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Re: CORE Croc +1
Posted: 21 May 2008, 17:30
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.
Re: CORE Croc +1
Posted: 21 May 2008, 19:30
by Zpock
Interesting touch with the teamcolor tint on areas of the main body.
Re: CORE Croc +1
Posted: 22 May 2008, 00:25
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 :)
Re: CORE Croc +1
Posted: 22 May 2008, 03:57
by Tribulexrenamed
Make babies.
gj.
Re: CORE Croc +1
Posted: 22 May 2008, 08:34
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.
Re: CORE Croc +1
Posted: 22 May 2008, 11:52
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.
Re: CORE Croc +1
Posted: 22 May 2008, 20:23
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.
Re: CORE Croc +1
Posted: 22 May 2008, 20:53
by smoth
I would love to see the amazon delta shots. I would liek to see those things.
Re: CORE Croc +1
Posted: 22 May 2008, 21:46
by Otherside
looks awesome ingame
Re: CORE Croc +1
Posted: 22 May 2008, 21:49
by Zpock
Otherside wrote:looks awesome ingame
Post pics!!!
Re: CORE Croc +1
Posted: 22 May 2008, 22:32
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

Re: CORE Croc +1
Posted: 22 May 2008, 23:09
by daan 79
o0 Great pics
Re: CORE Croc +1
Posted: 22 May 2008, 23:50
by REVENGE
Hmm. Perhaps update our screenshots page to include some of that? Looks amazing.
Re: CORE Croc +1
Posted: 23 May 2008, 01:17
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!"
Re: CORE Croc +1
Posted: 23 May 2008, 01:39
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
Re: CORE Croc +1
Posted: 23 May 2008, 01:43
by Zpock
I think throwing up dirt effects around the tracks would do the trick.
Re: CORE Croc +1
Posted: 23 May 2008, 02:05
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...
Re: CORE Croc +1
Posted: 23 May 2008, 03:20
by Saktoth
The bubbles will probably cause a stealth problem. Otherwise, looking good.
Re: CORE Croc +1
Posted: 23 May 2008, 08:11
by CarRepairer
Those bubbles strike fear into the hearts of coastal base commanders.
Re: CORE Croc +1
Posted: 23 May 2008, 08:46
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..