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Team:
Rank: Peon Main: Camsy Level: 2191 Joined: Fri Nov 28, 2008 6:03 pm Posts: 2214 Location: Sydney, Australia |
Jey123456 wrote: youll rarely see more than 2-3 at the same time What's that Jey? Massif party in sol? _________________ Blue Dwarf wrote: Statistically, they haven't changed. Except for the beef I gave. |
Sat Feb 11, 2012 9:42 pm |
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Team:
Rank: Director Main: Biggee Level: 3017 Joined: Thu Jun 07, 2012 4:27 pm Posts: 659 |
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. _________________ uhmari wrote: When i look at uhmari, I can see clearly the problems in it |
Sun Feb 12, 2012 8:07 am |
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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
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.
_________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Sun Feb 12, 2012 2:42 pm |
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Team:
Rank: Director Main: Biggee Level: 3017 Joined: Thu Jun 07, 2012 4:27 pm Posts: 659 |
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. _________________ uhmari wrote: When i look at uhmari, I can see clearly the problems in it |
Sun Feb 12, 2012 3:34 pm |
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Team:
Rank: Peon Main: Rootbeer Level: 4830 Joined: Sat Dec 25, 2010 12:57 am Posts: 98 Location: Sonata Asylum, Lunacy |
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-
_________________ I am an intangible force inhabiting an inanimate object, deal with it. :D |
Sun Feb 12, 2012 8:23 pm |
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Team:
Rank: Peon Main: Camsy Level: 2191 Joined: Fri Nov 28, 2008 6:03 pm Posts: 2214 Location: Sydney, Australia |
This gives a brief rundown of texture mapping.
_________________ Blue Dwarf wrote: Statistically, they haven't changed. Except for the beef I gave. |
Mon Feb 13, 2012 3:57 am |
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Team:
Rank: Peon Main: Rootbeer Level: 4830 Joined: Sat Dec 25, 2010 12:57 am Posts: 98 Location: Sonata Asylum, Lunacy |
Camsy wrote: This gives a brief rundown of texture mapping. <3 Camsy! _________________ I am an intangible force inhabiting an inanimate object, deal with it. :D |
Mon Feb 13, 2012 4:25 am |
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Team:
Rank: Director Main: Biggee Level: 3017 Joined: Thu Jun 07, 2012 4:27 pm Posts: 659 |
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/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. You do not have the required permissions to view the files attached to this post. _________________ uhmari wrote: When i look at uhmari, I can see clearly the problems in it |
Mon Feb 13, 2012 6:15 pm |
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Team:
Rank: Peon Main: Camsy Level: 2191 Joined: Fri Nov 28, 2008 6:03 pm Posts: 2214 Location: Sydney, Australia |
It looks awesome, but its missing its tail!
_________________ Blue Dwarf wrote: Statistically, they haven't changed. Except for the beef I gave. |
Mon Feb 13, 2012 7:17 pm |
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Team:
Rank: Main: Stabberz Level: 2414 Joined: Sat Mar 03, 2007 10:55 am Posts: 3696 |
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. _________________ Blue Dwarf wrote: In space, no one can hear you cha cha cha. |
Mon Feb 13, 2012 7:48 pm |
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Team:
Rank: Director Main: Biggee Level: 3017 Joined: Thu Jun 07, 2012 4:27 pm Posts: 659 |
I added a "tail", but it looked really odd.
_________________ uhmari wrote: When i look at uhmari, I can see clearly the problems in it |
Mon Feb 13, 2012 8:54 pm |
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Team:
Rank: Main: Stabberz Level: 2414 Joined: Sat Mar 03, 2007 10:55 am Posts: 3696 |
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? _________________ Blue Dwarf wrote: In space, no one can hear you cha cha cha. |
Mon Feb 13, 2012 9:00 pm |
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Team:
Rank: Peon Main: Rootbeer Level: 4830 Joined: Sat Dec 25, 2010 12:57 am Posts: 98 Location: Sonata Asylum, Lunacy |
it needs its tail end! D: its not a massif without it! its some freaky mutated spawn!!!
You do not have the required permissions to view the files attached to this post. _________________ I am an intangible force inhabiting an inanimate object, deal with it. :D |
Mon Feb 13, 2012 9:44 pm |
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Team:
Rank: Peon Main: Camsy Level: 2191 Joined: Fri Nov 28, 2008 6:03 pm Posts: 2214 Location: Sydney, Australia |
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! _________________ Blue Dwarf wrote: Statistically, they haven't changed. Except for the beef I gave. |
Mon Feb 13, 2012 10:02 pm |
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Team:
Rank: Main: Radia Level: 1100 Joined: Wed Oct 10, 2007 6:04 pm Posts: 6410 Location: q3dm17 |
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... _________________ Jey123456 wrote: That will happen in a future closer than most futures. No Context. Idaten. bageese wrote: We've been against saying any solid dates until we know for sure when something is coming in. |
Tue Feb 14, 2012 10:59 am |
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