Accepting requests for models/mods/conversions/import-export
- SuPeRTaRD
- Round Winner
- Posts: 300
- Joined: Fri Nov 05, 2004 11:53 pm
- Location: bedlam
- Contact:
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 764 times
- Tank Program
- Forum & Project Admin, PhD
- Posts: 6715
- Joined: Thu Dec 18, 2003 7:03 pm
- SuPeRTaRD
- Round Winner
- Posts: 300
- Joined: Fri Nov 05, 2004 11:53 pm
- Location: bedlam
- Contact:
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.
- root down
- Round Winner
- Posts: 344
- Joined: Fri Jun 11, 2004 8:46 am
- Location: closer
- Contact:
- Tank Program
- Forum & Project Admin, PhD
- Posts: 6715
- Joined: Thu Dec 18, 2003 7:03 pm
- SuPeRTaRD
- Round Winner
- Posts: 300
- Joined: Fri Nov 05, 2004 11:53 pm
- Location: bedlam
- Contact:
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!!
|
|
\/
- SuPeRTaRD
- Round Winner
- Posts: 300
- Joined: Fri Nov 05, 2004 11:53 pm
- Location: bedlam
- Contact:
- Tank Program
- Forum & Project Admin, PhD
- Posts: 6715
- Joined: Thu Dec 18, 2003 7:03 pm
- SuPeRTaRD
- Round Winner
- Posts: 300
- Joined: Fri Nov 05, 2004 11:53 pm
- Location: bedlam
- Contact:
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 757 times
- Tank Program
- Forum & Project Admin, PhD
- Posts: 6715
- Joined: Thu Dec 18, 2003 7:03 pm
- Misery
- Round Winner
- Posts: 285
- Joined: Thu Dec 30, 2004 12:37 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
- Posts: 8765
- Joined: Sun Aug 15, 2004 3:32 pm
- Location: Republic of Texas
Re: Blender Models...
Let me know if you find one, mis.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.
- SuPeRTaRD
- Round Winner
- Posts: 300
- Joined: Fri Nov 05, 2004 11:53 pm
- Location: bedlam
- Contact:
