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Posted: 15 Oct 2007, 21:51
by LathanStanley
MR.D wrote:512x512 is default
I added in the 1024x1024 if anyone wants to do edits.
Model is 1160 triangles, which is 5x the polycount of the original, not 50.
And if you see spammed Goliath, stop playing speedmetal..
hehehe I know I know...
I'll spam golies on metal heck to greenhaven to even something like red river.. actually, just about any map big enough to warrant building a fusion reactor..
but yeah, its nice man! I'm really digging it... even with the funny RC antennae gun thingie stickin up on the top..

Posted: 15 Oct 2007, 21:52
by Peet
Adding polygons for a track-swap animation wouldn't make much of a difference anyway, considering that all but one of the sets would be hidden.
Posted: 15 Oct 2007, 21:54
by MR.D
They do, CPU is the primary cause of fps lag in spring, not polycounts.
Posted: 15 Oct 2007, 22:10
by rattle
No one really spams them in large enough numbers to make this much of an issue I guess, on normal non metal maps that is.
I'm pretty sure that a tank in motion would never reverse one side of the tracks anyway though, road travel just uses brakes instead of reversing the drive, only a tank that is sitting still would reverse direction of 1 track right?
A slow huge tank probably needs to, even brakes would need seperated wheels/tracks. But thanks for bringing this up, I'll include braking for small turns and have it reverse only on hard turns in future versions.
Damn I want moving UV maps or moving textures. I know CNC3 does it with a shader, or at least I read something about it that it uses 10% from the bottom of the texture to animate tracks.
Posted: 15 Oct 2007, 23:57
by MR.D
Animated textures were in OTA, I'm surprised there isn't an easy way to implement them into spring.
Posted: 16 Oct 2007, 00:29
by Snipawolf
Silly LS, when you can Uv map properly, there is nothing stopping you from creating a badass texture
I wish I could UV map a little bit better, I am getting there, but I may need to start crunching for those extra couple of pixels >___<
Posted: 16 Oct 2007, 00:43
by rattle
OTA did it by image swapping. The gafs were basically like advanced gifs. Can't be done with UV mapped models I guess.
LUA + shaders probably is the way to go now.
Posted: 16 Oct 2007, 07:30
by smoth
animated textures could be used with a clever bit of lua GL but my understanding of such matters is limited.
Posted: 16 Oct 2007, 08:54
by rattle
Render to texture?
Posted: 16 Oct 2007, 10:52
by KDR_11k
That'd be overkill, a simple UV transform would be enough.
Posted: 16 Oct 2007, 11:03
by TradeMark
Has anyone tested how it looks in the game? I mean in the game while playing, not while zooming in to it >_>
That probably looks shit in the game, but looks good only when you zoom it full screen like that. Has anyone tested? IF not, show some pics, then we can say will it be added to anywhere...
I dont presonally like remodelled OTA units which has changed the texture colors different, so i cant say which unit is which anymore because all looks different.
animated textures
Posted: 16 Oct 2007, 11:04
by jK
the only problem is you need to be able to identify the vertex/polygon, so it is the same problem as with normal mapping, you need to reparse the s3o and then update the engine displaylists with the luaRendering interface

(btw trepan already wrote a lua s3o parser)
Posted: 16 Oct 2007, 11:14
by Pressure Line
TradeMark wrote:I dont presonally like remodelled OTA units which has changed the texture colors different, so i cant say which unit is which anymore because all looks different.
are you serious? i mean c'mon. for one, its not even that differently textured.
attitudes like that (ie, 'oh, it looks slightly different to the OTA unit, i wont be able to tell what it is in a pitched firefight with 500 other units.') are why there arent more rebuilds out there.
unless you are fanatically microing a unit [at which point you will usually be quite zoomed in on it anyway] it doesnt really matter.
Posted: 16 Oct 2007, 11:17
by SwiftSpear
Some of the remodeled units lose their look from overhead as opposed to the hard lines of the OTA simple low poly units. I don't think it will really be a problem with the new goli though... since if you visually aren't able to tell the difference between a goli and a raider you're pretty much retarded anyways.
Posted: 16 Oct 2007, 11:19
by Pressure Line
but he isnt even saying that, all he said was *paraphrasing* "i dont like remodels of ota units because they dont look the same and i get confused"
Posted: 16 Oct 2007, 11:36
by TradeMark
Yeah. Make new mod and totally different units pls. Dont try to remodel OTA units, or if you try, make them look so different that they dont look like ota units anymore :)
Or if you really want to remodel ota units, fix them just a little, no huge changes.
Posted: 16 Oct 2007, 12:23
by rattle
KDR_11k wrote:That'd be overkill, a simple UV transform would be enough.
Yes but how do we identify/isolate the track's UV without cutting it loose from the object? Okay in this case the sides can be moved as well but in some other cases it can't and the treads are just a stretched cylinder.
Yeah. Make new mod and totally different units pls.
This is not what the thread is about, is it?
Posted: 16 Oct 2007, 14:07
by smoth
TradeMark wrote:Yeah. Make new mod and totally different units pls. Dont try to remodel OTA units, or if you try, make them look so different that they dont look like ota units anymore :)
Or if you really want to remodel ota units, fix them just a little, no huge changes.
sometimes that is a good thing... like removing a gimped arm etc. No, ALL OTA units
SHOULD be remodeled, just not in a crappy way. This is a good job.
Posted: 16 Oct 2007, 15:56
by LathanStanley
smoth wrote:
sometimes that is a good thing... like removing a gimped arm etc. No, ALL OTA units SHOULD be remodeled, just not in a crappy way. This is a good job.
+ 1 million
yes, damn fine job!

Posted: 16 Oct 2007, 23:33
by Neddie
Actually, all OTA units should be replaced free of Cavedog IP.