Page 3 of 5

Posted: 08 Mar 2006, 08:35
by Zenka
I'm sure it will.
Only some things need to be done first.
As viewed, I use my own missle. Using the old one will be (in y eyes) flugly.
So when this model is used, a new weapon must be created with this nuke as model.
Also I need to create the 'dead' model of it.
It would be shamefull to use the old wreckage.

I'm able to get the shiny light reflection on my model. using the 2nd texture.
But not the enviorment reflection. Can anyone tell me how to do that?

[Edit]
Dead model is done. (in maya):
Image

Posted: 08 Mar 2006, 18:36
by Zenka
Finnaly, It's finished.
There are still some things that needs to be corrected, but are apparently outside my powers.

-There is no envorment reflection in the texture, since I have no idea how to create that.
-All textures and buildpics are tga, instead of dds, since every dds I've made so far didn't show up correctly in Sping. This leads to a short lag when first placing the silencer and when it dies.
-When you place the silencer, the texture showing up is bugged.

So my request is that it's going to be used :wink:
Hear my plea, oh Caydr and NOiZE (or anyone who wants to use it).

http://lassie.student.utwente.nl/vliet/ ... 0v1.1R.rar

May I have a 'Modeler' title? :P Heck: NOiZE, Caydr, GrOuNd_ZeRo, Argh, FLOZi, Optimus Prime, SinbadEV and all other modders who I forgot should have titles too. Not to forget the mappers and peole who spend time in other parts of Spring. Which are almost too many to name.

Posted: 23 Mar 2006, 15:04
by NOiZE
I think the texture is a bit too white, the pipes to one side looks a bit boring, and so does the missle.... I'm sorry to say zenka, it's great work but it just needs to be a bit better.

Image

It looks like it could need som more contrast here and there.

According to this thread
There are two textures for each model, texture1 is the standar skin texture but the alpha is used for teamcolor. Texture2 uses the green channel for reflectivity and the red channel for self illumination, blue is unused so far.
So you can add reflection by using the greenchannel on texture 2 which you havn't used yet!

I hope this helps.

Posted: 23 Mar 2006, 17:12
by Min3mat
i don't know, for CORE's WMD to look so appealing is a bit weird...its positively huggable :)

Posted: 25 Mar 2006, 15:32
by Dragon45
Needs more deathmetal colors and textures...

Posted: 25 Mar 2006, 18:25
by FireCrack
I'm thinking you should prehaps add a bit more detail to the texture, for example, some vents on the outside part of the inner silo, some better textures on the pipes, and something for the big flat white "top part"

Posted: 25 Mar 2006, 19:48
by Archangel of Death
Put some chemical markers on those pipes! Different ones, only one nuclear waste one.

Posted: 26 Mar 2006, 03:58
by SpikedHelmet
Hi,

Just passing by, and I noticed that there's an error in your model.

The orientation of the missile bay tunnel is 90 degrees off from the one shown in the FMV intro.

Here is what I mean:

Image

Posted: 26 Mar 2006, 11:16
by Zenka
woot feedback!

I'll take all comments in account.
Nuke and pipes should be textured instead of plain grey. Agreed.
Maybe more darkish metal. Heavy duty. Well that would fit better with the current core units. I think I can adjust the current texture to look more industrial. With vents and stuff, maybe even some smoke come out.

Nuclear waste signes, why didn't I thought of that?
Well maybe since it's useless, there arn't any living beings around, so who sould be warned? It does look cool though.

Hmm In ota the bay is like mine, only openes by turning both hatches upwards instead of sidewards.
And the intro only reveals the silencer already deployed?
Anyway, Should I turn the bay like SpikedHelmet showed, or is it ok to leave it like this?

Posted: 26 Mar 2006, 13:50
by Min3mat
I do feel offended by your remark Min. You only say when something is ugly when you can do better Wink And you cannot say it looks worse the the current one. The renders in Maya look 4 times better, since that texture size isn't reduced. I had to reduce the texture size becouse it will else give a small lag when first time placing it. It still shocks a bit. But nothing annoying. You got the same in Nanoblobs v3. If you pay attention to it.
WTF
I didnt say it was ugly! i jsut said it was too cute...
and i quote
"i don't know, for CORE's WMD to look so appealing is a bit weird...its positively huggable :)"
???
;.;

Posted: 26 Mar 2006, 16:01
by Zenka
Hmm appalling and appealing do look very simillar.
Well I misinterpreted it obiously. I was thinking, you're such a great guy ;)
No hard feelings right? right?

thx for the quick lesson LathanStanley ;)

/me takes lessons in communication and english

Posted: 26 Mar 2006, 16:36
by LathanStanley
just say you read it as appalling

ap├é┬Àpall├é┬Àing ( P ) Pronunciation Key (-p├â┬┤lng)

adj.
Causing consternation or dismay; frightful: appalling working conditions; appalling violence.

:P

Posted: 26 Mar 2006, 18:37
by Min3mat
omg my grammar skillz own ^^ tehehe

Posted: 26 Mar 2006, 22:11
by Dragon45
your current style of opening/hole is fine right now; ignore SpikedHelment ;)

I jsut think it needs more detail, like random vents and pipes on the surface and stuff. the surface is too "solid" right now; you could probably just texture a lot of the detail on.

Posted: 02 Apr 2006, 13:09
by Zenka
Well this was about time.
Image
Now with more death metal look. Also more non-boring texture going on on the nuke and pipes.
Didn't add any vents or random pipes, IMO That wasn't really neccicary, and would add up a load of work (and logical speaking, the doors wouldn't open anymore).
The script remained the same, meaning it doesn't open in any other way then it justs opens as he always did.
I covered all you questions?

Image
Image
There, reflections. it does make the entire nuke ugly (too light), but it's the one or the other. And I wish spring units were able to render shadows on theirself (I thought they actually could). Now we miss the shadow of the tower on the nuke.

And ofcourse, this is all lovely packed in a simple rar.
http://lassie.student.utwente.nl/vliet/ ... 0v1.2R.rar

Posted: 02 Apr 2006, 16:18
by NOiZE
Looks very nice (based on your shot)

please pack it properly next time

i mean put the cob file in a /scripts/ folder

s3o in /object3d/

that would save end users a lot of time.

I will comment some more later :)

Posted: 02 Apr 2006, 18:19
by Dragon45
Much better! ^_^

Posted: 02 Apr 2006, 19:35
by Argh
Reflectivity can be controlled by how much green you use, and you can put it whereever you want, so you could have reflective teamcolorbut not on the main body of the nuke. Self-shadowing is going to be fixed in the next version of Spring, according to the changelog.

I don't really care for the shiny nuke, but that's just me - I agree with Dragon's comments on the greebling (or lack thereof) but the original model is really quite crude by today's standards, an what you have is pretty accurate, other than the missile model itself.

Posted: 02 Apr 2006, 22:01
by Min3mat
4 identical radioactive signs? :|

Posted: 03 Apr 2006, 05:15
by Dragon45
My only suggestion-

If you do put it through another revision, put some more gremlins on and break up the pipes more; they shoudlnt be solid color...


the pipes' current colors are a good for a base color but it needs more on them.

And the radioactivity signs seems out of place :|