Core Slasher Missle Truck +1 - Page 4

Core Slasher Missle Truck +1

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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smoth
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Post by smoth »

Image
NOOOOOOOOOOOOOTHING
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Argh
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Post by Argh »

We keep hoping it'll get used for shaders that we can define, or alpha-transparency, if nothing else, but nobody ever gets around to it :P
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Zpock
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Post by Zpock »

Bump map plz...
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Argh
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Post by Argh »

Shader channel, with a FBI tag specifying what the blue grayscale does, would be win. For that matter, being able to specify all RGBA values and point towards shaders would mean that we could have 4 per model... imagine what we could do with that...
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Neddie
Community Lead
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Post by Neddie »

smoth wrote:Image
NOOOOOOOOOOOOOTHING
We're in a deep depression, and honestly, I think we're starting to like it.
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rattle
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Post by rattle »

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MR.D
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Post by MR.D »

Thanks Rattle :-)

I'm going to shoot for something simpler on the next release, maybe the Construction vehicle, then all thats left is to do are the Leveler, Weasel, and Garpike to finish up the LVL-1 lineup.
DemO
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Post by DemO »

Then you move on to kbots, air, hovers and ships, right? :D
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MR.D
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Post by MR.D »

I might do a few random units here and there, but you guys will probably be sick of me by then :-)

Seriously though, if the rest of the community got involved we could probably have every single unit in TA remodeled, textured, and scripted in about 2-3 months.

Me doing it, at the pace I work would take about a year :lol:
Sheekel
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Joined: 19 Apr 2005, 19:23

Post by Sheekel »

I'm attempting to contribute by doing arm but none ive come up with so far have looked good,
MelTraX
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Joined: 02 Jan 2007, 16:18

Post by MelTraX »

Btw, this gave

Code: Select all

CobError: Invalid piecenumber for emit-sfx (in scripts/cormist.cob:DamageControl at 4d)
CobError: Invalid piecenumber for explode (in scripts/cormist.cob:Killed at 1ca)
in Complete Annihilation r963..
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MR.D
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Post by MR.D »

Its probably something really simple like a missing "empty" object.

The model itself confused me tbh, it had 3 front flare objects (but only 2 rocket tubes :cry: ) 1 exhaust, and 1 dummy object for the .3do, the extra flare and dummy object don't seem to be needed for anything.
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rattle
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Post by rattle »

Oh... yeah, forgot to add an empty base object as well as rename base to body etc (body was missing). It's fixed now. Same url.
daan 79

detail

Post by daan 79 »

d really astonishing

I also wish some detail. I trying to get detailed about it. Ok lets try. Yeah the parts on the tracks(wheels) maybe could be seperated some hoh different maybe les detailed by texture more detailed by shape and i think using the tracks for this idea might fail but i think you will deside for the best.

soem believed this never was ever gonna happen!
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MR.D
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Post by MR.D »

Well sombody has to get the ball rolling, right?
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

Very nice work MR. D, i hope that soon BA will have no excuse anymore :-)
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Noruas
XTA Developer
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Post by Noruas »

Yeah darn BA, whoever that guy is control better knows at least about these models, JERK! :roll:
MR.D wrote:
NOiZE wrote:Really nice work!!!

Awesome!
Thank me by putting them in BA :wink:
Pwned... :lol:
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rattle
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Post by rattle »

Updated and fixed the script.
Use #define CA or BA for the respective emit-sfx stuff.
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