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Post Re: Massif III
Feathers wrote:
They will interlace nicely if animated properly
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Very nice, I like it (Y)

Kanga

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Wed Mar 16, 2011 5:42 pm
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Post Re: Massif III
Make it not look like the bulk Trader and I'll like it :P

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Thu Mar 17, 2011 6:13 pm
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Post Re: Massif III
trevor54 wrote:
Make it not look like the bulk Trader and I'll like it :P


Yes, I agree. Why is it called Massif if it's a Bulk? Why isn't it called Bulk V?

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Thu Mar 17, 2011 6:35 pm
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Post Re: Massif III
Battlecruiser23 wrote:
trevor54 wrote:
Make it not look like the bulk Trader and I'll like it :P


Yes, I agree. Why is it called Massif if it's a Bulk? Why isn't it called Bulk V?


I'm wondering the same thing. Maybe we could expand the Bulk line to include this and the bring back then C1-style Massifs.

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Thu Mar 17, 2011 10:34 pm
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Post Re: Massif III
C1 Massifs are horrid. Just make that model white and you're done.

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andezrhode wrote:
goett wrote:
All oly ships look way to geometrically conservative for my tastes.

thats because most graphic designers are squares :mrgreen:

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Fri Mar 18, 2011 12:44 am
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Post Re: Massif III
shawn_mccall wrote:
C1 Massifs are horrid. Just make that model white and you're done.


But unused models(I think there is an old M1 model around) is money down the drain.

Do I have to quote Jeff_L off his own website again?

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Fri Mar 18, 2011 1:06 am
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Post Re: Massif III
Battlecruiser23 wrote:
shawn_mccall wrote:
C1 Massifs are horrid. Just make that model white and you're done.


But unused models(I think there is an old M1 model around) is money down the drain.

Do I have to quote Jeff_L off his own website again?


Shitty looking graphics that make the game unattractive so that people don't sub is much more money down the drain.

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Neba wrote:
BLACK PEOPLE DON'T GET RICE

andezrhode wrote:
goett wrote:
All oly ships look way to geometrically conservative for my tastes.

thats because most graphic designers are squares :mrgreen:

goett wrote:
Fired bullets taste like candy.


Fri Mar 18, 2011 1:09 am
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Post Re: Massif III
If you quit over a graphic...you are pathetic.

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Fri Mar 18, 2011 9:53 am
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Post Re: Massif III
Well, we don't have to just make a regular-looking Massif. As I've been making models, I use my own interpretations of the C1 sprites and end up with a sort of "reimagined" version of the ships. Just look at how I interpreted the Behemoth as a seaworthy space freighter. I can think of some improvements to the Massif line that would take advantage of the 3rd dimension. I might fiddle with it here at work before my crew call, but I don't have Maya here. Just Wings3D. Maya has spoiled me to other 3D software.

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Fri Mar 18, 2011 10:07 am
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Post Re: Massif III
I had to dig this out of my past posts, but this is how I interpreted the NCC-Bulk last year. Along with the already blatant reference in shape to Starfleet vessels, I added in a good dose of the Discovery One from 2001: A Space Odyssey. This particular model is made of primitives with boolean operations, but it should not be hard to make a version that's one solid mesh.
"To Boldly Trade Where No Man Has Traded Be-" "I'm afraid I can't let you do that, Dave..."


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Fri Mar 18, 2011 10:29 am
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Post Re: Massif III
DarthFirebert wrote:
"To Boldly Trade Where No Man Has Traded Be-" "I'm afraid I can't let you do that, Dave..."


Starship Magnetize? Klingasaurus'?

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Fri Mar 18, 2011 10:44 am
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Post Re: Massif III
Battlecruiser23 wrote:
DarthFirebert wrote:
"To Boldly Trade Where No Man Has Traded Be-" "I'm afraid I can't let you do that, Dave..."


Starship Magnetize? Klingasaurus'?


... Huh??

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Fri Mar 18, 2011 11:07 am
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Post Re: Massif III
Massif 3 video: http://www.youtube.com/watch?v=Khha7vRhTNI&hd=1

Jey has finished the model visages and 3d animatrixes, so we can make ships out of different parts now, rather than having to necessarily have animated vertices. When we make the parts move ourselves, it's so much more robust and more CPU-efficient.

For example, the Massif 3 in the video is made up of a center part without any barrels, and then references to a sub-model from the Bulk Trader which is just 1 barrel and the spoke. The animatrix attached to each sub part specifies where it is and how it rotates.

