Random WIP 2006-2011
Moderators: MR.D, Moderators
Re: Random WIP
cool beans.
Can we see how it looks from gameplay distance?
Can we see how it looks from gameplay distance?
Re: Random WIP
I never imagined that this old stuff could look that awesome - and dont forget, knowing behe, once he is happy with his normalprog, this awesomness could become part of every mod, hell even of the source itself so tommorrow will have normalmapping by default. Jawesome? For sure.
Alien VillagehouseVar1, works as a Energy to Metall Converter for the Journeymann, Building is dual use, same model goes for the attrappe.

If you give up on the whole mappers have to place the features on the map concept, and force the player to do that as part of the gameplay mechanics, lazy win is all yours.
Alien VillagehouseVar1, works as a Energy to Metall Converter for the Journeymann, Building is dual use, same model goes for the attrappe.
If you give up on the whole mappers have to place the features on the map concept, and force the player to do that as part of the gameplay mechanics, lazy win is all yours.
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Re: Random WIP
Looks good!PicassoCT wrote:I never imagined that this old stuff could look that awesome - and dont forget, knowing behe, once he is happy with his normalprog, this awesomness could become part of every mod, hell even of the source itself so tommorrow will have normalmapping by default. Jawesome? For sure.
Alien VillagehouseVar1, works as a Energy to Metall Converter for the Journeymann, Building is dual use, same model goes for the attrappe.
If you give up on the whole mappers have to place the features on the map concept, and force the player to do that as part of the gameplay mechanics, lazy win is all yours.
It needs more smoothing near the bottom, though.
- Forboding Angel
- Evolution RTS Developer
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Re: Random WIP
Set it to 65/70 (play around with that a little), that will help a lot.Beherith wrote:I already added code for that, currently its at 45 degrees.
Re: Random WIP
I might just check if "barrel" in peicename :)
Re: Random WIP
Beherith, can you explain in simple terms what exactly you are doing there?
I think I read its normal maps but isnt a normal map a texture created from a high poly model and then that texture is baked onto a low poly version of the model?
So that lighting&shadows look better. Wouldnt you need a higher poly version of that unit?
And why is there a piece of butter next to the rocket tree?
I think I read its normal maps but isnt a normal map a texture created from a high poly model and then that texture is baked onto a low poly version of the model?
So that lighting&shadows look better. Wouldnt you need a higher poly version of that unit?
oh, is that some hidden pun? :/ and i even made the paint guide thing!PicassoCT wrote:give up on the whole mappers have to place the features on the map concept
And why is there a piece of butter next to the rocket tree?
Re: Random WIP
As far as i got it- behe is getting his normals from a prog that automatically creates a relative Hi-Res Bumpmap from textures. It can go wrong (taking the landing stripes on the airfield not for paint)
@knorke (before this whole point gets pregnant and gives birth to a drama, like only spring can)
sorry, no knorke it was not a hidden pun, and not aimed at you- the buttercube is a scalecomparisson, showing the size of a spring tree (alien-skyscraper - sioux always had it with heights)
Your guide was good, its just me not having any experience with scripting and programming who messed it up. Its hard to understand - once something is simple for you (like modelling or programming) it is not nessesarily easy for other people. There is not telepathic copy&paste involved with tutorials. Thats why we have so many springmaps (everybody can mess with a bmp) and so little animators (Cobbolds)

The reason i never finnished that map was, that the cursed heightmap didnt fit the texturemap, something that has in that way never happend before. I once did rotated the heightmap by 3 degrees wrong in hydraiel - but i never had this problem that only one mountain is so completely displaced, while the remaining camgrid worked fine...
@knorke (before this whole point gets pregnant and gives birth to a drama, like only spring can)
sorry, no knorke it was not a hidden pun, and not aimed at you- the buttercube is a scalecomparisson, showing the size of a spring tree (alien-skyscraper - sioux always had it with heights)
Your guide was good, its just me not having any experience with scripting and programming who messed it up. Its hard to understand - once something is simple for you (like modelling or programming) it is not nessesarily easy for other people. There is not telepathic copy&paste involved with tutorials. Thats why we have so many springmaps (everybody can mess with a bmp) and so little animators (Cobbolds)
This sentence actually refers to the journeyman buildings that look like trees and swamps and flowers and stuff. Its like one of the players has the job of growing a forrest on the map, whil the opposition is building on a megacity.PicassoCT wrote:give up on the whole mappers have to place the features on the map concept
The reason i never finnished that map was, that the cursed heightmap didnt fit the texturemap, something that has in that way never happend before. I once did rotated the heightmap by 3 degrees wrong in hydraiel - but i never had this problem that only one mountain is so completely displaced, while the remaining camgrid worked fine...
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Re: Random WIP
I just have to say I really really love those orange/crystal buildings.
Re: Random WIP
oooohhh whole city made of these looks sooo OooOOoHHh
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- MC: Legacy & Spring 1944 Developer
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Re: Random WIP
Cookies to who can guess what this is.

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Re: Random WIP
you're exactly right, both about them being normalmaps, and about the purpose of normalmaps.knorke wrote:I think I read its normal maps but isnt a normal map a texture created from a high poly model and then that texture is baked onto a low poly version of the model?
however, you don't have to do the bake-high-to-low to utilize or generate them. some graphic/shoop programs offer "auto normals" where they take a texture and automagically make a normalmap out of it. also, you can generate normals from a cavity map, which is normally what i do (cavity map being a greyscale texture that corresponds to the relative heights of your texture in the way that a spring heightmap relates to the texturemap)
there are lots of ways to do it, many of which are quite easy, and some of which might even be considered fun
Re: Random WIP
front of a jeep on a placeholder chassis?SpikedHelmet wrote:Cookies to who can guess what this is.
Re: Random WIP
But they can be bitchy if they come across a texture which is just colour, in which case you have to look on the model itself, where you have to find out how many polygondegrees still have to go together as a round object, and which not. Also camoflouge has not nessescarily to be 3dimensional.
Also cookies, i would guess its amphibious (wasserwanne in german) on tank front is obviously there.
Also cookies, i would guess its amphibious (wasserwanne in german) on tank front is obviously there.
Re: Random WIP
Pro-tip: It's American and Picasso is right about it being amphibious.
Re: Random WIP
Its not one of the funnys, isnt it?
- SirArtturi
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Re: Random WIP
a trash box with break lightsSpikedHelmet wrote:Cookies to who can guess what this is.

Re: Random WIP
The netherlands get there own faction in ww2. I thought they were neutral, but my history lessons may have been incomplete, they never mentioned those alliedaliens and the saxonaxis. 

Re: Random WIP
Looks kind of like an M2 Bradley. But yours has wave-deflectors which Bradley lacks as far as I can see on pics. Maybe that's an older version, from before the time amphibious capability was abandoned on it?SpikedHelmet wrote:Cookies to who can guess what this is.
Or maybe it's the M551 which does have deflectors, but then the hull shape is wrong or heavily unfinished.