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Re: smoth's junk.

Posted: 29 Nov 2013, 04:49
by smoth
one of my older models but Pyrometheous requested this one.

Image
click image for larger

Re: smoth's junk.

Posted: 03 Dec 2013, 18:44
by smoth
For those wondering. I have been updating code to work in 95. So now that is done, I may be going in to do more tweaks to the material system.


As it stands 2 issues:

1: I don't really have anything covering during nanoframe so it is mostly black during that process.

2: The same goes when cloaked, it is black instead of showing proper colors. I need to rectify this.

i want to try and see if I can learn from PL's code on piece attachment, however, I am not sure having multiple materials per unit is really feasible so no one get excited yet.

Image
so have a video of a sea butterfly instead!

Re: smoth's junk.

Posted: 03 Dec 2013, 20:38
by Beherith
Cloaking and custom unit shaders (might not apply to you): http://imolarpg.dyndns.org/trac/balatest/changeset/1866

Re: smoth's junk.

Posted: 06 Dec 2013, 06:34
by smoth
Image

played around creating a new unit to try and find a new hole in my unit creation scripts. not really a big deal

Image
I might start modeling this guy next. I am not sure. After the long week I have had I am not sure. Picasso wanted more hand drawings as I go. this is one of them. It would be about half the height of the badger.

Re: smoth's junk.

Posted: 06 Dec 2013, 10:49
by smoth
Image
(click image for larger)

WIP angry pup

Re: smoth's junk.

Posted: 06 Dec 2013, 21:24
by azaremoth
Great concept, but I think the feet should be bigger (150%?).

Re: smoth's junk.

Posted: 06 Dec 2013, 21:30
by Pxtl
Grimlock, what happened to you!?

Re: smoth's junk.

Posted: 06 Dec 2013, 22:12
by smoth
not really grimlock but..
http://www.youtube.com/watch?v=hatZb0TWvrQ

more this song.

Re: smoth's junk.

Posted: 06 Dec 2013, 23:15
by smoth
Image
(Click image for larger)

Hows that azare?

Re: smoth's junk.

Posted: 06 Dec 2013, 23:33
by Beherith
Robot chickens spring to mind.

Re: smoth's junk.

Posted: 07 Dec 2013, 00:36
by smoth
Beherith wrote:Robot chickens spring to mind.
bad? good?

I mean chickens were dinos once upon a time

Re: smoth's junk.

Posted: 07 Dec 2013, 00:41
by FireStorm_
I think behe means an AI-enemy faction.
It looked like some form of cannon-fodder to me too :-)

First thought was of Tremors 3, though.
Feet definitely an improvement I think.
And it looks cool; wonder what it'll do...

Re: smoth's junk.

Posted: 07 Dec 2013, 01:49
by SinbadEV
Looks like the front third of a gila monster to me... also "Zoids" ... also brings to mind Star Wars troop carriers...

I like it.

Re: smoth's junk.

Posted: 08 Dec 2013, 00:18
by smoth
Image
(click image for larger)

Done with this guy, moving on to work on code again for a bit.

Next models would be:
yes, that is an amphibious unit, yes it is a giant lobster.
Image

Giant mega unit(not sure how I am going to do it's legs)
Image

when I named the faction BEHEMOTH, I MEANT IT!

Re: smoth's junk.

Posted: 08 Dec 2013, 11:04
by azaremoth
smoth wrote:Hows that azare?
Perfect! :-)

Re: smoth's junk.

Posted: 14 Dec 2013, 21:22
by smoth
thanks go to pako for helping me work around the issue with spring's random number generator.

Image

Image

These are based on a configuration file:

Code: Select all

local loadscreens = {
	{
		tipText	= "Lorem ipsum dolor sit amet, consectetur adipiscing elit.",
		tipColor 	= {1.0,0.2,0.2,0.6},
		tipImage	= "bitmaps/ui/loadingscreen/5units.png",
	},
	{
		tipText	= "look at all the colors ERHMAGERD!",
		tipColor 	= {1.0,0.2,0.2,0.6},
		tipImage	= "bitmaps/ui/loadingscreen/panels.png",
	},
	{
		tipText		= "MEGUSTA!",
		fontAlign	= "center",
		tipFontSize	= 48,
		tipColor 	= {0.0,1.0,0.0,1.0},
		tipImage	= "bitmaps/ui/loadingscreen/megusta.png",
	},
	{
		tipText	= "look at all the colors AWESOME!",
		tipColor 	= {1.0,0.2,1.0,0.6},
		tipFontSize	= 64,
		fontShadow	= false,
		tipImage	= "bitmaps/ui/loadingscreen/awesome.png",
	},
}

return loadscreens
so when I go to do tool tips in the future will be able to setup randomized load screens.

Odds are I will expand this to be a bit nicer but the fact that I have it now is great so I will play with it more later!

Re: smoth's junk.

Posted: 15 Dec 2013, 01:29
by jK
you got chili working :)

Re: smoth's junk.

Posted: 15 Dec 2013, 03:06
by smoth

Re: smoth's junk.

Posted: 15 Dec 2013, 06:25
by smoth
Image

why am I the only one who is playing with this!!??!

Re: smoth's junk.

Posted: 15 Dec 2013, 16:16
by Cheesecan
"Give me absolute control over your load screens, or I won't bother."
- Spongebob