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Posted: 01 Aug 2007, 13:17
by KDR_11k
Don't model the inside of the barrel.

Posted: 01 Aug 2007, 13:25
by Pressure Line
was modeled on the original, so i did it on the rebuild.

Posted: 01 Aug 2007, 15:20
by Pxtl
smoth wrote:before pl claims that spring is all copyright infringement: EE, NANOBLOBS, 1944, KP, lolimod etc, all their own concepts.

There there is the: epic 40k, starwars both made and permited by their respective companies.

My content that I have released for mappers and moders is all mine, the same can be said of noize, lathan and anyone else who releases features or assets to the community.

Gundam, while using bandai's ip is still my work entirely, I have say over those files, I cannot sell them but the models art and sounds are mine. Further more it is counted as fan art and also MINE.

almost all of the maps are ip free, in fact many of them share creative commons assets and one is gpl.

Now the ta stuff, yeah, we have been bitching for some time that it is not really right and that we want more independent projects. However, as argh said, when someone started exporting CNC models we jumped down their throat. This is to be expected in an open source community. It is a matter not only of legal consideration but the fact that someone somewhere did work hard for that model and content. Many of the content developers(aka spring moders) create all of their own work and frown upon this sort of thing.

While TA may be ignored, we need no further agitation in the way of copyright law. Frankly, I want to see ta gone from spring but I own ta so I can have ba etc, because I do own all of it and with a few days work convert any of them from spring to ta or vice versa. Now, that merely means that spring runs TA mod or TC, I do feel that players should NOT get the TA content with spring and they should be required to include the hpi files from their ta cd. I have no idea why this was not done. Anyway, the point is that spring doesn't need more legal concern. It has gotten to the point that soon spring will have many legit projects near completion, at that time I HOPE spring can dump ta and make the TA guys do the TA content crap.

Most of us are just throwing up a warning but this sort of reaction happens. I myself do this to the ta based mods from time to time. This is also part of the reason I fight to distiguish game projects from TA mods.
I think a big problem is that nobody has successfully got any TA-like non-TA mod off the ground. Various from-scratch projects and conversion projects for open TA content have floundered, and most of the successful from-scratch mods are still considered their creator's private property. As such, nobody can make a "plays like BA but doesn't use OTA units" project anywhere.

This is important because people enjoy, and are used to the TA/BA gameplay. They also like having a common pile of units they can tweak themselves. BA is based on stealing AA's work, AA is based on stealing TAUIP/Uberhack work, etc. Of course they add things at each level (Caydr poured his heart into AA), but still they base on the old Cavedog stuff. There is no non-Cavedog mod that could be used for the same work - XvM still needs a lot of love to be playable, and other mods are either closed, not TA-like, or both.

If an OTA-based mod is used, then you're tied to the S3O format, and likely over half your scripts have ripped OTA code in them. If it's a from-scratch mod, then it will still be ignored by the BA players even if it's totally BA-like, and you'll have to pour buckets of work into it anyways.

Posted: 01 Aug 2007, 15:54
by rattle
Pressure Line wrote:was modeled on the original, so i did it on the rebuild.
Where's the improvement?

Posted: 01 Aug 2007, 16:36
by smoth
pixtl, you are talking to someone who's project is starting to span four years... I know all about the alphabetsoup ta players ignoring projects.

Posted: 01 Aug 2007, 16:36
by smoth
LathanStanley wrote:nother WIP...

Image

eventually...

I've still got destruction phases on over 40 models to uv map and paint...
I'm just sparking some more interest.... :wink:
LOOK PRETTY MODEL!

Posted: 01 Aug 2007, 17:38
by Snipawolf
Pretty.. That's an understatement. -__-

Posted: 01 Aug 2007, 18:29
by LathanStanley
its actually pretty basic, but hand-painting every window and doing my own bake-on bumpmapping... that was a trick... :wink:

Posted: 01 Aug 2007, 18:33
by Snipawolf
No, its very basic, but it makes a statement. While you probably did copy a good bit of stuff, over and over, it still looks great because of the detail put into the first window, and all the other good stuff.

The only thing I don't like is the unnatural shading. The semi circular cylinder should not be that bright, but, it doesn't matter, cuz its still a good building :P

Posted: 01 Aug 2007, 19:58
by LathanStanley
Snipawolf wrote:No, its very basic, but it makes a statement. While you probably did copy a good bit of stuff, over and over, it still looks great because of the detail put into the first window, and all the other good stuff.

The only thing I don't like is the unnatural shading. The semi circular cylinder should not be that bright, but, it doesn't matter, cuz its still a good building :P
its under a "non-realistic" lighting with 3dsmax... within Spring, it will be darker, and have generated shadows....

I can render a few examples with 3dsmax with raytraced shadows and more "controlled" light sources, etc.., but for now, meh, this works,....

trust me... just, just, you wait... :P

Posted: 01 Aug 2007, 20:02
by smoth
also reflections on teh windows.

Posted: 02 Aug 2007, 01:57
by Pressure Line
rattle wrote:
Pressure Line wrote:was modeled on the original, so i did it on the rebuild.
Where's the improvement?
50% of the original was hidden faces, all of these have been removed, barring the faces on the back of the barrel, bottom of the turret, and sides of the hull.

also, conversion to s3o texturing (when coupled with someone who can texture) will allow for a much higher quality model. furthermore, theres some extras to go on this unit as a further test of my deployment script using the Starcraft Siege Tank as a gameplay concept base.

Posted: 02 Aug 2007, 09:15
by Pressure Line
Image 50%ish textured

Posted: 02 Aug 2007, 10:38
by KDR_11k
The texture looks disjointed. Why does it suddently change from camo to paneling on the side of the tracks?

Posted: 02 Aug 2007, 11:37
by Pressure Line
KDR_11k wrote:The texture looks disjointed. Why does it suddently change from camo to paneling on the side of the tracks?
ask Cavedog

Posted: 02 Aug 2007, 12:32
by KDR_11k
Cavedog would say "cause it's 3do". You're not using 3do, are you?

Posted: 02 Aug 2007, 13:23
by Pressure Line
Image

Posted: 02 Aug 2007, 13:35
by Argh
Well, it's a skin... send me the model, I'll give it a quick makeover. It'd look 10X better, with a decent skin (and, uh, no, it won't have a female face anywhere, promise, heh).

Posted: 02 Aug 2007, 14:09
by Pressure Line
Argh wrote:Well, it's a skin... send me the model, I'll give it a quick makeover. It'd look 10X better, with a decent skin (and, uh, no, it won't have a female face anywhere, promise, heh).
http://tinmanfunkymonkey.orcon.net.nz/s ... ormart.3ds

you can probably do a better uvmap than i can :/

Posted: 02 Aug 2007, 14:10
by Argh
Probably, but that takes real time, whereas a quick revision of the skin won't ;)