Search found 21 matches
- 03 Apr 2010, 02:13
- Forum: Technical Help / Troubleshooting
- Topic: How do I get videos to be native resolution?
- Replies: 1
- Views: 1416
How do I get videos to be native resolution?
I recently had some time off since about half a year, and got back to try out the betas. Does anyone know how to get videos in campaign to be the native resolution of the videos rather than fullscreen? I have a very large monitor and the stretching is just horrible. I remember in the past videos wer...
- 18 Nov 2009, 06:20
- Forum: Other Talk
- Topic: What Video card do you have?
- Replies: 76
- Views: 32422
Re: What Video card do you have?
Nvidia GeForce GTX 280, so 1GB ram.
- 11 Oct 2009, 23:12
- Forum: Mapping / Modding tools & discussions
- Topic: Turret design and learning - slowly
- Replies: 61
- Views: 29684
Re: Turret design and learning - slowly
I like the chemical turret!
- 22 Sep 2009, 22:58
- Forum: Artwork
- Topic: Models by MaNGusT (AR)
- Replies: 870
- Views: 6346815
Re: models by MaNGusT
I meant the cobra body. I looks, in my opinion, especially fitting with the hover movement (in the screenshot). Perhaps, change the texture into different shades of much darker green, without any pattern in the dark green? I would argue it would look fine.
- 22 Sep 2009, 16:50
- Forum: Artwork
- Topic: New Turret
- Replies: 42
- Views: 32611
Re: New Turret
Maximum spacing with fewer triangles. 286 tri top http://s000.tinyupload.com/?file_id=29443635978392728592 148 tri bottom http://s000.tinyupload.com/?file_id=05927045024018953992 I can upload in .pie. To use as weapon for bodies, use only 286. The model is separated into gun and turret, but for bunk...
- 22 Sep 2009, 16:35
- Forum: Artwork
- Topic: Models by MaNGusT (AR)
- Replies: 870
- Views: 6346815
Re: models by MaNGusT
The buggy Olrox posted at end of last page and the hover by MaNGust are looking pretty good.
- 16 Sep 2009, 02:38
- Forum: Artwork
- Topic: New Turret
- Replies: 42
- Views: 32611
Re: New Turret
Recoil Mechanism is 25% larger; distance between guns is 100% greater?
Alternatively, the recoil mechanism is lengthened and widened 50%, whereas the guns are 25% longer, but of lower diameter.
Alternatively, the recoil mechanism is lengthened and widened 50%, whereas the guns are 25% longer, but of lower diameter.
- 15 Sep 2009, 02:23
- Forum: Artwork
- Topic: New Turret
- Replies: 42
- Views: 32611
Re: New Turret
Optimised Turret. [gun and turret: 312 triangles.] [Base: 148 triangles.] = 460 triangles as bunker [gun: 210 triangles. turret: 90 triangles.] = 300 triangles as weapon for bodies. ~250 triangles less than turret posted on page 2. http://i31.tinypic.com/1zppgs4.jpg Anything which should be added/re...
- 11 Sep 2009, 20:38
- Forum: Artwork
- Topic: New Turret
- Replies: 42
- Views: 32611
Re: New Turret
If we post models in .pie via the 3ds to pie converter, then can that model be resized by someone vie pieslicer or blender so that is to scale with game models?
If so, then we can get the models into the game--once textured--by naming them as the original models and overwriting.
If so, then we can get the models into the game--once textured--by naming them as the original models and overwriting.
- 10 Sep 2009, 20:14
- Forum: Artwork
- Topic: New Turret
- Replies: 42
- Views: 32611
Re: New Turret
For two .pie parts, then, 1024 is the limit for vertexes? The base part + [turret + gun] part in the last picture was exactly 596 triangles. (251 square faces). It had turret holes, etc. New base part + [turret + gun] part itself is 400 triangles. (203 square faces) Its because of the hexagons for r...
- 10 Sep 2009, 04:33
- Forum: Artwork
- Topic: New Turret
- Replies: 42
- Views: 32611
Re: New Turret
Thanks for the info.
BTW, what is preferable polycount of all parts to aim for, if making updated turrets for (1) bodies, (2) bunkers, and (3) cyborgs? 400 triangles, 600 triangles, and 200 triangles max?
BTW, what is preferable polycount of all parts to aim for, if making updated turrets for (1) bodies, (2) bunkers, and (3) cyborgs? 400 triangles, 600 triangles, and 200 triangles max?
- 09 Sep 2009, 21:49
- Forum: Artwork
- Topic: New Turret
- Replies: 42
- Views: 32611
Re: New Turret
I can convert to .pie via .3ds to .pie converter. Getting the model ingame insofar as animation is difficult, however. Pieslicer doesn't work on windows 7, therefore I cannot check if the dimensions and number of parts is identical to original model. That would leave the model unanimated. As far as ...
- 09 Sep 2009, 01:11
- Forum: Artwork
- Topic: New Turret
- Replies: 42
- Views: 32611
Re: New Turret
The last iteration looks very nice. The rotating armor looks very appropriate. Ship? We could also use it instead of various bunkers. Then we can see it ingame quickly as it would be updating the graphics. Here's where I'm moving, in the meantime, as far a bunker-type: http://i26.tinypic.com/iprxvo....
- 06 Sep 2009, 20:04
- Forum: Artwork
- Topic: New Turret
- Replies: 42
- Views: 32611
Re: New Turret
Thanks for the feedback.
I will change the model according to the the suggestions.
I'll post updated model [here].
Of the offer for texture, Olrox, that would be great! (My standard zbrush workflow for making textures fails at low polygons, so I can't use it.)
I will change the model according to the the suggestions.
I'll post updated model [here].
Of the offer for texture, Olrox, that would be great! (My standard zbrush workflow for making textures fails at low polygons, so I can't use it.)
- 23 Aug 2009, 22:17
- Forum: News and announcements
- Topic: 2.2.2 has been released!
- Replies: 41
- Views: 36358
Re: 2.2.2 has been released!
Great! I've only had a few crashes in previous versions, and this should get rid of the rest.
Best regards
Best regards