Osmic's 3D Models
- Rman Virgil
- Professional
- Posts: 3812
- Joined: 25 Sep 2006, 01:06
- Location: USA
Re: First model
* Turret rotations have to be synchronized so as to never cross barrels or LOS planes.
*
- RV
*
- RV
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Re: First model
i think what he means is that it can appear either north-south, or east-west, but since warzone has no current capacity for rotation structures during placement, it would look odd. however, since it does appear to use up only one tile, it's just an aesthetic point.Per wrote: Troman: I am not sure what you are saying. We can rotate each weapon turret individually, surely?
i don't see any value to the philosophical argument of putting two turrets in the place of one. yes, it does take up one tile, but it also is discrete (doesn't look like it can be used to form a wall), thus its defensive potential should be specialized (allowing cyborgs to pass unhindered, preventing tanks from passing). A swarm of cyborgs should have little difficulty getting 80% of their number past a group of these alone (with a simple move order), even if all of these defensive structs had machineguns.
- Watermelon
- Code contributor
- Posts: 551
- Joined: 08 Oct 2006, 09:37
Re: First model
tbh I found this look like cooking device in kitchen...maybe it should be flattened a bit,also the model scale is too small,it's supposed to be a 1x2 tiles structure i guess.
tasks postponed until the trunk is relatively stable again.
Re: First model
That's what I meant.kage wrote: i think what he means is that it can appear either north-south, or east-west, but since warzone has no current capacity for rotation structures during placement, it would look odd. however, since it does appear to use up only one tile, it's just an aesthetic point.
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- Rman Virgil
- Professional
- Posts: 3812
- Joined: 25 Sep 2006, 01:06
- Location: USA
Re: First model
* I take this for a practical issue as opposed to aesthetics.Rman Virgil wrote: * Turret rotations have to be synchronized so as to never cross barrels or LOS planes.
*
- RV
* The K.I.S.S solution is a height off-set .... one side higher than the other so that the barrels can swing over-under each others LOS.
* At least that's the theory.
- RV
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Re: Osmic's 3D Models
Here's a bush model with an alpha map. It should look ok watching at it from any angle. Both textures and the model itself are in the archive.
- Attachments
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- alphagrass.rar
- (27.91 KiB) Downloaded 287 times
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- render.jpg (9.39 KiB) Viewed 8562 times
No fighting in the war room!
Re: Osmic's 3D Models
A cactus.
- Attachments
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- cactus.rar
- (28.65 KiB) Downloaded 281 times
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- render.jpg (11.18 KiB) Viewed 8563 times
No fighting in the war room!
Re: Osmic's 3D Models
Another cactus.
- Attachments
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- cactus2.rar
- (11.1 KiB) Downloaded 275 times
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- render.jpg (6.61 KiB) Viewed 8560 times
No fighting in the war room!
Re: Osmic's 3D Models
Leafy thing.
Edit: added another render, which fits better on a brown terrain.
Edit: added another render, which fits better on a brown terrain.
- Attachments
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- render2.jpg (15.08 KiB) Viewed 8557 times
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- leafy.rar
- (18.24 KiB) Downloaded 283 times
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- render.jpg (14.74 KiB) Viewed 8559 times
Last edited by Osmic on 13 Jan 2008, 00:19, edited 1 time in total.
No fighting in the war room!
Re: Osmic's 3D Models
Very sweet.
What program are you using ?
Are you going to convert the models to pie files to use in game ?
What program are you using ?
Are you going to convert the models to pie files to use in game ?
Re: Osmic's 3D Models
Thanks!Hatsjoe wrote: Very sweet.
What program are you using ?
Are you going to convert the models to pie files to use in game ?
Photoshop and Max.
I focus solely on the art.
No fighting in the war room!
Re: Osmic's 3D Models
Does that mean textures only?Osmic wrote: Thanks!
Photoshop and Max.
I focus solely on the art.
and it ends here.
Re: Osmic's 3D Models
It means I or some other developer does the conversion from 3DS -> PIE, adding to the game, and testing it. At least until our tools are improved a bit in user-friendliness. I have started looking at adding the plants now, but there are some bugs I have to figure out in the in-game add-feature-to-map code.
"Make a man a fire, you keep him warm for a day. Set a man on fire, you keep him warm for the rest of his life."
Re: Osmic's 3D Models
Wow, those models are pretty nice. But, however, they shouldnt be one tile large, since they would be too big, and game will lose its proportions. For example, a cactus would look as big as a tank... I think they should be smaller and some of them should be put togheter to form a "wood tile", or something similar, like trees on wz mountain maps.
Re: Osmic's 3D Models
I don't know what one game world unit (or a Max unit) is in real world so I had to take a wild guess. Does anyone know what it is?
If there is need for a tile filled with something, just let me know. It's a really quick thing to do.
If there is need for a tile filled with something, just let me know. It's a really quick thing to do.
No fighting in the war room!