Page 4 of 11

Re: Super Transport model submissions

Posted: 12 Sep 2011, 00:34
by i-NoD
Serious work Olrox!
Argh! Can't wait till it's finished XD

Re: Super Transport model submissions

Posted: 12 Sep 2011, 01:34
by Olrox
Thanks guys!
Let's see if my inspiration keeps up until next weekend and if my skills ain't rusted too much :lol2:

Re: Super Transport model submissions

Posted: 12 Sep 2011, 06:15
by macuser
Hi Olrox, Berg. Nice to see you. BTW excelent model Olrox

Re: Super Transport model submissions

Posted: 16 Sep 2011, 23:48
by lav_coyote25
http://www.gizmag.com/hybrid-air-vehicl ... hip/19746/

just to keep you in the loop... found this on gizmag....

Re: Super Transport model submissions

Posted: 17 Sep 2011, 00:28
by Olrox
Hey lav, nice to see you still 'round shaking things up a bit :wink:

I think I've had already seen that one, but probably gas-lifted aircraft wouldn't be truly suitable for tactical use as we see in WZ. Probably they'd be rather used in a strategical scale, deploying troops and supplies farther from the frontlines, where the threats from AA and Air-to-Air defenses would be minimal (since I can't imagine an efficient way to armor-plate such floating craft cuz the surface is way too big and anti-practical in terms of ballistics - thinking about the angle between most incoming fire and the surface of the "hull" itself).

Can't help but relate that tech's current application to my previous ideas:

Maybe if we could have some properly strategical MP gameplay on warzone (which we sincerely don't have actually, sincerely - I think that's a common sense, right?) those would really make sense, but that whole strategical gameplay talk is enough for a whole topic right? I do think it makes sense, if the true role of that kind of tech is accounted for, to some extent.

I actually imagine that pumpkin itself had thought about that when they were making their own model, since I can only remember one mission (Alpha 6 or 7 if I'm not mistaken, the one where you finally recover Synaptic Link tech) where the transporter is actually shot at by defenses when passing near the enemy base, and that other one on Beta 2 or 3 where the transporter is actually already shot down and you have to rescue the units. Other than that, the transporters were always routed through secure lines, hardly across the battlefield.

But, again, I think that we could make great use of tactical vehicle deployment resources. They could branch off into distinctive and certainly fun King-of-the-hill, capture-and-hold and probably many other rich and diversified gamestyles. And if nobody does that before I learn some decent programming skills, I will do that myself because I think it should be in-game from the very beginning :lol2:

Resources have a great impact on gameplay, and I think that this kind of resource would make for a bombastic one. Zarel would probably kill me due to the balance changes that this could need, but hey, that would be really awesome IMHO.

For now, I'll keep working on the model in a very educated way and pretend it is meant to be some kind of eyecandy of something 8)

Re: Super Transport model submissions

Posted: 20 Sep 2011, 22:25
by Olrox
Some updates on the development, using some materials to fake the main colouring layout I'm thinking about:
render1.jpg
render2.jpg
render3.jpg
~Olrox

Re: Super Transport model submissions

Posted: 21 Sep 2011, 00:44
by Goth Zagog-Thou
Oh holy crap that's nice! :D Awesome job!

Re: Super Transport model submissions

Posted: 21 Sep 2011, 01:02
by lav_coyote25
yes - it is awesome - now, can you point out the various areas on the aircraft - ie: cockpit, cargo areas... etc.

Re: Super Transport model submissions

Posted: 21 Sep 2011, 03:52
by Olrox
Will do, maybe it'll end up a nice concept art, after all :wink:

Re: Super Transport model submissions

Posted: 21 Sep 2011, 04:25
by Berg
Olrox wrote:Will do, maybe it'll end up a nice concept art, after all :wink:
IF you do it up with the dust and fog like that tank you did a while back it should be exciting
By the way how many polygon is this model?

Regards Berg

Re: Super Transport model submissions

Posted: 21 Sep 2011, 04:29
by vexed
Nice Olrox, how big is this on WZ's scale ?

Re: Super Transport model submissions

Posted: 21 Sep 2011, 06:59
by Olrox
Berg wrote:
Olrox wrote:Will do, maybe it'll end up a nice concept art, after all :wink:
IF you do it up with the dust and fog like that tank you did a while back it should be exciting
By the way how many polygon is this model?

Regards Berg
Hmm, since I'm doing this high poly, unlike everything I've already have done here, probably it will make much more sense to go on and make some nice renders out of it, yeah. This model currently has over 210k polygons, which is actually low for a high-poly of this size. I'm currently adding the greater, decisive details so that I can go on and slice them into smaller, texture-like details. With that, I wouldn't be surprised if I reached over 1kk polys. But, since that's a (roughly) 5x5 tile model, I'll put a final limit of 512 polys in the end, aiming to 256 as long as it doesn't lose significant geometry details. Hmmm, I can't recall if there's a nasty poly-count limit in .pies, you surely would know if there is such thing, right? :hmm:

Anyway, I've done some sketchy-blueprint-like-thingy to satisfy Lav's wishes and take the chance to re-think the whole design. Please don't mind the coffee stains :wink:
Here it is:
arxcaeliblueprinnts.jpg
vexed wrote:Nice Olrox, how big is this on WZ's scale ?
answer is above in italic :)

Re: Super Transport model submissions

Posted: 21 Sep 2011, 07:07
by lav_coyote25
AWESOME!!!!!!!! thanks. :)

Re: Super Transport model submissions

Posted: 21 Sep 2011, 09:05
by Jorzi
Excellent stuff :) The hard limits right now are 512 triangles, 768 vertices and 1024x1024 texture size. I guess that with a 5x5 model, you really should aim for using everything within this limit.

Re: Super Transport model submissions

Posted: 21 Sep 2011, 15:54
by MaNGusT
Olrox wrote:Hmmm, I can't recall if there's a nasty poly-count limit in .pies, you surely would know if there is such thing, right? :hmm:
Jorzi wrote:Excellent stuff :) The hard limits right now are 512 triangles, 768 vertices and 1024x1024 texture size. I guess that with a 5x5 model, you really should aim for using everything within this limit.
:wink: => viewtopic.php?f=33&t=7250&start=15#p75964