CORE Croc +1 - Page 4

CORE Croc +1

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

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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: CORE Croc +1

Post by MR.D »

Ok, all texture layers are done and this is ready to be scripted and then put ingame.

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http://www.mrd.str8-6.com/files/cor_croc.zip
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**Contents of zip**

corseal-Final.max (3dsmax 7 master model)
corseal.s30 (spring game model)
corseal_1.dds (1024x1024 texture 1 for editing)
corseal_2.dds (1024x1024 texture 2 for editing)
corseal_1_512.dds (ingame texture 1)
corseal_2_512.dds (ingame texture 2)

Fire up Upspring guys, and let me know what you think with all the teamcolor and reflection/glow working.
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Zpock
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Joined: 16 Sep 2004, 23:20

Re: CORE Croc +1

Post by Zpock »

Interesting touch with the teamcolor tint on areas of the main body.
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Crayfish
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Joined: 12 Feb 2008, 12:39

Re: CORE Croc +1

Post by Crayfish »

It's beautiful. Please clone yourself a few hundred times so that we may have twelve factions of Mr.D models.

Still have to see it in game for absolute final judgement though :)
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Tribulexrenamed
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Joined: 22 Apr 2008, 19:06

Re: CORE Croc +1

Post by Tribulexrenamed »

Make babies.

gj.
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Evil4Zerggin
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Joined: 16 May 2007, 06:34

Re: CORE Croc +1

Post by Evil4Zerggin »

Script'd. Note that this script makes the Croc move the same speed underwater as on land. If you want rocking, you can get the CA version, although this requires a couple includes that I may be tweaking in the future.
Attachments
scripts.zip
(3.04 KiB) Downloaded 19 times
Last edited by Evil4Zerggin on 22 May 2008, 20:22, edited 1 time in total.
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MR.D
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Re: CORE Croc +1

Post by MR.D »

Thanks for the script work man, I appreciate it.

There are a couple small issues that need fixing though.

The front nose section is rotating on the right axis, but it needs to rotate in the opposite direction, it should roll from the top, down and forward to show the silvered vent and teamcolor patches, how you have it now in CA, the nose rolls backwards and only shows the dark under section of it which should be hidden normally.

The Rudders in the rear bay also need to move out from the center to be centered on the middle of the fan for each side.

The rudders should move 3 units out back first (13 to 16), then from 0.75/-0.75 from center to 3/-3 respectively left/right to center on the ports and fans.

Overall it looks pretty damn sweet with the bubbles and everything working, I'm very happy with how it turned out ingame.

I might have made the reflect map too strong, but in a map like Amazon Delta the Tank and texture looks amazingly good.

Maps like DeltaSiege-x have some super bright lighting that makes it look like a Radioactive glowing fireball, but maps like Deltasiege with massive overbright makes all the OTA units look even worse, because they don't have a custom specular/reflection map its just global wash that makes everything look like its made of mirror.
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Evil4Zerggin
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Re: CORE Croc +1

Post by Evil4Zerggin »

Ah, that makes sense. I've hopefully corrected the script above and in CA.

Note: This is the last version that I will post here; for any future updates please visit the CA site.
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smoth
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Re: CORE Croc +1

Post by smoth »

I would love to see the amazon delta shots. I would liek to see those things.
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Otherside
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Re: CORE Croc +1

Post by Otherside »

looks awesome ingame
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Zpock
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Re: CORE Croc +1

Post by Zpock »

Otherside wrote:looks awesome ingame
Post pics!!!
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MR.D
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Re: CORE Croc +1

Post by MR.D »

Amazon Delta 1.2
Tabula V3
Maps I used for the screens.

Keep in mind that these are using the 512x512 textures, the 1024's are even crisper and more detailed, someday everyone will have a rig fast enough to use em hehehe 8)
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daan 79

Re: CORE Croc +1

Post by daan 79 »

o0 Great pics
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REVENGE
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Re: CORE Croc +1

Post by REVENGE »

Hmm. Perhaps update our screenshots page to include some of that? Looks amazing.
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: CORE Croc +1

Post by Warlord Zsinj »

Looks good, but I'm not a big fan of the bubbles. It's like "raaah! big menacing tank! weee! rubber ducky!"
Sheekel
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Re: CORE Croc +1

Post by Sheekel »

Warlord Zsinj wrote:Looks good, but I'm not a big fan of the bubbles. It's like "raaah! big menacing tank! weee! rubber ducky!"
this

also, why do spring's units always look "pasted" onto the ground? they never actually look connected..if you know what i mean..it looks like someone photoshopped them in or something.

there must be a way to make them look more natural against the map texture
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Zpock
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Re: CORE Croc +1

Post by Zpock »

I think throwing up dirt effects around the tracks would do the trick.
Warlord Zsinj
Imperial Winter Developer
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Re: CORE Croc +1

Post by Warlord Zsinj »

It's the shadows. If I remember my shadow theory correctly, a white object casting shadows onto a white surface with a single point of light will have it's shadow be two shades darker then the darkest shade on the object itself (because of bounced light).

Obviously that's in a theoretical world, and there are other influences, but the short of it is that the shadows are too light. However, darker shadows don't always look great, even if they are more realistic, especially with low antialiasing. It can also make the terrain look odd, with shadows cast by terrain features being too dark, especially if map makers have preshaded terrain on their maps...
Saktoth
Zero-K Developer
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Re: CORE Croc +1

Post by Saktoth »

The bubbles will probably cause a stealth problem. Otherwise, looking good.
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CarRepairer
Cursed Zero-K Developer
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Re: CORE Croc +1

Post by CarRepairer »

Those bubbles strike fear into the hearts of coastal base commanders.
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Zpock
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Re: CORE Croc +1

Post by Zpock »

Light bounces off all surfaces like the ground, any nearby objects and the sky so you get much more then just 1 lightsource (in the real world).. the shadows are too dark rather and more importantly way too sharp at the edges..
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