Star Sonata
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Proper Massifs?
http://www.starsonata.com/forum/viewtopic.php?f=94&t=50033
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Author:  Camsy [ Sat Feb 11, 2012 9:42 pm ]
Post subject:  Re: Proper Massifs?

Jey123456 wrote:
youll rarely see more than 2-3 at the same time

What's that Jey? Massif party in sol? :P

Author:  biggee531 [ Sun Feb 12, 2012 8:07 am ]
Post subject:  Re: Proper Massifs?

Should be able to finish this up today, had a slight issue with making it rotate seamlessly from the center due to a miscalculation on the triple connector... I was like "WTF isn't it rotating seamlessly......." then i realized the connectors were 2 different lengths. A real "Duh" moment.

Anyways, should finish this today.

Author:  JeffL [ Sun Feb 12, 2012 2:42 pm ]
Post subject:  Re: Proper Massifs?

Don't make it rotate using an animating model. Make it in pieces and let me rotate it in code like I do with the Bulk Traders. It's so much more flexible and efficient.

Author:  biggee531 [ Sun Feb 12, 2012 3:34 pm ]
Post subject:  Re: Proper Massifs?

JeffL wrote:
Don't make it rotate using an animating model. Make it in pieces and let me rotate it in code like I do with the Bulk Traders. It's so much more flexible and efficient.


I saw your previous post, I was rotating it for testing purposes; making sure it would rotate smoothly when you go to do it in code.

Author:  taco [ Sun Feb 12, 2012 8:23 pm ]
Post subject:  Re: Proper Massifs?

whoa.. i leae for a bit. come back to this. glad to see its been taken so far! this is awesome! thanks pplz! :D -still havent learned how to texture stuffs-

Author:  Camsy [ Mon Feb 13, 2012 3:57 am ]
Post subject:  Re: Proper Massifs?

This gives a brief rundown of texture mapping.

Author:  taco [ Mon Feb 13, 2012 4:25 am ]
Post subject:  Re: Proper Massifs?

Camsy wrote:
This gives a brief rundown of texture mapping.

<3 Camsy!

Author:  biggee531 [ Mon Feb 13, 2012 6:15 pm ]
Post subject:  Re: Proper Massifs?

Alrighty then, finally finished up this model. Wasn't too sure what else I could do on the front or back that didn't look weird (i tried a few different things). So unless there are any issues with this model, this will be the final version.

About 4200 polys at this point.

Image

It's 2 parts, just the front sphere with that attachment piece, then the rest is all one object. I've centered the pivot point, but I think you have to do that in the xml anyways. It shares the same 1k texture, efficiency ftw.

Front:
http://db.tt/J2i5hlCI

Back:
http://db.tt/SCqCyov2

Texture:
http://db.tt/SInwCO3H

Attachment:
massif3.jpg


You could double the texture as a slight bump map if you wanted, maybe .1, and it would look pretty solid. Not sure how you guys manage environment maps either, but i'll make a glowmap for it once I can see it in-game.

Author:  Camsy [ Mon Feb 13, 2012 7:17 pm ]
Post subject:  Re: Proper Massifs?

It looks awesome, but its missing its tail!

Author:  Griffin [ Mon Feb 13, 2012 7:48 pm ]
Post subject:  Re: Proper Massifs?

Camsy wrote:
It looks awesome, but its missing its tail!


And did anyone stop to think about Massif III? It'll end up with about 6000 poly's at this rate.

Author:  biggee531 [ Mon Feb 13, 2012 8:54 pm ]
Post subject:  Re: Proper Massifs?

I added a "tail", but it looked really odd.

Author:  Griffin [ Mon Feb 13, 2012 9:00 pm ]
Post subject:  Re: Proper Massifs?

biggee531 wrote:
I added a "tail", but it looked really odd.


It also looks odd without one.

Did you have 4 separate "tails" arranged in a square? Or was it just two?

Author:  taco [ Mon Feb 13, 2012 9:44 pm ]
Post subject:  Re: Proper Massifs?

it needs its tail end! D: its not a massif without it! its some freaky mutated spawn!!!

Author:  Camsy [ Mon Feb 13, 2012 10:02 pm ]
Post subject:  Re: Proper Massifs?

Griffin wrote:
And did anyone stop to think about Massif III? It'll end up with about 6000 poly's at this rate.

I'm pretty sure that is the Massif 3 model and without the tail it looks like a more rounded version of the bulk trader! The tail defines it!

Author:  Visorak [ Tue Feb 14, 2012 10:59 am ]
Post subject:  Re: Proper Massifs?

Griffin wrote:
biggee531 wrote:
I added a "tail", but it looked really odd.


It also looks odd without one.

Did you have 4 separate "tails" arranged in a square? Or was it just two?

Here I was thinking 3 would be the logical number...

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