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taco
Team:
Main: Rootbeer
Level: 1575 Class:
Fleet Commander
Joined: Sat Dec 25, 2010 12:57 am Location: Sonata Asylum, Lunacy
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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
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_________________ I am an intangible force inhabiting an inanimate object, deal with it.
:D
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Sat Jan 21, 2012 9:43 am |
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seanla4350
Team:
Main: Thermal
Level: 3024 Class:
Engineer
Joined: Sat Jan 16, 2010 2:23 pm
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Re: Proper Massifs?
I really miss that graphic for sure, so I'd welcome the change!
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Sat Jan 21, 2012 9:46 am |
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erman
Member
Team:
Main: ERMAN
Level: 3306 Class:
Speed Demon
Joined: Fri Jun 24, 2005 1:27 am Location: Chicago, USA
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Re: Proper Massifs?
they look good. could be available for those who want to make that change.
_________________ "I reject your reality, and substitute my own." "If I were an enzyme, I'd be DNA Helicase so I could unzip your genes."
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Sat Jan 21, 2012 9:51 am |
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ELITE
Team:
Main: Lemon
Level: 2187 Class:
Engineer
Joined: Wed Sep 29, 2010 10:14 pm
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Re: Proper Massifs?
seanla4350 wrote: I really miss that graphic for sure, so I'd welcome the change!
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Teh Meo
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Sat Jan 21, 2012 11:43 am |
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JeffL
Site Admin / Dev Team
Team:
Main: Jeff_L
Level: 1028 Class:
Sniper
Joined: Wed Mar 23, 2005 2:21 am Location: Santa Clara, CA
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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...
_________________ For support, please create a support ticket here and I will get back to you as soon as possible.
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Sat Jan 21, 2012 6:44 pm |
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Camsy
Team:
Main: PM Me If You Suck
Level: 1996 Class:
Gunner
Joined: Fri Nov 28, 2008 6:03 pm Location: Sydney, Australia
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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.
_________________
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Sat Jan 21, 2012 9:05 pm |
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taco
Team:
Main: Rootbeer
Level: 1575 Class:
Fleet Commander
Joined: Sat Dec 25, 2010 12:57 am Location: Sonata Asylum, Lunacy
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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.
_________________ I am an intangible force inhabiting an inanimate object, deal with it.
:D
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Sun Jan 22, 2012 7:46 am |
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taco
Team:
Main: Rootbeer
Level: 1575 Class:
Fleet Commander
Joined: Sat Dec 25, 2010 12:57 am Location: Sonata Asylum, Lunacy
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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.
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_________________ I am an intangible force inhabiting an inanimate object, deal with it.
:D
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Sun Jan 22, 2012 10:39 am |
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anilv
Member
Team:
Main: enkelin
Level: 3002 Class:
Speed Demon
Joined: Wed Aug 01, 2007 12:28 pm
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Re: Proper Massifs?
Number 2 is best. Would love to see that in game.
_________________ (DefQon1) use a Rhino reconstruotereatarerer - (Pasta) I need to figure out how to get rid of this UrQa Suqqa Ukuk (Bluenoser) Put your finger in your mouth and gag reflex should do the rest
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Sun Jan 22, 2012 10:49 am |
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JeffL
Site Admin / Dev Team
Team:
Main: Jeff_L
Level: 1028 Class:
Sniper
Joined: Wed Mar 23, 2005 2:21 am Location: Santa Clara, CA
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Re: Proper Massifs?
I like the triangle one... can we make the entire center part rotate?
_________________ For support, please create a support ticket here and I will get back to you as soon as possible.
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Sun Jan 22, 2012 1:33 pm |
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seanla4350
Team:
Main: Thermal
Level: 3024 Class:
Engineer
Joined: Sat Jan 16, 2010 2:23 pm
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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.
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Sun Jan 22, 2012 1:49 pm |
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taco
Team:
Main: Rootbeer
Level: 1575 Class:
Fleet Commander
Joined: Sat Dec 25, 2010 12:57 am Location: Sonata Asylum, Lunacy
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Re: Proper Massifs?
anyone wanna give it a go at makin it rotate? im still tryin to figure it all out xD
_________________ I am an intangible force inhabiting an inanimate object, deal with it.
:D
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Sun Jan 22, 2012 2:00 pm |
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Blue Dwarf
Content Dev
Team:
Main: Blue Dwarf
Level: 61 Class:
None
Joined: Fri Apr 29, 2011 5:39 pm
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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?
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Sun Jan 22, 2012 3:09 pm |
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taco
Team:
Main: Rootbeer
Level: 1575 Class:
Fleet Commander
Joined: Sat Dec 25, 2010 12:57 am Location: Sonata Asylum, Lunacy
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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*
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_________________ I am an intangible force inhabiting an inanimate object, deal with it.
:D
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Sun Jan 22, 2012 4:27 pm |
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JeffL
Site Admin / Dev Team
Team:
Main: Jeff_L
Level: 1028 Class:
Sniper
Joined: Wed Mar 23, 2005 2:21 am Location: Santa Clara, CA
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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>
_________________ For support, please create a support ticket here and I will get back to you as soon as possible.
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Sun Jan 22, 2012 5:28 pm |
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