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Silencer Remake: 4th release
Posted: 04 Feb 2006, 18:46
by Zenka
I'm buzy with remaking the core silencer, based on the one visable in the OTA intro.
The main object is there (although I need to remake the base, it looks buggy)
But before i remake the base and strat texturing: I have one problem.
In the intro you don't see the silencer deploy (open up). In spring (and OTA) there are 2 hatches opening up first. (one on the base over the opening and one in the intergrated silo) and then the silo comes upwards.

However the two hatches actually looks ugly and almost stopit (all my opinion). So I want YOU to figure out a good way to seal of the nuke with a hatch-sort of thing. Plz add detail to the description, that makes is easyer for me to build.
And ofcourse any criticism, remarks, good and bad stuff about it. I'm all ears.
Posted: 04 Feb 2006, 18:52
by Weaver
An iris like the Ambusher?
Posted: 04 Feb 2006, 21:23
by Min3mat
no way!
have hatches but have them slide into recesses in the side of the thing NOT open up. and have the launch thingey rise up :D
Posted: 04 Feb 2006, 21:32
by Caydr
Not that I honestly think it will matter, but the pipes on the side have a lot of unnecessary detail. Tube-like objects can generally get away with being no more than 8-12 faces around the outside.
Also, the missile must be identical to the core nuke object. Either replace the core nuke object with your new one, or replace your current one with the standard one. You can find the standard object name in the weapon file under crblmissile or something. Right under "Nuclear_Missile". In the rockets file if you're referencing XTA.
Posted: 04 Feb 2006, 22:58
by Zenka
The entire model is still high poli. I will make a saperate 'game use' model. I think I'll stick with min3mat's idea. an iris isn't reeally core-like.
Still open for other suggestions ofcourse.
And I'll take a look at the nuke. This one is self-made and isn't synced with any existing. good thing you mentioned it Caydr

Posted: 04 Feb 2006, 23:08
by Das Bruce
Remember what we learnt about poly's?
Posted: 04 Feb 2006, 23:53
by IMSabbel
Well, i am a fierce enemy of stupid waste of polygons that dont yield any benefit in details...
... but i guess a nuke launcher has a bit more headroom than a peewee, in that department, all things considered...
Posted: 05 Feb 2006, 01:37
by jcnossen
1000+ triangles should be a good aim for it IMO.
Posted: 05 Feb 2006, 03:07
by Zoombie
Now all we need is fallout and mushroom clouds, and i can sit back and enjoy the evanings apocolyce.
Also that is a cool modle, but i think the purple surrounding thing around the missle hatch is a little jarring.
Posted: 05 Feb 2006, 03:27
by Caydr
*decides he wants to pick a fight*
1000 triangles for a peewee sounds fine to me. I'd say a nuke launcher should have at least 5000.
Posted: 05 Feb 2006, 04:00
by FLOZi
You're an idiot.

Posted: 05 Feb 2006, 08:45
by Archangel of Death
*decides he wants to pick a fight*
1000 triangles for a peewee sounds fine to me. I'd say a nuke launcher should have at least 5000.
I say I'm still running off an old Radeon 7500 and in cash conservation mode! Please, at least wait until June, which is after my birthday so maybe I'll get lucky :D
Posted: 05 Feb 2006, 11:37
by Zenka
*cheers for Caydr*
Anyway, I've redone the Base. And with my missle and highpoli cylinders the total faces is now: 1759 (3522 Tris). I can lower it to 1000 my replacing the nuke with the original one (which is 40 poli or so) and uglyfy the cylinders. (this will give a bad result)
When this model is used, can't my nuke be the standart? it does look better. (I can lower the poli some more, it isn't really optimised right now)
And here is a short and fast movie of the silencer opening up:
http://lassie.student.utwente.nl/vliet/Silencer8A.avi
Posted: 05 Feb 2006, 11:58
by Das Bruce
You might have to raise it so that it is entirely above gound, else the terrain will render through it.
Posted: 05 Feb 2006, 12:00
by smoth
I love the model but as always there is a but to this..
Anyway, if you could bring the pipes in some more and lower them a bit it would be a lot closer to the art. other wise.. hurry up and uvwmap this bad-boy!
Posted: 05 Feb 2006, 12:15
by Kixxe
The sides should be sloped closer to the hatch, otherwise it's really cool.
Good work!
Posted: 05 Feb 2006, 12:17
by Maelstrom
Personally, I prefer the lower poly missle. For some reason it just looks better than the completly round one. But mabey a few more sections around it, like 10 or 12. The rest looks fine. Would be great to see this in game!
Posted: 05 Feb 2006, 18:11
by Zenka
Thx for the comments.
K, lowerd the pipes and narrowed the staired side.
Personally I like the round nuke best. But how is this, better or worse? (12 sided)
@Das Bruce: The model is partially underground. So it's suppose to be rendered through (Haven't put it into spring yet. Have no id how it looks there)
Posted: 05 Feb 2006, 20:28
by SwiftSpear
When textured correctly the lack of perfect roundness won't be knoticable unless you get REALLY close. For small objects you can easily get away with 8 sided cylinders and then just use rounding tecniques on the texture.
Posted: 05 Feb 2006, 22:12
by SinbadEV
Okay, I can't draw it very well but I'm not gonna try... this is my idea for how to make the lid open and come out... and stuff
http://www.geocities.com/theonlybendavis/ might need to go there and click "Lid.JPG"
basically, the edjes of the holdy bit in the middle slide back iris like and then when they have spun out strait they lift up as the missile and tower slide up, finishing in the position your model looks like
EDIT: Just noticed that the pictures I did wouldn't exactly work the way I described it, picture 2(upper right) would still need to be slightly overlaped, the general idea we are looking for here is like the top of a cardboard box that you have closed with all the flaps overlapping eachother opening up...