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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?
Jey123456 wrote: youll rarely see more than 2-3 at the same time What's that Jey? Massif party in sol?
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Sat Feb 11, 2012 9:42 pm |
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biggee531
Team:
Main: Biggee
Level: 2163 Class:
Engineer
Joined: Sun Mar 26, 2006 8:29 am Location: Around
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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.
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Sodomy wrote: I will kill what I created.
anilv wrote: Try again when you have a doctorate in mathematics, grasshopper. I'll be pulling rank until then.
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Sun Feb 12, 2012 8:07 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?
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.
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Sun Feb 12, 2012 2:42 pm |
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biggee531
Team:
Main: Biggee
Level: 2163 Class:
Engineer
Joined: Sun Mar 26, 2006 8:29 am Location: Around
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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.
_________________
Sodomy wrote: I will kill what I created.
anilv wrote: Try again when you have a doctorate in mathematics, grasshopper. I'll be pulling rank until then.
Bonecrusher wrote: I'm a professional whiner.
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Sun Feb 12, 2012 3:34 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?
whoa.. i leae for a bit. come back to this. glad to see its been taken so far! this is awesome! thanks pplz! -still havent learned how to texture stuffs-
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Sun Feb 12, 2012 8:23 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?
This gives a brief rundown of texture mapping.
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Mon Feb 13, 2012 3:57 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?
Camsy wrote: This gives a brief rundown of texture mapping. <3 Camsy!
_________________ I am an intangible force inhabiting an inanimate object, deal with it.
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Mon Feb 13, 2012 4:25 am |
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biggee531
Team:
Main: Biggee
Level: 2163 Class:
Engineer
Joined: Sun Mar 26, 2006 8:29 am Location: Around
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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. 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/J2i5hlCIBack: http://db.tt/SCqCyov2Texture: http://db.tt/SInwCO3HYou 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.
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_________________
Sodomy wrote: I will kill what I created.
anilv wrote: Try again when you have a doctorate in mathematics, grasshopper. I'll be pulling rank until then.
Bonecrusher wrote: I'm a professional whiner.
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Mon Feb 13, 2012 6:15 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?
It looks awesome, but its missing its tail!
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Mon Feb 13, 2012 7:17 pm |
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Griffin
Team:
Main: Stabberz
Level: 2153 Class:
Gunner
Joined: Sat Mar 03, 2007 10:55 am
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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.
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Mon Feb 13, 2012 7:48 pm |
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biggee531
Team:
Main: Biggee
Level: 2163 Class:
Engineer
Joined: Sun Mar 26, 2006 8:29 am Location: Around
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Re: Proper Massifs?
I added a "tail", but it looked really odd.
_________________
Sodomy wrote: I will kill what I created.
anilv wrote: Try again when you have a doctorate in mathematics, grasshopper. I'll be pulling rank until then.
Bonecrusher wrote: I'm a professional whiner.
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Mon Feb 13, 2012 8:54 pm |
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Griffin
Team:
Main: Stabberz
Level: 2153 Class:
Gunner
Joined: Sat Mar 03, 2007 10:55 am
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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?
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Blue Dwarf wrote: In space, no one can hear you cha cha cha.
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Mon Feb 13, 2012 9:00 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?
it needs its tail end! D: its not a massif without it! its some freaky mutated spawn!!!
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_________________ I am an intangible force inhabiting an inanimate object, deal with it.
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Mon Feb 13, 2012 9:44 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?
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!
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Mon Feb 13, 2012 10:02 pm |
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Visorak
Team:
Main: Radia
Level: 1101 Class:
Speed Demon
Joined: Wed Oct 10, 2007 6:04 pm Location: q3dm17
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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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Jey123456 wrote: That will happen in a future closer than most futures. No Context. Ever. Idaten.
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Tue Feb 14, 2012 10:59 am |
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