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Team: The Forgotten Colonies
Main: PM Me If You Suck
Level: 1996
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Joined: Fri Nov 28, 2008 6:03 pm
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Post 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

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Sat Feb 11, 2012 9:42 pm
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Team: Strawberry Pancakes
Main: Biggee
Level: 2163
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Joined: Sun Mar 26, 2006 8:29 am
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Post 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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Sun Feb 12, 2012 8:07 am
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Post 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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Team: Strawberry Pancakes
Main: Biggee
Level: 2163
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Joined: Sun Mar 26, 2006 8:29 am
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Post 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.

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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:
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Sun Feb 12, 2012 3:34 pm
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Team: Immortal Silver
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Level: 1575
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Joined: Sat Dec 25, 2010 12:57 am
Location: Sonata Asylum, Lunacy
Post 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-

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Sun Feb 12, 2012 8:23 pm
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Team: The Forgotten Colonies
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Post 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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Team: Immortal Silver
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Post Re: Proper Massifs?
Camsy wrote:
This gives a brief rundown of texture mapping.

<3 Camsy!

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Mon Feb 13, 2012 4:25 am
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Team: Strawberry Pancakes
Main: Biggee
Level: 2163
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Joined: Sun Mar 26, 2006 8:29 am
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Post 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.


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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.


Mon Feb 13, 2012 6:15 pm
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Team: The Forgotten Colonies
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Post 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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Team: Contingency
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Post 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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Post 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.


Mon Feb 13, 2012 8:54 pm
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Team: Contingency
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Joined: Sat Mar 03, 2007 10:55 am
Post 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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Mon Feb 13, 2012 9:00 pm
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Team: Immortal Silver
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Joined: Sat Dec 25, 2010 12:57 am
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Post Re: Proper Massifs?
it needs its tail end! D: its not a massif without it! its some freaky mutated spawn!!!


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Mon Feb 13, 2012 9:44 pm
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Team: The Forgotten Colonies
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Post 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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Team: Eminence Front
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Joined: Wed Oct 10, 2007 6:04 pm
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Post 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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Tue Feb 14, 2012 10:59 am
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