Core Raider light tank +1 - Page 5

Core Raider light tank +1

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

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j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

just so everyone can jog their memories this is what demo is talking about:

http://itchstudios.com/psg/ta/topdown.jpg
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Abokasee
Posts: 222
Joined: 03 Nov 2006, 21:51

Post by Abokasee »

The AK there is sweet, the can looks like it could be a sumo :shock: , and the sumo is in hole different league, like tech 3,
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Post by Erom »

Yes, the "side-swung" stance of many of the Kbot's there is particularly awesome. Look at the Warrior!
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Otherside
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Joined: 21 Feb 2006, 14:09

Post by Otherside »

wtb all those units modelled xD
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ianmac
Posts: 253
Joined: 02 Jul 2007, 01:40

Post by ianmac »

That is cool!!!!!!!!!!!!!!!!!!
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

Technically, these could all be free of Cavedog IP if they were modeled and given new names. I can't remember, is that guy's offer still on the table? How much was he asking?

I ask, because I'm sure we have money that could be put into this if we could get the whole set out of him.
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Otherside
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Joined: 21 Feb 2006, 14:09

Post by Otherside »

id donate 20 pounds to the cause just to see those units modelled :P
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

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

Post by MR.D »

Updated first post with Final ingame model link.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

I probably should clean the scripts for the Goliath and Instigator up, the Raider one is decent (I hope).
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clericvash
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Joined: 05 Oct 2004, 01:05

Post by clericvash »

That is some beautiful modelling work :D, can't wait to see them in mods, rock on :D
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Tired
Posts: 302
Joined: 14 Nov 2005, 07:19

Post by Tired »

Don't know if they're been posted yet, but here're some pics of Mr.D's other work for Spring - floating nanos and shields. Apologies if my ATI card leaves something to be desired.

Image

Image

Image

Image

Also had a fairly complete flying saucer at one point, although I can understand that falling by the wayside. =)
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

Wow, why did the Uv coordinates on the shield models get all funky like that dude?

Might want to check the updated model package I sent you.

This is what the shield textures are soposed to look like.
Image
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Post by Peet »

They're flipped vertically by spring...just flip the textures.
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Pressure Line
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Joined: 21 May 2007, 02:09

Post by Pressure Line »

needs to sit slightly higher in the water imo...
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

Use DDS, Mr. D, unlike TGA, it is correct in Spring... plus you can optimize your mipmaps...
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MR.D
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Joined: 06 Aug 2005, 13:15

Post by MR.D »

I do...
I can't find a program that will let me save alpha on .tga, so I've been using Nvidia plugin for .dds.

Check it out

http://www.mrd.str8-6.com/files/MrD_navalpack.zip

This is what I sent to Tired and Quantum.
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

I'll check that out as soon as I get home from Work, and let ya know what I find. It'll be something very simple, promise. If your files are DDS, you should view your models in UpSpring and check them over before releasing them, even if you're not setting up the dimensions / origins / hitspheres / etc., and also correct the surface normals so that they reflect light properly, and smooth-shade like they should. I'll look 'em over and give you some feedback.
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Post by Peet »

MR.D wrote:I do...
I can't find a program that will let me save alpha on .tga, so I've been using Nvidia plugin for .dds.
http://www.mnwright.btinternet.co.uk/do ... xtbmpx.EXE
Lets you view and edit the rgb and alpha separately..deals with tga, dds dxt1 3 and 5, etc.
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