Author Topic: BSG Turrets. (@ Omniscaper)  (Read 10538 times)

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Offline Deepblue

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BSG Turrets. (@ Omniscaper)
Damnit. The buggers are too detailed.

2 flavors:
What the show has...


Whats more convenient for people's computers...


Get the max file here (just remove the braces to get #2).

(BTW when are you going to post your "Asteroid Assualt" here?) :drevil:

 
BSG Turrets. (@ Omniscaper)
YES!!!...  I could use BOTH... for different lods... must get sleep first... will do it first thing in morning.

 

Offline WMCoolmon

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BSG Turrets. (@ Omniscaper)
I can't see the polys but I'd vote to at least make a version with the top one...it just wouldn't do the BSG any justice with the lower-LOD ones. You'd have an awesome-looking hull but crap turrets (No offense. ;) )

Oh, and "Bobb's subsystem LOD code" for using both ;)
-C

 
BSG Turrets. (@ Omniscaper)
WHAT!? Subsystem....LOD!? You serious!? LOD's that calculate your distance to the subobject and not the parent object!? Don't freak me out here.

Damn it... its 4:15 am... I REALLY wanna go to sleep ::starts up 3dsmax::
« Last Edit: February 21, 2005, 03:16:20 am by 1582 »

 

Offline WMCoolmon

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BSG Turrets. (@ Omniscaper)
That's what I heard...IIRC for destroyable-subobject 'fighters' that were 'parked' in/on hangar bays.

Unfortunately it doesn't look like it's implemented.

If I understand the code correctly I might be able to add that (It's certainly possible). I'd like to hear from Bobb whether or not it's implemented though.

If I were doing it, though, I'd basically find the distance between the subobject's position and the viewer position (Unlike the code for models as a whole, which finds the nearest point on the mesh) and set it accordingly. I make no guarantees though, it'd be my first time working directly with the model rendering code.
-C

 
BSG Turrets. (@ Omniscaper)
:(  Bummer..     Bob?

Ok, time to retexture and remodel the top and bottom sections of the BSG.... but for now... sleep.




Thats 16 of those turrets added on.... so add 7000 polys to the tally. Thats a total of 23k so far... and still climbing. heh heh.

Thanks a million Deepblue!!!
« Last Edit: February 21, 2005, 03:46:45 am by 1582 »

 

Offline Nuke

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BSG Turrets. (@ Omniscaper)
i dont like those hard eges on the base there. chamfering them shouldn add more than a few polies.
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Offline Bobboau

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BSG Turrets. (@ Omniscaper)
it's in my local codebase

still need to get all the bugs out of my animation system and weapon models before commiting

this is what I was talking to you about in the othr thread,  I have code (origonaly designed for makeing super detailed fighter bays) that can be used to have subobjects only show up if the viewer is within a defineable box around the subobject. the best way to use this for adding details would be to have a serese of subobjects each with it's own texture each about 1000 pollies the closer you get to a reagon the more detailed it becomes. (directx > 8 likes batches of pollies of about 1000)
« Last Edit: February 21, 2005, 07:31:47 am by 57 »
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BSG Turrets. (@ Omniscaper)
holy mother of god omni.

 

Offline Deepblue

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BSG Turrets. (@ Omniscaper)
NP. Those do look good on there.

@Nuke. Yes it will add polies. Those are 448 or something triangulated as is (its the beams on the guns, each is about 20 polies and there are 8 of them).

 

Offline Deepblue

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BSG Turrets. (@ Omniscaper)
Actually one thing I experimented with (as far as the hard edges on the base are concerned) was just giving all the polies there a single smoothgroup. It looks chamfered (almost) without adding any polies. In the end I went for the hard look though cause I liked it better.

 

Offline Ace

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BSG Turrets. (@ Omniscaper)
Hrmm, the bottoms need a base. Also higher resolution textures for the Galactica to help with the sense of scale :)

Also, replacing the tiled texture on the turrets with something closer to how the turrets are textured in the show would be nice.
Ace
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Offline Alan Bolte

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BSG Turrets. (@ Omniscaper)
You could reduce poly count by quite a lot by using the correct number of rails.
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BSG Turrets. (@ Omniscaper)
Quote
Originally posted by Alan Bolte
You could reduce poly count by quite a lot by using the correct number of rails.



um dude, theres more than 3 railguns. mind u the ship itself i believe has 20+ lateral (the pontoons) turrets-but these arent the same size as the above turrets, theyre more like the colossus side turrets or the diemos's mini-turrets, the 4-8 on the top and the 5-or so on the bottom of the battlestar.

 

Offline Roanoke

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BSG Turrets. (@ Omniscaper)
would it be possible to "fake" the beams by using the "invisible" texture ?

 

Offline StratComm

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BSG Turrets. (@ Omniscaper)
Not without adding almost as many polygons.  Plus, transparency isn't perfect, so you can only use it in select locations or it doesn't work at all.
« Last Edit: February 21, 2005, 02:42:32 pm by 570 »
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Ace

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BSG Turrets. (@ Omniscaper)
Having the cockpits and such on the turrets would be nice. Sure, it'd kill the polycount even more but it'd be sooo nice :)
Ace
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Offline Turambar

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BSG Turrets. (@ Omniscaper)
Quote
Originally posted by deep_eyes



um dude, theres more than 3 railguns. mind u the ship itself i believe has 20+ lateral (the pontoons) turrets-but these arent the same size as the above turrets, theyre more like the colossus side turrets or the diemos's mini-turrets, the 4-8 on the top and the 5-or so on the bottom of the battlestar.


what he means is that theres three things on the edges of the barrel of the gun, not 4
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Offline NGTM-1R

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BSG Turrets. (@ Omniscaper)
Quote
Originally posted by deep_eyes

um dude, theres more than 3 railguns. mind u the ship itself i believe has 20+ lateral (the pontoons) turrets-but these arent the same size as the above turrets, theyre more like the colossus side turrets or the diemos's mini-turrets, the 4-8 on the top and the 5-or so on the bottom of the battlestar.


Can you prove this? I've seen no turrets save ones like those linked to in Mr. Bolte's post, though I admit I haven't seen as many episodes as I should...

Railguns? *tilts head to one side, puzzled* Plasma or laser or something, but definitely not projectile-based...
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Offline Deepblue

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BSG Turrets. (@ Omniscaper)
Damnit!!! *curses lack of reference material* *goes back and corrects problem*
« Last Edit: February 21, 2005, 05:16:32 pm by 944 »