need to compete with supcom.. (Yet, :twisted:)
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rattle
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Post by rattle »

The cube hands are fine IMO. You won't noice that anyway in game and it saves a good deal of unnecessary geometry.

Yes the arms are 5 sides cylinders, I tried to keep it the way it was supposed to look like without too much effort. And it's a battle suit or power armor anyway so there's no need for realistic arms.

About the tubes: now they are. Connected the helmet to the backpack as well. Imagine it with a texture, trust me it will look good given a good texture. :P

Anyway, take a look at my troopers, they're quite similar.
Here's an earlier shot of both.

By the way I'm probably going to make a Fallout mod sooner or later, that's why I remodeled it. Kinda remembered me of a mixture of Environmental Armor and Power Armor from the various PC games.

edit: Oh and both of my arms together take up 260 polygons which is okish.

edit2: Your tubes are connected to the helmet. :P
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Snipawolf
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Post by Snipawolf »

Rattle, don't play about the tubes... :-)

Cube hands are fine.. I guess..

I saw your troops earlier today when I was bored, they are uhmkay I guess...


I will edit this with a picture, and something a little more important..
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Chrispin
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Post by Chrispin »

URGENT NEWS:

OMG I just drew myself a new avatar! Here's the full scale:
Image

I think......

But anyway. I'll comment on those bio exo suit soldier guys. Yes, rattle, Snipa's power suit looks a bit stiff, but your's has a lot of polies and looks like plastic. I like the details, and I'm sure it will look great and all after it's textured, but it might lag the game up for how ever many infantry people we plan on having run around simultaniously.

Snipa has reduced the polies to a low count, at the cost of detail. Right now, that's all I can say. If you think his model looks bad, then he can always remake it so don't get pissed all over it. (not that rattle was over-reacting or anything)
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rattle
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Post by rattle »

I'd suggest you do some more low poly models, skin them and put them ingame, just to see what they look like. And then start thinking about how much detail you really want and how much is really going to be noticed in heated up battles. The troopers were my first (serious) models by the way I made, they're like four or five months old now.

Always imagine them with a texture, it's what makes low poly models look good. Even though wings is not the worst renderer they will look different ingame. Don't let wings confuse you, they neither look like the goraud shading preview nor the flat shaded. And about SupCom do you really think they use insane amounts of polygons there? From what I've seen I doubt the models are over 1000-1500 triangles each. I mean all those fancy shader features and bump mapping and normal maps etc are there to make lower polygon models look better.

Take a look at this and that.

edit: Nah I wasn't overreacting, I just redone it to show that it can be made better. I'm not even pissed (though the triangle/quad thing was getting me to :P), no reason to be. Anyway, I'm not forcing you to anything, it's your mod, your call. Just was showing that it can be done in a better way, in my opinion better way. See it's just my opinion. If you don't like critique, don't post models 8)
Last edited by rattle on 16 Oct 2006, 00:32, edited 1 time in total.
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Snipawolf
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Post by Snipawolf »

Yeah, too bad I lost my tubes :cry:

And having this guy on screen was gunna be a badass loading screen..

WAIT! I'll make a 2.5k tri model, and use it for some high poly and high definition action..

Ah ha, I beat Rattle by 56 now!

Image

Power Suit Infantry, V3, final

Pass is Sniper


Edit: I shoulda added a back picture..

edit2: Whoops, his shoulders shoulda been widened out some :P

I did it and it looks a wee bit better, then made his upper arms a small bit thinner along the z (i think) axis, so it doesn't stick out.

edit3: Can "custom" tri's work?.. I see a rectangle that tesselate mutilated with EIGHT triangles, while merely cutting it in half would have worked fine.
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rattle
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Post by rattle »

That's a whole lot better than before. You might want to resize the head a bit though, it seems too small (+25%).

While you're at it, enable advanced menus in the options (dunno what tab) and make use of the put on function when you're in face selection mode. It can save you a lot of time assembling things. Also in the same mode, try out the flatten function's secondary mode (right click on flatten). You can make a face get the orientation of another face, I find it useful.
SnipaWolf wrote:edit3: Can "custom" tri's work?.. I see a rectangle that tesselate mutilated with EIGHT triangles, while merely cutting it in half would have worked fine.
You can delete some vertices here and there, I usually delete those I find unecessary.
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Snipawolf
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Post by Snipawolf »

Yeah, looking at it for a few seconds can be a thousand words..

PS: I lived with advanced menu, the first option i found I liked :P

Put on is awesome..


EDIT: LOL, taht looks hilarious, I made his head 25% (on the dot) bigger and its way too oversized..
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