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Re: BA model replacements
Posted: 16 Mar 2011, 00:41
by Beherith
Yeah the sleeves were recessed for some reason, Ill fix'em in the script.
Ill fix the mex too.
Also, bump v2, better?
http://beherith.eat-peet.net/stuff/screen00104.png
vs
http://beherith.eat-peet.net/stuff/screen00105.png
EDIT: Bob, may I ask you to make a wreck texture? I will be destroying the models in wings, but the UV map will be the same naturally. A wreck texture is ideally very dark and unsaturated, maybe even a bit noisy.
Edit2:
Here is a small checklist for anyone wishing to help out in putting these ingame:
Model attributes:
- Model (s3o)
Texture1
Texture2
Normal map
Script
Fbi file
Ground Plate
Buildpic
Sound
Wreck model
Wreck texture
Wreck TDF
heap model
heap texture
heap tdf
Unit conversion checklist:
- Load in wings.
Check for non double sided polies
Export as 3ds to preserve piece hierarchy with ZY flip, if needed
Load in upspring:
- Set size, compare to original for approx size
set height, radius
set pieces
set origins
add flares and emit points
set textures
optimize all objects
fbi files:
- update footprint
define hitvolumes (optional)
Other:
- glowy footprints, if needed
proper death explosions - shatter and explode should be well separated
Re: BA model replacements
Posted: 16 Mar 2011, 00:56
by Aether_0001
I think the bumped one will look perfect if you make it more subtle. Like a cross between 01405 and 01404 from your post, because 01404 looks too bland and 01405 looks like it has plastic glopped on it.
Re: BA model replacements
Posted: 16 Mar 2011, 01:17
by themasterofrobots
Hell yes? I agree with Aether.
Yah, so I was the one that originally bugged Aether about asking for the reflection change since I didn't have an account for the forum + felt lazy at that instance.
Anyhow, my opinion is agrees with Aether in that there needs to be a bit of a middle. 0105 is a bit too plastically, other than that it's great. 0104 is cool for it's classic look, but I think that overall 0105 is better because of it's details, just tone it down a bit. The glow is also reduced in 0105, which is a dislike.
I actually think I like your bump v1 the best, but I'm not sure cause I can't see as much detail. same comment about reduced glow though.
Re: BA model replacements
Posted: 16 Mar 2011, 01:34
by Beherith
Bump is the same in 105 as 103, just the specular was cranked up to match specular in 102 and 104. (when bump is enabled, specular and reflectivity is calculated separately).
Glow only seems lower because it's pulsed, so screenie may be at low glow.
Edit: Bob, the UV maps are extremely clever, mad props!
Re: BA model replacements
Posted: 16 Mar 2011, 01:58
by themasterofrobots
cool, then 103 looks the best I think. again echo comments about reducing specular, not sure about toning down bumpmap cause it might be the specular issue.
Re: BA model replacements
Posted: 16 Mar 2011, 03:01
by Petah
also, while you at it, i think we should make what ever UI beh is using the default BA UI
Re: BA model replacements
Posted: 16 Mar 2011, 03:25
by dcore221
appreciate all the work put into this
Re: BA model replacements
Posted: 16 Mar 2011, 04:30
by Petah
the best thing to happen to spring since BA
Re: BA model replacements
Posted: 16 Mar 2011, 23:29
by Regret
I think there is way too much team color on the textures.
Re: BA model replacements
Posted: 17 Mar 2011, 02:00
by Petah
Regret wrote:I think there is way too much team color on the textures.
I disagree
Re: BA model replacements
Posted: 17 Mar 2011, 16:51
by Aether_0001
I think it should be fine, wait till behe finishes the bumps :D
Re: BA model replacements
Posted: 20 Mar 2011, 13:45
by Mr. Bob
Oops. Silly me forgot to make the seaplane factory. Oh well. I will make it and release it with the units.
Almost all the air units are done btw. I will make a render of them all soon.
Re: BA model replacements
Posted: 20 Mar 2011, 14:13
by Beherith
Awesome! There are only a few minor things missing: 3 landmines and the naval mine.
I converted and added half of the buildings so far into the repo:
http://code.google.com/p/baremake/

Re: BA model replacements
Posted: 20 Mar 2011, 14:20
by knorke
That looks really good!
Good job everybody.
bare make...so all this was done naked?
Re: BA model replacements
Posted: 20 Mar 2011, 14:21
by Beherith
Only the fun parts.
Re: BA model replacements
Posted: 20 Mar 2011, 14:24
by Regret
Beherith wrote:-picture-
What's with the sea dt random rotation, some are on their side and you can see their bottom. :|
Re: BA model replacements
Posted: 20 Mar 2011, 14:28
by Beherith
Sea dt seems to follow seabed, will fix
Re: BA model replacements
Posted: 20 Mar 2011, 14:46
by Mr. Bob
I am absolutely in love with the awesome distortion effects.
Also, you may want to make the air repair pad double sided so the shadows won't be all screwy like that. Atleast, I assume thats the problem...
EDIT THE FIRST: Oh also, would you mind showing us what they look like red? For some reason, I always envisioned core being better looking red.
EDIT THE SECOND: I think a new ground base texture is in order. I'll get pyra on it so you can bake ao onto that instead. As nice as the current one is, it doesn't fit the style at all. So, say 2 x 2, 2 x 4, and 2 x 3 for the sizes?
Re: BA model replacements
Posted: 20 Mar 2011, 15:23
by Beherith
Red:
On the shadow bug: its known, and I'm working on a fix.
Ground plates:
Since they arent distorted much (50% at most) we can get away with one. If Pyra wishes to make unique ones for each lab or multiple ones that correspond to the buildings they are on, then I can prebake some empty plates so he knows where to draw.
I would recommend 512*512 sizes, preferably pow2 sized.
Re: BA model replacements
Posted: 20 Mar 2011, 19:41
by Aether_0001
Looks freakin amazing. Except, fusion balls look a little off, and the shipyard factory shadow is also screwy. Else it's nice. :D