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Re: P.U.R.E. 0.55
Posted: 26 Jan 2008, 16:12
by Neddie
I host PURE on my second autohost. Come play.
Re: P.U.R.E. 0.55
Posted: 26 Jan 2008, 19:07
by Guessmyname
neddiedrow wrote:I host PURE on my second autohost. Come play.
Can't find it...
Re: P.U.R.E. 0.55
Posted: 26 Jan 2008, 19:11
by clericvash
Looking good gmn!!
Re: P.U.R.E. 0.55
Posted: 27 Jan 2008, 01:59
by Neddie
Look for Sehkmet in lobby.
Re: P.U.R.E. 0.55
Posted: 27 Jan 2008, 12:42
by REVENGE
Styling looks awesome, I'll have to check it out when I have time.
Re: P.U.R.E. 0.55
Posted: 13 Feb 2008, 04:38
by Argh
Re: P.U.R.E. 0.55
Posted: 13 Feb 2008, 07:57
by KDR_11k
Why the boxy look?
Re: P.U.R.E. 0.55
Posted: 13 Feb 2008, 08:03
by Argh
Tricount is 618. There will be lots of them on the screen at once.
Re: P.U.R.E. 0.55
Posted: 13 Feb 2008, 08:05
by KDR_11k
No reason to use hard edges where they don't belong though.
Re: P.U.R.E. 0.55
Posted: 13 Feb 2008, 08:10
by Argh
Well, the choices there are all bad- redo the helmet and lose the face to grab back enough triangles to redo the feet, etc. Not worth messing with, at the scale they're at, and the boxiness won't be terrible when they're in-game, it's very heavily preshaded.
The legs need to be that way, I tried other variants and wasn't happy with them- legs and hips are the single biggest pain in the arse in terms of making people look really believable, and I settled on the final design after quite a bit of messing.
They aren't six-sided, for example, because I spent the faces on bevels around the knees... having messed with six-sided legs and stuff (the Stormtrooper models in SWS, the Fleet Troopers), I wasn't happy how their knees worked, decided to do something else. <shrugs> tbh, I think it's a gorgeous skin, and that the model's going to be fine, it looks good at all angles. I'm still detailing out the weapons, though, so you'll have to wait, if you want to see more angles.
Re: P.U.R.E. 0.55
Posted: 13 Feb 2008, 09:21
by KDR_11k
But why are you using hard edges on round surfaces?
Re: P.U.R.E. 0.55
Posted: 13 Feb 2008, 09:29
by Argh
I'm not, you're just seeing the model before it's smoothed in UpSpring. Here:


This is what a player will see, at typical zoom levels:
Making more sense now? I build everything with the expectation that I'm going to re-smooth it in UpSpring. I don't even worry about it when I'm doing the skin, tbh.

Ah, nothing like a patrol through downtown... right-click to view.
Re: P.U.R.E. 0.55
Posted: 13 Feb 2008, 14:59
by clericvash
Looking good, any ideas when a new version will be out, i have lost interest in TA so this mod (and gundam) is keeping me around hehe.
Re: P.U.R.E. 0.55
Posted: 13 Feb 2008, 15:42
by Erom
Worldbuilder needs to be able to decal in some roads. Really badly. Would a single textured poly work (or a very thin box to allow for some terrain variations) or would you need to decipher ground decals?
PS the soldier looks good, are the shoulder lights teamcolor?
Re: P.U.R.E. 0.55
Posted: 13 Feb 2008, 17:25
by Guessmyname
A poly wouldn't work as it would intersect with the terrain. You'd need decals...
Re: P.U.R.E. 0.55
Posted: 13 Feb 2008, 17:31
by AF
http://www.wolfegames.com/TA_Section/teaser138.jpg
Am I the only person finding it odd that on an 8Mbps connection I've only managed to load 100 pixels worth of image in 30 minutes?
Re: P.U.R.E. 0.55
Posted: 13 Feb 2008, 17:34
by Peet
Definitely, because it insta-loaded here :)
Re: P.U.R.E. 0.55
Posted: 13 Feb 2008, 17:46
by KDR_11k
Argh wrote:
Ah, nothing like a patrol through downtown... right-click to view.
But that still has hard edges.
Re: P.U.R.E. 0.55
Posted: 13 Feb 2008, 17:56
by rattle
KDR_11k wrote:Argh wrote:
Ah, nothing like a patrol through downtown... right-click to view.
But that still has hard edges.
Yeah, you are smoothing it wrong Argh. Would be better if you did them in your model app and import piecesas OBJs to make sure the normals are correct. It's like 10 minutes of more effort.
Re: P.U.R.E. 0.55
Posted: 13 Feb 2008, 19:54
by smoth
needs more smothing.

...
nah, all picking aside I think it is ok, I did have to fight laughter when I saw it though.