Accepting requests for models/mods/conversions/import-export

For developmental things relating to the graphics of the game.
User avatar
Lucifer
Project Developer
Posts: 8640
Joined: Sun Aug 15, 2004 3:32 pm
Location: Republic of Texas
Contact:

Post by Lucifer »

Heh heh, I'm moving to a different subject for this. :)
User avatar
SuPeRTaRD
Round Winner
Posts: 300
Joined: Fri Nov 05, 2004 11:53 pm
Location: bedlam
Contact:

Updated Recognizer!

Post by SuPeRTaRD »

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!!! :twisted:
(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 639 times
rcgnzr2.jpg
User avatar
Tank Program
Forum & Project Admin, PhD
Posts: 6711
Joined: Thu Dec 18, 2003 7:03 pm

Post by Tank Program »

looks v. classy :)
Image
User avatar
SuPeRTaRD
Round Winner
Posts: 300
Joined: Fri Nov 05, 2004 11:53 pm
Location: bedlam
Contact:

Post by SuPeRTaRD »

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
Attachments
900x750 pixel view with reference pic from movie attatched
900x750 pixel view with reference pic from movie attatched
Last edited by SuPeRTaRD on Fri Dec 10, 2004 6:10 am, edited 1 time in total.
User avatar
root down
Round Winner
Posts: 344
Joined: Fri Jun 11, 2004 8:46 am
Location: closer
Contact:

Post by root down »

wow...if you could have that thing flyign around instead of the red killzone boundaries, i'd love you guys
stakes is high
User avatar
Tank Program
Forum & Project Admin, PhD
Posts: 6711
Joined: Thu Dec 18, 2003 7:03 pm

Post by Tank Program »

Yup, that's nice.
Image
User avatar
SuPeRTaRD
Round Winner
Posts: 300
Joined: Fri Nov 05, 2004 11:53 pm
Location: bedlam
Contact:

Post by SuPeRTaRD »

root down wrote:wow...if you could have that thing flyign around instead of the red killzone boundaries, i'd love you guys
theres been talk about it.. ^

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!!
|
|
\/
Attachments
osmoscyc.jpg
the low version, or both?
the low version, or both?
User avatar
SuPeRTaRD
Round Winner
Posts: 300
Joined: Fri Nov 05, 2004 11:53 pm
Location: bedlam
Contact:

Post by SuPeRTaRD »

or this!! omfg!
:twisted:
Attachments
osmoscy2.jpg
User avatar
Tank Program
Forum & Project Admin, PhD
Posts: 6711
Joined: Thu Dec 18, 2003 7:03 pm

Post by Tank Program »

They all look a little unconfortable to ride...
Image
User avatar
SuPeRTaRD
Round Winner
Posts: 300
Joined: Fri Nov 05, 2004 11:53 pm
Location: bedlam
Contact:

Post by SuPeRTaRD »

:oops: 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
Attachments
recogfin.zip
(33.85 KiB) Downloaded 653 times
recogfin.jpg
User avatar
Tank Program
Forum & Project Admin, PhD
Posts: 6711
Joined: Thu Dec 18, 2003 7:03 pm

Post by Tank Program »

What attention to detail...
Image
Thak
Average Program
Posts: 54
Joined: Fri Apr 16, 2004 7:03 am
Location: Ontario.

Post by Thak »

Wow, that is cool stuff SuperTard.
User avatar
Misery
Round Winner
Posts: 285
Joined: Thu Dec 30, 2004 12:37 pm

Blender Models...

Post by Misery »

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. :D
User avatar
Lucifer
Project Developer
Posts: 8640
Joined: Sun Aug 15, 2004 3:32 pm
Location: Republic of Texas
Contact:

Re: Blender Models...

Post by Lucifer »

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. :D
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.
User avatar
SuPeRTaRD
Round Winner
Posts: 300
Joined: Fri Nov 05, 2004 11:53 pm
Location: bedlam
Contact:

Post by SuPeRTaRD »

what file extension is blender model files? mebbe i can make one
Post Reply