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Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Posted: 08 May 2011, 20:03
by Revenant86
just add a machinegun or something to that baby and your good to go!

Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Posted: 08 May 2011, 20:28
by Rman Virgil
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Revenant86 wrote:just add a machinegun or something to that baby and your good to go!
That is an important consideration but Jorzi's art will only have the embedded connector(s) in the model for a weap turret component that will be done in text editing. The choice of weap turret(s) will entail critical balance considerations in the case of this transport's usuage in Goth's Campaign 4 (ditto its integration by Buggy in the official binary/data set).

- RV :hmm:
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Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Posted: 09 May 2011, 01:11
by Buginator
Jorzi wrote:Some progress and a test bake.
I've been trying to get a natural-looking panel segmentation over the whole aircraft.
Image
Oh, nice!

I wonder what that would look like in game ?

Glad this thread didn't die. :3

Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Posted: 09 May 2011, 16:21
by Jorzi
Thank you guys :)
Good thing that you mentioned the turret, I'll put in a placeholder box thingy and some texture details to make it fit in better.

Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Posted: 09 May 2011, 16:33
by Rman Virgil
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Buggy: Just a heads up... Goth has already created a cool SFX for Jorzi's New Transport. :)

- RV :hmm:
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Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Posted: 09 May 2011, 19:41
by Goth Zagog-Thou
Rman Virgil wrote:.

Buggy: Just a heads up... Goth has already created a cool SFX for Jorzi's New Transport. :)

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And I'm willing to jazz it up even more, too! Let me know what all is needed.

Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Posted: 09 May 2011, 20:02
by lav_coyote25
Goth Zagog-Thou wrote:
Rman Virgil wrote:.

Buggy: Just a heads up... Goth has already created a cool SFX for Jorzi's New Transport. :)

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And I'm willing to jazz it up even more, too! Let me know what all is needed.
ummm... k... howz about a listen...

Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Posted: 09 May 2011, 20:36
by Rman Virgil
lav_coyote25 wrote:
ummm... k... howz about a listen...

You can hear it some in the following .ogg which is part of the soundscape for Mission 1 of Cam 4 were in 1 of the players 2 transports is shot down and crash lands to start the mission:

m1intro_crashevent.ogg (1.66mb)

- RV :hmm:
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Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Posted: 09 May 2011, 20:53
by Goth Zagog-Thou
Yep, it's two transinflgt loops along with extra layers and processing. Not difficult to do, really. I might jazz it up just for my own sense of completeness.

Tell ya what. I'll make an isolated loop of JUST the Transport, with the processing and layering and stuff. Give me half an hour to do that.

Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Posted: 10 May 2011, 02:09
by Buginator
Goth Zagog-Thou wrote:Yep, it's two transinflgt loops along with extra layers and processing. Not difficult to do, really. I might jazz it up just for my own sense of completeness.

Tell ya what. I'll make an isolated loop of JUST the Transport, with the processing and layering and stuff. Give me half an hour to do that.
Looking..erm.. sounding good :), I hope to get a chance to eventually play the new level you guys are working on. :stressed:

Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Posted: 10 May 2011, 04:08
by Goth Zagog-Thou
Soon. :D

Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Posted: 10 May 2011, 19:45
by Jorzi
I'd say I'm pretty much done with the modeling. Moving on to texturing.
Here are two shots of the model with baked normal map and ao texture, enjoy :)

Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Posted: 10 May 2011, 23:32
by Goth Zagog-Thou
Ahhh Jorzi! You've made me very happy. :D Think the .pie format can handle it?

Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Posted: 11 May 2011, 07:53
by Jorzi
Well normal maps are unfortunately not supported yet, but otherwise the model has nothing that the .pie wouldn't be able to handle. After all, it's just a set of triangles mapped to an image :P
Polycount is 224 so it should be within accepted limits.

Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Posted: 16 May 2011, 14:00
by Jorzi
I finally got back my wacom tablet&pen today, so I've been able to do some weathering to my previously so clean texture. Took a while to paint all the scratches by hand but the result is much better than just slapping on a generic dirt texture.