Page 4 of 6
Posted: 15 Oct 2007, 01:46
by REVENGE
Death has never looked so secksy.
Posted: 15 Oct 2007, 01:51
by Neddie
I'll take great pleasure in reclaiming the corpses.
Posted: 15 Oct 2007, 01:55
by REVENGE
neddiedrow wrote:I'll take great pleasure in reclaiming the corpses of Commanders who get surprise buttsecksed by Goliaths.
Fixed.
Posted: 15 Oct 2007, 02:00
by smoth
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;
}
}
Posted: 15 Oct 2007, 02:05
by DZHIBRISH
hmm looks very nice...gj be using that in my mod.(was his plan all along)
what about that krog contest?
Posted: 15 Oct 2007, 02:05
by REVENGE
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;
}
}
Model smothed.
gg
Posted: 15 Oct 2007, 02:13
by MR.D
Awesome Smoth, that will be the icing on the cake, thanks
Now to do the Gator, Raider, Reaper ^^ lol
ah
Posted: 15 Oct 2007, 02:46
by rcdraco
Do the Stumpy too!!!! Those tanks 'splode nice. Great work, I proclaim this thread smothed.
Posted: 15 Oct 2007, 03:06
by Snipawolf
There is an over obvious seem on the back of the area above the treads, where the back and side meet...
Otherwise, it looks great

Posted: 15 Oct 2007, 03:53
by MR.D
*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.
Posted: 15 Oct 2007, 04:08
by REVENGE
MR.D wrote:Awesome Smoth, that will be the icing on the cake, thanks
Now to do the Gator, Raider, Reaper ^^ lol
Don't be discriminating Core bitch plz.

Posted: 15 Oct 2007, 09:19
by MR.D
I hate ARM :D jk
Posted: 15 Oct 2007, 09:44
by smoth
core is superior, arm is inferior.
Posted: 15 Oct 2007, 10:07
by REVENGE
smoth wrote:core is superior, arm is inferior.
troof
smothed
gg
Posted: 15 Oct 2007, 15:30
by rattle
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...
Posted: 15 Oct 2007, 20:29
by Neddie
REVENGE wrote:smoth wrote:core is superior, arm is inferior.
troof
smothed
gg
I'm down with that.
Posted: 15 Oct 2007, 20:46
by MR.D
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?
Posted: 15 Oct 2007, 21:36
by LathanStanley
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)
Posted: 15 Oct 2007, 21:46
by MR.D
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..
Posted: 15 Oct 2007, 21:50
by Machiosabre
I thought games lag out from pathfinding before detail even comes into it.