Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: phreak on June 03, 2006, 01:58:07 pm
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Ok. So i had my brother make a 3ds max scene of the orb radar instead of the procedural thing i'm using now. The struts look a bit thick and the model is untextured. If anyone is willing to make the struts thinner, texture and convert it to a pof, i'll be willing to make it so that the orb is rendered using the model.
http://fs2source.warpcore.org/exes/phreak/radarorb.max
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would like to see this if someone can provide the talent required... maybe post a screen from max as a preview ?
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I don't have max on this machine. I've got strattcomm to look at it anyway.
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Unfortunately I can't seem to open it. What version of Max was this made in? I can get it back from a 3ds if someone can get it there for me.
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i think it was 7. I'll see what i can do to get a 3ds.
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I seem to recall reading somewhere that .Max is a difficult format to swap, since, iirc, it stores the actual actions taken on the model, not just the mesh, so if you use a new plugin or the like, someone without that plugin cannot access the mesh.
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I'm almost sure it's a version thing. Usually plugins are lighting based, and I think you can still get to geometry even if they won't load. It pisses me off to no end though that there's not an export to older format function.
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knn to the rescue!
(http://img152.imageshack.us/img152/4122/radarorb2ul.th.jpg) (http://img152.imageshack.us/my.php?image=radarorb2ul.jpg)
http://files.filefront.com/radarorb3DS/;5141864;;/fileinfo.html (http://files.filefront.com/radarorb3DS/;5141864;;/fileinfo.html)
(No, I didn't change it, I just made a render and converted it to 3ds)
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Great. I'll take a look at it.
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thanks knn, was just about to do this ;)
anyway the arms need a bit of thinning and maybe a bit more smoothing as well. It'll be rendered semi-transparent in order to not obstruct stuff as much.
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That looks neat and alot better than what we currently have. let's get it in game !
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It looks smooth, but is there anyway (using the launcher perhaps?) of selecting which verrsion i want to use in future releases, I'm quite happy with the old 3d one. The one above just looks a little "big boned" i wanna be able to see the dots.......
<not a dig>
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is there a way to change the dots?
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Different dots would be nice. How about different sizes for different sized ships? ;7
weird model, but interesting. reminds me of one of those toys that cats play with :p
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A transparent, thinner version of that thing would go a long way to making the HUD look more up to date.
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A transparent, thinner version of that thing would go a long way to making the HUD look more up to date.
maybe that's what they were planning to do? :rolleyes:
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A transparent, thinner version of that thing would go a long way to making the HUD look more up to date.
maybe that's what they were planning to do? :rolleyes:
:rolleyes:
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let us change the dots!
(seriously, it'd be sooooo useful to the BTRL project)
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What do you want to change them to?
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Something like this (http://upload.wikimedia.org/wikipedia/en/8/85/Dradis.jpg) I suspect, though christ knows how you're supposed to see that kind of detail in a dot that's, what, 5 pix by 5 pix?
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just the basic idea of the symbol would do nicely anyways. the idea that we hope to have them rendered to a texture on the cockpit panel would make it look even better to the player. of course the point is to just know where everything is, its not supposed to actually be informative
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you know.. this would really be cool, I was thinking about it today...
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What'd really be useful is something that indicates which intersection of those rings, whether it's this 3D model or what's in the SCP now, is at the front of your fighter. Another indicator for the top of your fighter and it'd really be peachy. :)
On this 3D model, a longish spike for the front and a smaller one for the top might work.
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You know, a color change might convey front/back pretty well... even a light/dark gradient.
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How about different sized dots for distance ranges?