Models by MaNGusT (AR)
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Corporal Punishment
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Re: Models by MaNGusT (AR)
Here you go, Mangust. A lock at position 1 for the cockpit canopy, one at position 2 and a inverse one at position 3 for the engine shroud should do the trick.
How often must I repeat that units are not meant to be drones? "Droid" refers only to units as a software functionality and is never used in-game. Gods, the campaign briefing videos point at units having human crews several times ("it [the synaptic link] allows for the almost instantaneous transfer of thought from human operators to vehicle control and guidance systems" [sic!]) and don't get back at me with this factory.ogg video. It's ultimately been excluded from campaign for a reason!
How often must I repeat that units are not meant to be drones? "Droid" refers only to units as a software functionality and is never used in-game. Gods, the campaign briefing videos point at units having human crews several times ("it [the synaptic link] allows for the almost instantaneous transfer of thought from human operators to vehicle control and guidance systems" [sic!]) and don't get back at me with this factory.ogg video. It's ultimately been excluded from campaign for a reason!
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Qui desiderat pacem bellum praeparat
Flavius Vegetius Renatus, De re militari
Flavius Vegetius Renatus, De re militari
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Jorzi
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Re: Models by MaNGusT (AR)
@Corporal punishment: Looking good
I'll try to integrate these details in my future designs too (I should get more time to actually do stuff around Christmas). I also agree with you about the control of the vehicles. While the evolution through the campaign goes towards higher robotization, I still see the vehicles as human vehicles with the possible future addition of computerized or remote controls (nexus' vehicles may be more drone-like, though). Also, as lav_coyote25 said, the vehicles will still have to be human servable no matter what.


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Wibble199
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Re: Models by MaNGusT (AR)
Ah, good point. Never thought of that.lav_coyote25 wrote:actually an access panel would be needed for human intervention if there were a problem with the interior circuits. you dont just burn a hole in armor plating.
I'll go back into hiding now...
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MaNGusT
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Re: Models by MaNGusT (AR)
unexpectedly made the red pulsating dot from wz..
hope it'll be useful, it has seamless image for the texture animation and video for preview.
hope it'll be useful, it has seamless image for the texture animation and video for preview.
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Last edited by MaNGusT on 20 Dec 2011, 14:17, edited 1 time in total.
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Jorzi
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Re: Models by MaNGusT (AR)
Not bad, but at least the video doesn't seem to be seamless to me.
Also, I'd suggest that the ring expands and fades instead of shrinking back
Also, I'd suggest that the ring expands and fades instead of shrinking back


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MaNGusT
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Re: Models by MaNGusT (AR)
btw, there are already so many small details which will not be visible at far zoom, I don't want to add more.Corporal Punishment wrote:Here you go, Mangust. A lock at position 1 for the cockpit canopy, one at position 2 and a inverse one at position 3 for the engine shroud should do the trick.
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MaNGusT
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Re: Models by MaNGusT (AR)
details are pretty much saved.
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Jorzi
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Re: Models by MaNGusT (AR)
Looking good
Have you tried the tangent space shading in WMIT already?


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MaNGusT
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Re: Models by MaNGusT (AR)
yeah, looks acceptable but could be much better - not enough bump effect to be very noticeable and also the light code is crap(visually). We should wait till wz's bugged light code will be fixed.Jorzi wrote:Looking goodHave you tried the tangent space shading in WMIT already?
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zany
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Re: Models by MaNGusT (AR)
is that what you guys use to make the model? where do I find this program?Jorzi wrote:Looking goodHave you tried the tangent space shading in WMIT already?
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MaNGusT
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Re: Models by MaNGusT (AR)
no, it's just a preview/pie converter that we use to convert our models from editor to the game-ready format.zany wrote:is that what you guys use to make the model? where do I find this program?Jorzi wrote:Looking goodHave you tried the tangent space shading in WMIT already?
latest build http://www.mediafire.com/?ji2oziii9bj2f7c
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Colditz
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Re: Models by MaNGusT (AR)
Whats the texture resolution for the mesh above?


Software: Autodesk Entertainment Creation Suite 2011 / Adobe Photoshop CS2
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MaNGusT
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Re: Models by MaNGusT (AR)
yeah, you're right, above one has too big texture.Colditz wrote:Whats the texture resolution for the mesh above?
Here is the true model preview with NM,SPEC and AO textures(without manual editing yet). size is 512x512.
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Jorzi
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Re: Models by MaNGusT (AR)
I guess what is still needed is some way for the game to calculate proper vertex normals and interpolate them. Tangent space never works well with hard edges.
Still, have you tried baking a normal map for flat shading?
Still, have you tried baking a normal map for flat shading?


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MaNGusT
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Re: Models by MaNGusT (AR)
Not yet, smooth groups are still required for rounded geometry like cylinders, spheres, etc. and they are already supported in wmit.Jorzi wrote:Still, have you tried baking a normal map for flat shading?
I understand what you are talking about, there are few "hacks" I can use to fix it but for such low poly(and very small in the game) meshes it isn't really important.I guess what is still needed is some way for the game to calculate proper vertex normals and interpolate them. Tangent space never works well with hard edges.
any suggestions,crits?