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Should we use this new graphic?
Poll ended at Fri Dec 16, 2011 5:18 pm
Yes 72%  72%  [ 28 ]
No 23%  23%  [ 9 ]
I don't know 5%  5%  [ 2 ]
Total votes : 39

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Post Re: Ward+!
omg, Pumpkin Ward is winning

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Thu Nov 17, 2011 5:42 pm
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Post Re: Ward+!
i still want to know where the bubbles went.
Gimmeh mah bubbles!

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Thu Nov 17, 2011 7:53 pm
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Post Re: Ward+!
The bubbles were from a particle generator in C1. But the tube on the test tube in C2 is opaque, so you wouldn't see any particles we put in there. I think in theory the tube could be translucent, but then it would need an "other side". If someone who can model wants to make a try at it, I would put the particles inside.

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Thu Nov 17, 2011 7:57 pm
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Post Re: Ward+!
JeffL wrote:
The bubbles were from a particle generator in C1. But the tube on the test tube in C2 is opaque, so you wouldn't see any particles we put in there. I think in theory the tube could be translucent, but then it would need an "other side". If someone who can model wants to make a try at it, I would put the particles inside.


yeah, sure, all that...but please dont make it look like the proposal in this thread, because that just looks dumb.

-ERMAN

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Thu Nov 17, 2011 8:13 pm
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Post Re: Ward+!
all i know is i'll have one ship i can frickin see if this graphic gets approved.

Mow Ambient Whiting!!!

(Jey for ss god for a uni. Give him a bana queen ship graphic and 700 speed -10k wt to mess with people. He'd auto so fast he'd hit the warp as soon as the width of the bana queen graphic was calculated. His god job could be to auto and look cool, nothing else.)


Thu Nov 17, 2011 8:20 pm
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Post Re: Ward+!
Ok so since ERMAN hasn't really said why he thinks its "fucking ugly" I haven't really done anymore work on the texture and glowmap. However, I'd point out that the c1 ward+ might not translate across to c2 perfectly since its quite a dark background and ships tend to be lit side on in c2, not from above, which might not look that good even if ambient lighting is turned up (which tends to give things a blue tint from my experience).

And damnit Jeff, now you said it looks like a pumpkin ward for halloween whenever I look at it now I'm thinking the same! XD

As for the model, I had a bash at forming the rest of the "tube" section of the ward however I'm pretty sure that my editing the .obj and resaving it has messed up the UV map a considerable amount, and I don't think the smoothing groups are applied either.

Here the model is : http://dl.dropbox.com/u/14380972/Model.obj

Image
Image

And yes, I find sketchup to be most simple program to use when altering existing 3d models, but I do have 3ds max and maya if either of those is what is generally used by the dev team.


Last edited by Grunt on Fri Nov 18, 2011 7:30 am, edited 1 time in total.

Fri Nov 18, 2011 5:52 am
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Post Re: Ward+!
You can really use whatever you're most comfortable in. Some use Maya or 3dsmax, some use blender. It's just a personal preference (also limited by the software you have :p). As long as the final product is .obj with smoothing groups and the polys consist of all triangles, you're good to go.

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Fri Nov 18, 2011 6:51 am
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Post Re: Ward+!
biggee531 wrote:
You can really use whatever you're most comfortable in. Some use Maya or 3dsmax, some use blender. It's just a personal preference (also limited by the software you have :p). As long as the final product is .obj with smoothing groups and the polys consist of all triangles, you're good to go.

Why triangles?

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Fri Nov 18, 2011 7:39 am
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Post Re: Ward+!
syberian wrote:
Why triangles?


The engine will automatically convert all polys to triangles anyways, so might as well control how the polys will be split ahead of time so you don't get any weird geometry in-game.

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Fri Nov 18, 2011 8:11 am
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Post Re: Ward+!
Grunt wrote:
Ok so since ERMAN hasn't really said why he thinks its "fucking ugly" I haven't really done anymore work on the texture and glowmap.


The model looks great.

However, its orange, which is ugly.

Recolor it with the C1 color scheme and then add in a glow map which sticks to the red/green coloration of the original ship. and voila, you don't have a ship that will immediately make me change all my monks out of their ward+es.

-ERMAN

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Fri Nov 18, 2011 10:17 am
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Post Re: Ward+!
This reminds me of something... lemme look it up...

Ah, here we go:
Image

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Fri Nov 18, 2011 11:04 am
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Post Re: Ward+!
thecrazygamemaster wrote:
This reminds me of something... lemme look it up...

Ah, here we go:
Image

Thats really weird because I was thinking it looked like something out of Tron too XD


Fri Nov 18, 2011 11:22 am
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Post Re: Ward+!
JeffL wrote:
The bubbles were from a particle generator in C1. But the tube on the test tube in C2 is opaque, so you wouldn't see any particles we put in there. I think in theory the tube could be translucent, but then it would need an "other side". If someone who can model wants to make a try at it, I would put the particles inside.


Do you mean like an "other side" like the inside surface of the tube? Because I was wondering about translucencies while flying around in a Rosburst the other day. Would it be translucent because the PNG used in the texture has a semi-transparent section with an alpha channel, or would it use a grayscale map that would be in a separate image?

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Fri Nov 18, 2011 11:29 am
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Post Re: Ward+!
I was curious myself and i think it boils down to the Texture. I could definitely be wrong though, as i'm not quite certain how the engine deals with semi-transparent polys.

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Fri Nov 18, 2011 12:07 pm
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Post Re: Ward+!
I'm not sure how to get translucency. The first thing to try is a png texture with translucent pixels. Not sure if that would work or not. If it doesn't, then we can split the model into parts, and I can put an animatrix on the supposedly translucent part to force the whole part to be translucent.

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Fri Nov 18, 2011 2:55 pm
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