Code:
<VISAGE typeid="6"> <!-- complex visage -->
   <VISAGE typeid="2"> <!-- ship visage for the center part -->
    <FACEPLATE>134</FACEPLATE>
  </VISAGE>

   <VISAGE typeid="22">
      <MODEL>Ships/BulkTraderPart.obj</MODEL>
      <TEXTURE>Ships/BulkTrader.jpg</TEXTURE>
      <ANIMATRIX startSize="1" offz="0.4" offx="0.4" anglez="0" rotationz="30" />
   </VISAGE>
   <VISAGE typeid="22">
      <MODEL>Ships/BulkTraderPart.obj</MODEL>
      <TEXTURE>Ships/BulkTrader.jpg</TEXTURE>
      <ANIMATRIX startSize="1" offz="0.4" offx="0.4" anglez="180" rotationz="30" />
   </VISAGE>
   <VISAGE typeid="22">
      <MODEL>Ships/BulkTraderPart.obj</MODEL>
      <TEXTURE>Ships/BulkTrader.jpg</TEXTURE>
      <ANIMATRIX startSize="1" offz="0.4" offx="-0.4" anglez="90" rotationz="-30" />
   </VISAGE>
   <VISAGE typeid="22">
      <MODEL>Ships/BulkTraderPart.obj</MODEL>
      <TEXTURE>Ships/BulkTrader.jpg</TEXTURE>
      <ANIMATRIX startSize="1" offz="0.4" offx="-0.4" anglez="270" rotationz="-30" />
   </VISAGE>

     <VISAGE typeid="22">
      <MODEL>Ships/BulkTraderPart.obj</MODEL>
      <TEXTURE>Ships/BulkTrader.jpg</TEXTURE>
      <ANIMATRIX startSize="1" offz="-0.55" offx="0.4" anglez="45" rotationz="-30" />
   </VISAGE>
   <VISAGE typeid="22">
      <MODEL>Ships/BulkTraderPart.obj</MODEL>
      <TEXTURE>Ships/BulkTrader.jpg</TEXTURE>
      <ANIMATRIX startSize="1" offz="-0.55" offx="0.4" anglez="225" rotationz="-30" />
   </VISAGE>
   <VISAGE typeid="22">
      <MODEL>Ships/BulkTraderPart.obj</MODEL>
      <TEXTURE>Ships/BulkTrader.jpg</TEXTURE>
      <ANIMATRIX startSize="1" offz="-0.55" offx="-0.4" anglez="45" rotationz="30" />
   </VISAGE>
   <VISAGE typeid="22">
      <MODEL>Ships/BulkTraderPart.obj</MODEL>
      <TEXTURE>Ships/BulkTrader.jpg</TEXTURE>
      <ANIMATRIX startSize="1" offz="-0.55" offx="-0.4" anglez="225" rotationz="30" />
   </VISAGE>

   <VISAGE typeid="22">
      <MODEL>Ships/BulkTraderPart.obj</MODEL>
      <TEXTURE>Ships/BulkTrader.jpg</TEXTURE>
      <ANIMATRIX startSize="1" offz="-1.50" offx="0.4" anglez="90" rotationz="30" />
   </VISAGE>
   <VISAGE typeid="22">
      <MODEL>Ships/BulkTraderPart.obj</MODEL>
      <TEXTURE>Ships/BulkTrader.jpg</TEXTURE>
      <ANIMATRIX startSize="1" offz="-1.50" offx="0.4" anglez="270" rotationz="30" />
   </VISAGE>
   <VISAGE typeid="22">
      <MODEL>Ships/BulkTraderPart.obj</MODEL>
      <TEXTURE>Ships/BulkTrader.jpg</TEXTURE>
      <ANIMATRIX startSize="1" offz="-1.50" offx="-0.4" anglez="0" rotationz="-30" />
   </VISAGE>
   <VISAGE typeid="22">
      <MODEL>Ships/BulkTraderPart.obj</MODEL>
      <TEXTURE>Ships/BulkTrader.jpg</TEXTURE>
      <ANIMATRIX startSize="1" offz="-1.50" offx="-0.4" anglez="180" rotationz="-30" />
   </VISAGE>

  </VISAGE>

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Fri Mar 18, 2011 12:14 pm
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Post Re: Massif III
Are the engines off in the z direction there?


Fri Mar 18, 2011 12:40 pm
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Post Re: Massif III
The engine trail is not currently using the zbuffer correctly.

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Fri Mar 18, 2011 12:54 pm
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