Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: TrashMan on October 11, 2006, 05:13:00 pm
-
I have been experimenting with my old Phoenix model... I recall some people suggesting that I change something in hte nose...
So I did..
(http://img249.imageshack.us/img249/9682/phoenixnewlw6.th.jpg) (http://img249.imageshack.us/my.php?image=phoenixnewlw6.jpg)
This any better?
-
Very nice fighter...realy like the design.
-
i like how everyones using gatlin guns theese days :D
i wonder who started the whole gatling gun craze :D
-
Nuke i think.............
-
:yes: I like it. Liked the old version too IIRC.
-
I still have the older version ready for HTLing... it needs a cokcpit and a texture job + some minor details..
This version is further along as hte cockpit is ready.
(http://img242.imageshack.us/img242/9872/phoenixnew2my8.th.jpg) (http://img242.imageshack.us/my.php?image=phoenixnew2my8.jpg)
I actually designed this one better, as I kept the HTL and cockpit in mind from the begining. That's why it consists of several different parts - the engine pods, wing, gun pod, main body, cockpit, side fins.
Even the cockpit is made out of the cockpit "tub" itself and 2 of those parts that support the canopy. That way I can texture each part separately and from cockpit view it should look a lto better to boot :D
-
i like how everyones using gatlin guns theese days :D
They must not have played any of the Nukemod releases. :p
:nervous:
-
Here's how the cockpit looks in-game for now (the ship isn't fully textured yet)
(http://img127.imageshack.us/img127/1967/newphoenixcockpitnu6.th.jpg) (http://img127.imageshack.us/my.php?image=newphoenixcockpitnu6.jpg)
The standard cockpit texture is giving me some problems since it's practilcy impossible to map the cockpit on anything that has a different shape then the one from the Apollo. You can see how it qabruptly ends on the sides.. Ugh..
any suggestions?
-
Yes that is a problem. Only solution I know of is to reconfigure the control panel. Move panels around.
In this case it doesn't look like an option. You'll probably have to reconfig the cockpit tub so that the hud doesn't end at an angle rather it should end straight up and down.
-
Make a texture from scratch - Roberts your fathers brother.
-
Well, the way I see it I have 2 choices:
1. I change hte cockpit layout (shape) and re-UVmpa some parts of it.
OR
2. I edit the terran Cocckpit texture so the shape fits.. Methinks I'll have a go at the second option...
-
I don't understand - why do I seem to be the only person who makes new textures? Seriously, someone please enlighten me.
-
You're not...For this fighter I swore myself to make a 100% custom texture from scratch, and I'm doing it.
It's just that since I allready UV mapped the cockpit with the texture, and everything looks good except for the panel, it easier to just edit the texture then re-map the whole thing...
-
I don't understand - why do I seem to be the only person who makes new textures? Seriously, someone please enlighten me.
Cool I know who to ask when I need some textures :D
-
This is my first atempt at making a FULLY CUSTOM texture and so far it goes well.
I have a rendered wireframe image as a semi-transparent background whem I'm working so it's easier to make the map.
One thing - I'm not sure which resolution should I go for.
512x512 seems enough.. But should I make a 1024x1024 texture instead?
-
This is my first atempt at making a FULLY CUSTOM texture and so far it goes well.
I have a rendered wireframe image as a semi-transparent background whem I'm working so it's easier to make the map.
One thing - I'm not sure which resolution should I go for.
512x512 seems enough.. But should I make a 1024x1024 texture instead?
I've found 512x512 to be quite low, myself, at such close range.
-
Agreed, my cockpits (and a lot of extra stuff smashed into it (engine cones, guns....etc) are in a 1024*1024 res pic.