Page 3 of 4
Re: Core T1 Kbot remake
Posted: 05 Jun 2010, 05:37
by Hobo Joe
Beherith wrote:Wow, I thought I had the crashers anim all thought out in my head. But now that i tried to actually animate it, I realized i defied the most basic laws of physics and euclidean space when animating it in my head. Thus, anything you come up with will be awesome, But I really dont want to change the model since its my favorite out of all 6. :D
If it really cant be done while looking good, then Ill consider changing it around.
You could still do it like the OTA model, it'll just look equally physics-defying. :p
Re: Core T1 Kbot remake
Posted: 05 Jun 2010, 10:13
by Wombat
maybe something like fatboy, or rear 'leg' moves forward, then front 'leg' moves forward, etc. it doesnt pick up 'legs' but move like a worm
Re: Core T1 Kbot remake
Posted: 05 Jun 2010, 12:32
by SirArtturi
Wombat wrote:maybe something like fatboy, or rear 'leg' moves forward, then front 'leg' moves forward, etc. it doesnt pick up 'legs' but move like a worm
Yea, that's how I see it also...
Re: Core T1 Kbot remake
Posted: 11 Jul 2010, 12:22
by Saktoth
The conbot is scripted and in CA. The script could use a little more work so we (90% chance this means me) will be doing more with that at some point.
Re: Core T1 Kbot remake
Posted: 18 Jul 2010, 06:27
by Wartender
yeah so i'm gonna ask a retarded question but where is the tutorial? i don't see any link in this thread and i didn't see it in the modeling and texturing resourcess subforum or in the file with all the models...
Re: Core T1 Kbot remake
Posted: 18 Jul 2010, 07:24
by Hobo Joe
Wartender wrote:yeah so i'm gonna ask a retarded question but where is the tutorial? i don't see any link in this thread and i didn't see it in the modeling and texturing resourcess subforum or in the file with all the models...
http://springrts.com/phpbb/viewtopic.php?f=9&t=23137
Re: Core T1 Kbot remake
Posted: 20 Sep 2010, 06:44
by d-gun
Hi behe
some of these were exported with a heirachy, others were not:
core con
core crasher
can you re-export these from wings with the proper hierarchy? I have scripted the others that were working properly! thanks
Re: Core T1 Kbot remake
Posted: 20 Sep 2010, 19:31
by Beherith
Thanks for scripting these!
Here are the models with proper hierarchies and origin points:
http://beherith.eat-peet.net/stuff/crasher_con.7z
It may be that the models should be facing 180 degrees in the other direction, if that is the case, please tell me if you need me to fix them.
Your help is greatly appreciated :D
Re: Core T1 Kbot remake
Posted: 26 Sep 2010, 17:40
by Warlord Zsinj
Re: Core T1 Kbot remake
Posted: 26 Sep 2010, 18:19
by d-gun
ill pm you...how many walkers are there to do?
bos or lua? i only know bos-cob atm
Re: Core T1 Kbot remake
Posted: 27 Sep 2010, 03:37
by Warlord Zsinj
bos-cob. From memory six, but I'd imagine most of the scripts would be fairly repeatable.
Re: Core T1 Kbot remake
Posted: 27 Sep 2010, 13:10
by Beherith
Who made those? Got contact info?
Re: Core T1 Kbot remake
Posted: 27 Sep 2010, 16:16
by Warlord Zsinj
The guy whose youtube channel that is. Some russian guy, iirc - he first appeared in this thread:
http://www.tauniverse.com/forum/showthread.php?t=40398
(note, OP is not the guy that made the vids)
Re: Core T1 Kbot remake
Posted: 27 Sep 2010, 19:04
by yuritch
There is a thread about those models on
Russian TA forum (it's obviously in Russian). The goal of all those models and animations is a TA-inspired fan movie.
They are currently getting close to texturing stage, starting with the AK.
Re: Core T1 Kbot remake
Posted: 27 Sep 2010, 19:45
by Wartender
the creator of these models is KutlasS, here's his youtube channel:
http://www.youtube.com/user/KutlasS2006
Re: Core T1 Kbot remake
Posted: 27 Sep 2010, 19:52
by d-gun
so many greebles and details on those models that could be achieved with a texture
reminds me of Caydr's thud remake...GREEBLES EVERYWHERE
Re: Core T1 Kbot remake
Posted: 27 Sep 2010, 22:31
by rattle
so many greeeeeeeeebles.. that look greeeeeeeeat in a rendered mooooooooovie... which is what his models are for
besides, you can bake the high poly on a UV mapped low poly for great success
Re: Core T1 Kbot remake
Posted: 27 Sep 2010, 22:36
by Master-Athmos
Re: Core T1 Kbot remake
Posted: 28 Sep 2010, 05:01
by Warlord Zsinj
Jethro is clearly where it's at
High detailed models can also be used for normal mapping
Re: Core T1 Kbot remake
Posted: 28 Sep 2010, 08:26
by Beherith
Yeah, that Jethro was freaking amazing.