Accepting requests for models/mods/conversions/import-export
Updated Recognizer!
I tweaked the graphics on this to perfection.
all the edge highlights are the same width now.
It's ready to be a kill-zone now!!!
(with slower rotation & faster chase-movement than the killzone has now)
or it could face slowly towards its direction of travel (dictated by: nearest bike gets its attention)
all the edge highlights are the same width now.
It's ready to be a kill-zone now!!!
(with slower rotation & faster chase-movement than the killzone has now)
or it could face slowly towards its direction of travel (dictated by: nearest bike gets its attention)
- Attachments
-
- rcgnzr02.zip
- install to a /moviepack/ folder
- (30.55 KiB) Downloaded 642 times
- Tank Program
- Forum & Project Admin, PhD
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- Joined: Thu Dec 18, 2003 7:03 pm
thanks!
I tried a test on this tron recognizer while adjusting the texture, the front&back "breast plate" center trapezoid, u will notice is 1/2 the color of the bike color you choose & 1/2 black.
I did this by using a mapping style called xyz-to-uvw
that mapping style causes texture to get "tiled" an EXTREME amout of times.. like 1 full 256x256 texture map per um "pixel in worldspace" on the breastplate. or 1000 texturmap tiles per polygon.
so's anyways, I did that to see if it would slow the engine down, and it didnt,.. and it looked kinda cool like I wanted it to, so I left it,..
I zoomed WAY in on the breastplate of the recogniser inside a-tron, but I couldnt see the individual tiles.. it may be it blends them so much they blurr into each other.. i've used that mapping teqnique b4 in a different game & u could zoom in & see it in game. blah blah blah and it didnt slow down the other game either..
blah
so anyway..... we can do half-tones on bikes like glows 2 different shades of the color you pick on the polygons you want it to..
blah
I tried a test on this tron recognizer while adjusting the texture, the front&back "breast plate" center trapezoid, u will notice is 1/2 the color of the bike color you choose & 1/2 black.
I did this by using a mapping style called xyz-to-uvw
that mapping style causes texture to get "tiled" an EXTREME amout of times.. like 1 full 256x256 texture map per um "pixel in worldspace" on the breastplate. or 1000 texturmap tiles per polygon.
so's anyways, I did that to see if it would slow the engine down, and it didnt,.. and it looked kinda cool like I wanted it to, so I left it,..
I zoomed WAY in on the breastplate of the recogniser inside a-tron, but I couldnt see the individual tiles.. it may be it blends them so much they blurr into each other.. i've used that mapping teqnique b4 in a different game & u could zoom in & see it in game. blah blah blah and it didnt slow down the other game either..
blah
so anyway..... we can do half-tones on bikes like glows 2 different shades of the color you pick on the polygons you want it to..
blah
Last edited by SuPeRTaRD on Fri Dec 10, 2004 6:10 am, edited 1 time in total.
- Tank Program
- Forum & Project Admin, PhD
- Posts: 6711
- Joined: Thu Dec 18, 2003 7:03 pm
theres been talk about it.. ^root down wrote:wow...if you could have that thing flyign around instead of the red killzone boundaries, i'd love you guys
I think it would add alot to the game, nostalga & ambiance wize.
plus, movie quality tanks will be TOO MANY POLYGONS!
this recognizer has only 284 triangles
I might model this soon, would anyone else like to drive it?
or this!!
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- Tank Program
- Forum & Project Admin, PhD
- Posts: 6711
- Joined: Thu Dec 18, 2003 7:03 pm
er uh.. I tweaked the recognizer some more
this is the final version I promise!
I felt like getting it UBER-PERFECT
In case it becomes a game asset in 2.8 or 9.3 or whatever
(yes, that is Jeff Bridges driving the damned thing)
enjoy
this is the final version I promise!
I felt like getting it UBER-PERFECT
In case it becomes a game asset in 2.8 or 9.3 or whatever
(yes, that is Jeff Bridges driving the damned thing)
enjoy
- Attachments
-
- recogfin.zip
- (33.85 KiB) Downloaded 656 times
- Tank Program
- Forum & Project Admin, PhD
- Posts: 6711
- Joined: Thu Dec 18, 2003 7:03 pm
Blender Models...
I am attempting to learn how to use Blender 3d. I've become VERY interested into making skins for this game... Now I want to tackle 3d modeling. Where, if possible, can I find a Blender version of the original movie pack cycle.ase file??? I just want to tinker with the model a bit. I think it would help me better understand how it works. AND to have an actual model to tinker with. Thanx in advance.
- Lucifer
- Project Developer
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Re: Blender Models...
Let me know if you find one, mis. I've looked long and hard for a ase->blend converter. Maybe with an ASE spec and a blend spec I can write up a python script to do it (and then integrate it in Blender since blender has an embedded python interpreter). So I'll add to Misery's request one of my own. Specs for both that don't require reading the code, or pointers to the code so I don't have to wade through the millions of lines that make up blender's source tree.Misery wrote:I am attempting to learn how to use Blender 3d. I've become VERY interested into making skins for this game... Now I want to tackle 3d modeling. Where, if possible, can I find a Blender version of the original movie pack cycle.ase file??? I just want to tinker with the model a bit. I think it would help me better understand how it works. AND to have an actual model to tinker with. Thanx in advance.