Author Topic: Cain strikes back - WIP  (Read 127369 times)

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Offline -Norbert-

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Re: Cain strikes back - WIP
Oh common, it's just a bit over 10 MB..... can't take THAT long.

Beautifull work from the two of you. And it works perfect ingame. No problem whatsoever.

  

Offline Rodo

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Re: Cain strikes back - WIP
I have it now...

I made a fast tryout and it didn't load up :mad: ... will check why later

now running to the bus stop.

el hombre vicio...

 

Offline CKid

Re: Cain strikes back - WIP
Very nice! :yes:
One nitpick though, The glow doesn't fade and brighten like on the rest of the shivan vessels.
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Offline General Battuta

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Re: Cain strikes back - WIP
Very nice! :yes:
One nitpick though, The glow doesn't fade and brighten like on the rest of the shivan vessels.

Animated glowmaps will presumably be done separately as they're a massive drain on the engine.

 

Offline headdie

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Re: Cain strikes back - WIP
I have it now...

I made a fast tryout and it didn't load up :mad: ... will check why later

now running to the bus stop.



just run fs2_open_3_6_12_RC3r_INF_SSE with no mods except the Cain in its own mod folder and played lion at the door with no problems, it takes a little while to load in the tech room compared more so than I'm used too but thats my only issue so far

edit

also just fired the model up in PCS2 and I like the way the mandibles/arms look like they could pivot and grab something
« Last Edit: July 13, 2010, 03:29:54 pm by headdie »
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Offline Zacam

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Re: Cain strikes back - WIP
Very nice! :yes:
One nitpick though, The glow doesn't fade and brighten like on the rest of the shivan vessels.

Animated glowmaps will presumably be done separately as they're a massive drain on the engine.

That, and the current Animated Glows are all based on the older model and older textures. It'll all sort out in the release.
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Offline Droid803

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Re: Cain strikes back - WIP
mmmmh...pofferfish.
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Offline mjn.mixael

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Re: Cain strikes back - WIP
Now I have to re-render cb_shiversubkilla!
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Offline Angelus

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Re: Cain strikes back - WIP
 :yes: That's impressive.

 

Offline sigtau

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Re: Cain strikes back - WIP
I just jizzed a bit.   :eek2:
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Offline Commander Zane

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Re: Cain strikes back - WIP
WOOOOOOOOOOOOOOOOOOOOT!

 

Offline sigtau

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Re: Cain strikes back - WIP
Now we need a Lilith. :(
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Offline Rga_Noris

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Re: Cain strikes back - WIP
Lilith is coming... Going to have a unique, beefed up mesh.
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Offline swashmebuckle

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Re: Cain strikes back - WIP
sublime

 

Offline Kolgena

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Re: Cain strikes back - WIP
...in the coconut

Indeed, excellent work :D

Edit: Took it for a spin, and I have a tiny piece of criticism. You know where the arms join to the body? Well, the thin crack that exists there lacks any ambient shadowing, which looks kind of odd. Would it be possible to bake in some sort of occlusion there?
« Last Edit: July 14, 2010, 10:17:37 am by Kolgena »

 

Offline Rga_Noris

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Re: Cain strikes back - WIP
Shouldn't be too hard, but since its fairly minor it may hit the back burner for a bit. I have other priorities right now, but i'll keep that in mind for future updates. Thanks for the feedback!
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Offline Rodo

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Re: Cain strikes back - WIP
Is it ok for the debris to have glowmaps active?

I'm asking because I don't remember if the retail one maintained glowmaps after being destroyed.

it looks cool with them anyway
el hombre vicio...

 

Offline Kolgena

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Re: Cain strikes back - WIP
Personally I've always preferred the no-glowmap look on debris. If the thing's in pieces, I don't see what could be powering the glowy bits.

 

Offline headdie

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Re: Cain strikes back - WIP
Personally I've always preferred the no-glowmap look on debris. If the thing's in pieces, I don't see what could be powering the glowy bits.

fires?
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Offline -Norbert-

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Re: Cain strikes back - WIP
Fires in a vacuum? Maybe while the ship is mostly intact, but once it exploded, there can't be enough atmosphere in those pieces to sustain any fire.