Core Goliath re-model +1
Moderators: MR.D, Moderators
MR.D wrote: I'm also wondering about the possibility of doing the animated tracks, via object swaps.
Sombody had posted a long time about using objects dissappearing and re-appearing to simulate the appearance of moving tracks, where each stage track-object would be offset on the texture slightly.
Code: Select all
treads()
{
while( TRUE )
{
if(bMoving)
{
if(treadnum == 1)
{
hide tread3;
show tread1;
}
if(treadnum == 2)
{
hide tread1;
show tread2;
}
if(treadnum == 3)
{
hide tread2;
show tread3;
}
treadnum=treadnum+1;
if( treadnum == 4)
{treadnum=1;}
}
sleep 90;
}
}
Model smothed.smoth wrote:MR.D wrote: I'm also wondering about the possibility of doing the animated tracks, via object swaps.
Sombody had posted a long time about using objects dissappearing and re-appearing to simulate the appearance of moving tracks, where each stage track-object would be offset on the texture slightly.Code: Select all
treads() { while( TRUE ) { if(bMoving) { if(treadnum == 1) { hide tread3; show tread1; } if(treadnum == 2) { hide tread1; show tread2; } if(treadnum == 3) { hide tread2; show tread3; } treadnum=treadnum+1; if( treadnum == 4) {treadnum=1;} } sleep 90; } }
gg
*Zip Contents*
Final model, objects for animated tracks + wheels, Finished textures in .dds 1&2, Master 3dsmax-7 file, .s3o export, render of final unit.
http://www.mrd.str8-6.com/files/MrD_Gol ... tracks.zip
Just needs scripts now.
Final model, objects for animated tracks + wheels, Finished textures in .dds 1&2, Master 3dsmax-7 file, .s3o export, render of final unit.
http://www.mrd.str8-6.com/files/MrD_Gol ... tracks.zip
Just needs scripts now.
Alpha channel needs to have a background color of 1,1,1 btw.
Could you split the threads and wheels up into 6 and 12 objects? I've got a finished script for a tank which reverses tracks and wheels when it turns etc. á la the CNC3 mammoths.
Also the tread animation will look better when you squeeze in a fourth pair of tracks between the first and last but make sure you don't misalign the UVs because it's going to be visible there. I had to spend a lot of time to get my first decent tracks done...
Could you split the threads and wheels up into 6 and 12 objects? I've got a finished script for a tank which reverses tracks and wheels when it turns etc. á la the CNC3 mammoths.
Also the tread animation will look better when you squeeze in a fourth pair of tracks between the first and last but make sure you don't misalign the UVs because it's going to be visible there. I had to spend a lot of time to get my first decent tracks done...
Splitting up the wheels would add about 120-140 poly to an already high polycount model...
I'd prefer not to, even at the cost of a little extra visual candy.
Perhaps it would be alot more valuable to an open wheeled unit where it would be more visible.
I'm pretty sure that a tank in motion would never reverse one side of the tracks anyway though, road travel just uses brakes instead of reversing the drive, only a tank that is sitting still would reverse direction of 1 track right?
I'd prefer not to, even at the cost of a little extra visual candy.
Perhaps it would be alot more valuable to an open wheeled unit where it would be more visible.
I'm pretty sure that a tank in motion would never reverse one side of the tracks anyway though, road travel just uses brakes instead of reversing the drive, only a tank that is sitting still would reverse direction of 1 track right?
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
looks pretty, I like it, the overlay bake-on bumping on the texture looks very good, but alas, I'm gonna say it, of all people... lol
how big is the texture? 512? 1024? 2048?
its a game unit, not a feature, not a map... its gonna be spammed...
it might go explode a mid-range, maybe even a higher end system, if the tex is big...
the polycount is allready about 40 times as big as the origional
(yes, I'm exaggerating, thats what it takes to get a point across nowadays)
how big is the texture? 512? 1024? 2048?

its a game unit, not a feature, not a map... its gonna be spammed...
it might go explode a mid-range, maybe even a higher end system, if the tex is big...
the polycount is allready about 40 times as big as the origional
(yes, I'm exaggerating, thats what it takes to get a point across nowadays)
512x512 is default
I added in the 1024x1024 originals in case anyone wants to do edits.
Model is 1164 triangles, which is 5x the polycount of the original (224), not 50.
And if you see spammed Goliath, stop playing speedmetal..
I added in the 1024x1024 originals in case anyone wants to do edits.
Model is 1164 triangles, which is 5x the polycount of the original (224), not 50.
And if you see spammed Goliath, stop playing speedmetal..
Last edited by MR.D on 15 Oct 2007, 21:54, edited 1 time in total.
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56