CORE Croc +1
Moderators: MR.D, Moderators
Re: CORE Croc +1
Ok, all texture layers are done and this is ready to be scripted and then put ingame.
---------------------------------------------
http://www.mrd.str8-6.com/files/cor_croc.zip
---------------------------------------------
**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.
---------------------------------------------
http://www.mrd.str8-6.com/files/cor_croc.zip
---------------------------------------------
**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.
Re: CORE Croc +1
Interesting touch with the teamcolor tint on areas of the main body.
Re: CORE Croc +1
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 :)
Still have to see it in game for absolute final judgement though :)
- Evil4Zerggin
- Posts: 557
- Joined: 16 May 2007, 06:34
Re: CORE Croc +1
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.
Re: CORE Croc +1
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.
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.
- Evil4Zerggin
- Posts: 557
- Joined: 16 May 2007, 06:34
Re: CORE Croc +1
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.
Note: This is the last version that I will post here; for any future updates please visit the CA site.
Re: CORE Croc +1
I would love to see the amazon delta shots. I would liek to see those things.
Re: CORE Croc +1
Post pics!!!Otherside wrote:looks awesome ingame
Re: CORE Croc +1
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





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






Re: CORE Croc +1
Hmm. Perhaps update our screenshots page to include some of that? Looks amazing.
-
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: CORE Croc +1
Looks good, but I'm not a big fan of the bubbles. It's like "raaah! big menacing tank! weee! rubber ducky!"
Re: CORE Croc +1
thisWarlord Zsinj wrote:Looks good, but I'm not a big fan of the bubbles. It's like "raaah! big menacing tank! weee! rubber ducky!"
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
Re: CORE Croc +1
I think throwing up dirt effects around the tracks would do the trick.
-
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: CORE Croc +1
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...
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...
Re: CORE Croc +1
The bubbles will probably cause a stealth problem. Otherwise, looking good.
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: CORE Croc +1
Those bubbles strike fear into the hearts of coastal base commanders.
Re: CORE Croc +1
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..