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Post Re: Proper Massifs?
I like the triangular-ness of it, but I'm not sold on the rotating aspect. Maybe a slow rotation like just 1 rpm.

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Sun Jan 22, 2012 9:22 pm
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Post Re: Proper Massifs?
I know it's probably not possible but an idea is for the spinning to be relative to the weight of the ship (I.e. empty ship spins faster, heavy ship spins really slow) I think it'd give a nice "heavy" effect once you fill your m3 up with dark matter or such.

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Blue Dwarf wrote:
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Mon Jan 23, 2012 6:30 pm
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Post Re: Proper Massifs?
taco wrote:
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*

Even thought there is no texture, a wiremap/framemap/whatever you call it, so I could at least try myself would be nice. :)

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Mon Jan 23, 2012 6:39 pm
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Post Re: Proper Massifs?
Blue Dwarf wrote:
taco wrote:
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*

Even thought there is no texture, a wiremap/framemap/whatever you call it, so I could at least try myself would be nice. :)


-blank stare- yea.. i dont see a button for that xD

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Mon Jan 23, 2012 6:57 pm
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Post Re: Proper Massifs?
You need to UVMap your model, then export it as a .jpg or .png.

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Mon Jan 23, 2012 7:01 pm
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Post Re: Proper Massifs?
oh xD well then. once im home i can, all my stuff is on my other comp.

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Mon Jan 23, 2012 7:07 pm
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Post Re: Proper Massifs?
Love it ! :D


Tue Jan 24, 2012 3:26 am
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Post Re: Proper Massifs?
What's happening with these?

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Blue Dwarf wrote:
Statistically, they haven't changed.

Except for the beef I gave.


Thu Feb 02, 2012 12:35 am
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Post Re: Proper Massifs?
I need the two parts, the rotating part and the non-rotating part, and they need to be texture mapped. Then I can work on getting them in the game.

But if we're really going to go back to this style, then we need 3 variants of it, don't we? (For Massif I, II, and III.)

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Fri Feb 03, 2012 11:08 pm
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Post Re: Proper Massifs?
I see 3 variants in the OP. Unless you mean animations. :lol:

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Fri Feb 03, 2012 11:25 pm
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Post Re: Proper Massifs?
I require animations in order to replace already animating ships!

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Sat Feb 04, 2012 2:53 am
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Post Re: Proper Massifs?
Not all ships need an animation or glow....

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Sat Feb 04, 2012 4:00 am
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Post Re: Proper Massifs?
JeffL wrote:
I require animations in order to replace already animating ships!

Rotating cargo containers look weird, begone with them! Bring them back in classic C1 style! >.<!

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Sat Feb 04, 2012 7:51 am
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Post Re: Proper Massifs?
I'm working on UV Mapping/texturing/optimizing this model today, should be done maybe this afternoon.

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Mon Feb 06, 2012 8:15 am
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Post Re: Proper Massifs?
I actually think the rotating cargo is cool. It also makes sense because it creates gravity for the cargo so it doesn't bump around in zero gravity.

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Mon Feb 06, 2012 11:19 am
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