Star Sonata
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Proper Massifs?
http://www.starsonata.com/forum/viewtopic.php?f=94&t=50033
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Author:  taco [ Sat Jan 21, 2012 9:43 am ]
Post subject:  Proper Massifs?

got bored and decided to see what i could do about the massifs looking like bulk traders. got this so far :) Criticism welcome, contructive criticism even better! *p.s. still needs textures and stuff :D

Author:  seanla4350 [ Sat Jan 21, 2012 9:46 am ]
Post subject:  Re: Proper Massifs?

I really miss that graphic for sure, so I'd welcome the change!

Author:  erman [ Sat Jan 21, 2012 9:51 am ]
Post subject:  Re: Proper Massifs?

they look good. could be available for those who want to make that change.

Author:  ELITE [ Sat Jan 21, 2012 11:43 am ]
Post subject:  Re: Proper Massifs?

seanla4350 wrote:
I really miss that graphic for sure, so I'd welcome the change!

Author:  JeffL [ Sat Jan 21, 2012 6:44 pm ]
Post subject:  Re: Proper Massifs?

Make them animate somehow, and I could possibly be convinced to use them. You know how I love those animating Bulkers/Massifs...

Author:  Camsy [ Sat Jan 21, 2012 9:05 pm ]
Post subject:  Re: Proper Massifs?

JeffL wrote:
Make them animate somehow, and I could possibly be convinced to use them. You know how I love those animating Bulkers/Massifs...

For the m1 and m2 just make the little side bump/nobs spin, for the m3, the same but make it so that the entire box part of the massif spins as well. Possible have it so its got 4 arms in the box rather than two.

Author:  taco [ Sun Jan 22, 2012 7:46 am ]
Post subject:  Re: Proper Massifs?

once i figure out how to do all this animation crap *and understand XML beyond just modifying it* mostly trial and error right now. but as soon as i got it down ill be more than happy to try some different animations on them. :wink:

Author:  taco [ Sun Jan 22, 2012 10:39 am ]
Post subject:  Re: Proper Massifs?

came up with a a couple new ideas for the m3 *largely thanks to camsy* for possible animation.

as follows

1. Regular massif 3
2033 polys *polygons w/e*
black lines/box shows where it would rotate, in unison.


2. Massif 3 possibility 1
2693 polys
black lines show where animation would be same as before.


3. massif 3 possibility 2
3245 polys. a little high but not seen too often unless you own one.
black lines blah blah blah same as the other 2.



would also like to point out that none of them have textures, mostly because i dont yet know how to make them. so if someone is willing to do it for me/show me how it would be great.

Would love to see which one is the most popular before i start animation >.< cause it looks like a terribly long proccess, could be wrong.. hopefully.

Author:  anilv [ Sun Jan 22, 2012 10:49 am ]
Post subject:  Re: Proper Massifs?

Number 2 is best. Would love to see that in game.

Author:  JeffL [ Sun Jan 22, 2012 1:33 pm ]
Post subject:  Re: Proper Massifs?

I like the triangle one... can we make the entire center part rotate?

Author:  seanla4350 [ Sun Jan 22, 2012 1:49 pm ]
Post subject:  Re: Proper Massifs?

Lol Jeff, you and your obsessions.

But yes, I agree, I like that one as well, and the rotation sounds like an awesome effect.

Author:  taco [ Sun Jan 22, 2012 2:00 pm ]
Post subject:  Re: Proper Massifs?

anyone wanna give it a go at makin it rotate? im still tryin to figure it all out xD

Author:  Blue Dwarf [ Sun Jan 22, 2012 3:09 pm ]
Post subject:  Re: Proper Massifs?

I like them without the rotations, the rotation seems weird to me. It's like putting your precious cargo into a massive blender.

Could I have a set of models/tmaps without animations? :D

Author:  taco [ Sun Jan 22, 2012 4:27 pm ]
Post subject:  Re: Proper Massifs?

would love it if i could get a list of programs to animate/view animated OBJ files and whatnot. kinda wanna see what it would look like with them animated :)

here are the models.. no textures :/ still learning it all *trial and error ftw*

Author:  JeffL [ Sun Jan 22, 2012 5:28 pm ]
Post subject:  Re: Proper Massifs?

Don't make a rotating model. Instead, just break it into two parts, the non-rotating part and the rotating part, and make sure they have the same coordinate system and scales, and then I will hook them up in code. (If the middle part is just 3 of the same thing repeated, then you can just make one of those and I'll use it three times at three different angles.) See how the bulk trader is, for example.

Server side, I do this with the bulk trader pieces:

Quote:
<VISAGE typeid="6">
<VISAGE typeid="1">
<FACEPLATE>42</FACEPLATE> <!-- Main part, this indexes into ships.xml and contains the engine placements -->
</VISAGE>
<VISAGE typeid="22">
<MODEL>Ships/BulkTraderPart.obj</MODEL>
<TEXTURE>Ships/BulkTrader.jpg</TEXTURE>
<ANIMATRIX offz="0" anglex="0" rotationz="-50" />
</VISAGE>
<VISAGE typeid="22">
<MODEL>Ships/BulkTraderPart.obj</MODEL>
<TEXTURE>Ships/BulkTrader.jpg</TEXTURE>
<ANIMATRIX offz="0" anglez="180" rotationz="-50" />
</VISAGE>
<VISAGE typeid="22">
<MODEL>Ships/BulkTraderPart.obj</MODEL>
<TEXTURE>Ships/BulkTrader.jpg</TEXTURE>
<ANIMATRIX offz="-0.95" anglez="0" rotationz="50" />
</VISAGE>
<VISAGE typeid="22">
<MODEL>Ships/BulkTraderPart.obj</MODEL>
<TEXTURE>Ships/BulkTrader.jpg</TEXTURE>
<ANIMATRIX offz="-0.95" anglez="180" rotationz="50" />
</VISAGE>
</VISAGE>

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