Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Solatar on February 15, 2003, 10:08:40 pm
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I'm trying to learn modeling in Blender, and I thought that what we are really missing are missiles. So I made my first cheesy attempt at modeling, care to have a look? If somebody could texture it that would be great.
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Well, it's too high poly for an in-game missile, and too bland for a loading ani, so it's useless. :doubt:
However, you do have potential! If you could make hi-poly models of the Silent Threat weapons (Leech, Shield Breaker, Cluster Bomb and EMP) I would very much like to use them for the Port's loading anis. No need for textures if you use materials cleverly.
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I'm working my way up. I decided on a missile as my first project, because all they are are essentially tubes with fins. It turned out easier than I thought.
Once I can sucessfully build at least a small crusier, I'll try loadout .ani's.
I am also trying to learn Truespace so I can texture.
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Ya another Blender user! I'm not that lonely anymore!
BTW you should try out Blender 2.25 you can download it at www.blender.org
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Originally posted by GalacticEmperor
Well, it's too high poly for an in-game missile, and too bland for a loading ani, so it's useless. :doubt:
I've got high poly missiles that work in games,
http://www.angelfire.com/space2/raptorsnest/treb.html
Thats a comparsion between the orignal treb and my new one;)
prays people can view the pic.........
BTW, that looks like a good Shivan missile. We need more like that.....
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Originally posted by Raptor
http://www.angelfire.com/space2/raptorsnest/treb.html
Nice red X, it would make a great missile
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oh mann.......................:(:mad: :sigh:
Is the Red X the result of the picture being pcx format?
If this works,
http://www.angelfire.com/space2/raptorsnest/treb-ic.html
Then it is. (the above file is in jpg format)
NOTE: the missile maps are OUT OF DATE.
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First post link now works. Go lookse.
Yahoo! 100 posts!
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high poly terbuchets?
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You forgot the :thepimp: smiley:D
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high poly for something that you never see for more than a split second.
in fact all you see for the most part is the rear of the missile.
Bombs should be the only thing that really would required some sort of High poly count.
think of 12 fighters firering 928 poly count Trebs
and linked that would be.
2*12*928 = 22272 polygons
need i say/write more.
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It was a test of my modelling skills.
And, DTP, things:
1)The treb is actually quite visable
2) I've NEVER seen cpu flown craft fire trebs
3) don't you get that many polys away in missions:doubt:
4) Had no problems so far. :D
If you hated that, you would hate my hornet;) It's got even more polys. Though I have had 24 of them on screen at once with no slow down. 23 craft all launching 8, yes, but how often would that happen?
BTW, Where did you get 928 polys from?:confused: Or did you look in my other missile thread?
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Originally posted by Raptor
It was a test of my modelling skills.
And, DTP, things:
1)The treb is actually quite visable
2) I've NEVER seen cpu flown craft fire trebs
3) don't you get that many polys away in missions:doubt:
4) Had no problems so far. :D
If you hated that, you would hate my hornet;) It's got even more polys. Though I have had 24 of them on screen at once with no slow down. 23 craft all launching 8, yes, but how often would that happen?
BTW, Where did you get 928 polys from?:confused: Or did you look in my other missile thread?
928 polys, The first pic, not yours i know, But my reply was aimed not for you only, but simply to state that things can quickly multiply, when you begin to add more polygons to missiles.
But i simply state that a missile should never reach the poly count of fighters.
It was aimed for the general public, not you specificly.
regarding AI firering Trebs, you should could use the SEXP good-secondary time to make that happen.
Trebs are like bombs a special case weapon, only you only use it on distance or if you fell lucky at close quaters. that is, when we are targeting fighters.
only, the AI dont have a "do i fell lucky" function, last i looked.
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now i've got a question...
if i take that, how would you texture it from what it is now? what program? could you do that in Blender?
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Originally posted by HotSnoJ
Ya another Blender user! I'm not that lonely anymore!
BTW you should try out Blender 2.25 you can download it at www.blender.org
I used to use Blender but now that I have 3D Studio Max 5.0... its kinda out of my league. :D
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Oh, sorry DTP.
Currently, I've got:
A 308 poly Helios (planing to redo)
A 252 poly Cyclops
A 748 Poly Hornet (more visable than one might think)
A 392 Poly Tempest (silly I know, but it was a challenge;) )
A 634 polys Trebuchet.
All have only 1 LOD, No extra submodels. Can't figure out how to do that in TS2 :(
Ones I'm planing on doing:
Tusmani (you have got to admit the thing is ugly "ick" )
Harbinger (I keep wanting to say Harbringer )
Stiletto 1 and 2
Phoenix V (might not need too, could be same as treb)
The Various cluster warheads (big and ugly again)
Say, couldn't you use SEXPt's to make AI craft use trebs? Say 'Good secondary' when enemy is over, say, 2.0 km away, then cancel it when they close.
Problems: Will need a LOT of SEXPt's. 'Good Secondary' is unhappy with trebuchet.
Sorry for de-railing the thread.........:nervous:
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Originally posted by Stealth
now i've got a question...
if i take that, how would you texture it from what it is now? what program? could you do that in Blender?
I assume you where talking to me.
I texture (when I do) mostly in tS for simple blocky textures. Otherwise I use Lithunwrap.
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Uh Hades...
If you need modeling done for the TVWP, just pm me some concept art and I can see what I can do.
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Originally posted by HotSnoJ
Nice red X, it would make a great missile
actually that would be awesome.
you're flying in-game, in a battle or something, and suddenly you see a 2D white square with a red "X" in the middle coming at you... hehehehehe
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:D
makes me recall the old days
We skinned the Rockets in quake1 to have a Smiley in the front.
did a small mod in Quake 1 with a special rocket launcher, that launched slow rockets, so that players could see the smiley for more than a fraction of second.
dam that was a laugh.
WE also skinned the player head skins to show, ill be back when the player was killed in a gib.
and named the mod keep smiling.
:).
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Originally posted by DTP
:D
makes me recall the old days
We skinned the Rockets in quake1 to have a Smiley in the front.
did a small mod in Quake 1 with a special rocket launcher, that launched slow rockets, so that players could see the smiley for more than a fraction of second.
dam that was a laugh.
WE also skinned the player head skins to show, ill be back when the player was killed in a gib.
and named the mod keep smiling.
:).
Sounds cool. And sounds like I need to get quake1. :wink: