Author Topic: er... umm... hi  (Read 23309 times)

Grim

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er... umm... hi
« on: April 25, 2003, 12:26:34 am »
i think the news is telling me something.... i uhh have been busy lately but uhh.....damn....anyone seen psylo?

OverFlow

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er... umm... hi
« Reply #1 on: April 25, 2003, 07:48:52 am »
hmmm, im wondering if I could help out modeling....although im new and i cant animate(well).  But it sounds like you guys are desperate, here is a gun that I just finished...
 


OverFlow

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« Reply #2 on: April 25, 2003, 07:56:07 am »
uhhh, i guess that didnt work...here:



Jex

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er... umm... hi
« Reply #3 on: April 25, 2003, 08:27:39 pm »
looks useable to me

Jex

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« Reply #4 on: April 25, 2003, 08:28:50 pm »
also, grim, does this mean you are still with us?

we were getting doubtful :\

Jex

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er... umm... hi
« Reply #5 on: April 25, 2003, 08:32:11 pm »
also, scissors seems to have disappeared. and he won't respond to emails

OverFlow

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« Reply #6 on: April 25, 2003, 11:57:29 pm »
Anyone know how i could go about making a skin and what to do to get this model into quake3?  I'm using gmax by discreet, but I probably could switch to some other free program if you guys think it would be better....

[edit]here's some more random stuff, tell me if it sucks, or possibly is good, anything to improve on...

oh, and the two machine guns have about 600 faces and the futuristic one has 1370 faces





[/edit]

Stannum

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er... umm... hi
« Reply #7 on: April 29, 2003, 03:24:14 pm »
You can export to 3ds and use nphermos (sp?) md3 compile to turn them into md3s.
Blue © 2004 Natural Selection.

Veda

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er... umm... hi
« Reply #8 on: April 29, 2003, 08:12:48 pm »
You can unwrap them in Gmax too. The poly count of that green gun is out of hand. You could probably trim some of the details off that you would never see, like the rounded end of the barrel, the trigger, those little wires, etc. You should be able to get similiar amount of detail and form around 400 polys.

You also might want to rework some of the cylinder sections where they intersect. Right now it looks like you shift scaled and extruded them essentially doubling the poly count of that section. For an example, the beginning of the barrel and the scope area. The butt of the gun looks about 60 polys when it could be under 20.

Think of it this way, an average Q3 player model is 800 polys. Your gun is 1300+ , you have 5 guys running around with those on screen and now you are drawing 10,000+ polys. The irony is that more than half of those polys are taking up the smallest percentage of the screen in form of the guns.

OverFlow

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« Reply #9 on: April 30, 2003, 09:32:44 am »
Yeah, I reworked out most of the high poly count issues.  Now all the guns are under 400 faces.  Although I did end up getting rid of the scope type thingys on the green futuristic gun.  But the scope isnt nessisary for what the gun is going to be used for anyways....

Oh, and heres an update:
   I've finished all the guns except the pulse rifle and the pain saw.  Although I still need to do some stuff to get the models into first person.  I've just finished doing the uvw map for the mass driver, but none of the other ones.

Grim

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« Reply #10 on: May 01, 2003, 10:23:04 am »
hi jex, er are you trying to tell me something?

ive been er busy lately, i havent had time to finish the aliens.

Godmil

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« Reply #11 on: May 01, 2003, 01:48:06 pm »
I dont know much about modelling, but Overflow, those look Fantastic!  I love the chunkyness of them, they look like some heavy solid weapons - very cool!


Oooh this is my first post.....

 8) hehehehe you guy'll rue the day you invided me over here.
Ph34r the \/\/h0r3

Grim

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er... umm... hi
« Reply #12 on: May 01, 2003, 03:57:38 pm »
omg, HI GODMIL!

Psylo

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« Reply #13 on: May 09, 2003, 08:27:27 pm »
WOW!
brilliant weapon design!!!

 :P

DarkStorm

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« Reply #14 on: May 09, 2003, 08:40:51 pm »
Indeed, it's interesting to see your concepts go from sketch to model.  It looks like ERR really understood what you were going for.

I wonder if I have your old sketches and their later outlines lying around...
 have seen the light...
...and it burns.

Psylo

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« Reply #15 on: May 09, 2003, 08:56:27 pm »
I never realised the potential of those sketches
it really turned out great, good job! I cant wait to see them textured

Darkstorm: please post the sketches and the clear-up if you find them

DarkStorm

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« Reply #16 on: May 09, 2003, 09:33:47 pm »
Fucking BBCode











 have seen the light...
...and it burns.

DarkStorm

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« Reply #17 on: May 09, 2003, 09:36:07 pm »
The fourth one you did has always been my favorite.
 have seen the light...
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DarkStorm

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« Reply #18 on: May 09, 2003, 09:38:33 pm »
Looking at it now though, it's probobly the least accurate outline I did...
 have seen the light...
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OverFlow

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« Reply #19 on: May 09, 2003, 10:10:15 pm »
hehe, I was wondering where I got those sketches from.  Thx guys :)

DarkStorm

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« Reply #20 on: May 09, 2003, 10:12:43 pm »
Hah, yeah, good thing it wasn't some other mod-teams concept art.
 have seen the light...
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Psylo

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« Reply #21 on: May 09, 2003, 10:23:26 pm »
you did those outlines?

now as I see the models im as excited as I was when I first saw the outlines...back in 2001 (or when was it?)

damn i forgot most of the names...someone wanted to see the progress on the tremulous comic i started..he said he was a writer or something, cant remember the nick though


I will make some more sketches and maybe finnish or redo the comic after my final exams   (last test is on next tuesday)

and I feared that everyone I started to work with would leave after Timbos team-reorganisation

OverFlow

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« Reply #22 on: May 09, 2003, 10:23:34 pm »
DarkStorm: yes, I imagine they might be mad at that...although I did end up changing most of the guns to fit more with what was needed.  I think I only kept the basic rifle (the red one in my first post) unchanged.  However, with those sketches I was able to have a general theme for the weapons set..

[edit] wait....oh I get what you're saying. I'm dumb.  I did know that I found those sketches on the tremulous forums, I just wasnt sure who did them.  For some reason I was thinking sandy, but psylo sounds so similar I must have gotten confused [/edit]

http://www.calpoly.edu/~rmarshal/tremulous/

Psylo

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« Reply #23 on: May 09, 2003, 10:34:07 pm »
Overflow: really nice work, esp. your interpretation of the bulky scoped gun looks awesome.

DarkStorm

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« Reply #24 on: May 09, 2003, 10:37:17 pm »
Oh I'm still pretty bothered about the whole deal.  Supposedly Trem was going to go completely open source, in which case I'd have probably continued developing and submitted my work like everyone else was supposed to have the opportunity to.  However none of the content files Tremulous uses have been made available for download.  I can't get the textures/shaders/models/prefabs they might be working with so I can't create a map with the Tremulous theme.  So I've remained screwed since that day if I wanted to work on Tremulous whether I was part of the team or not.  It's a very frustrating scenario.  I still want to work on Tremulous but really can not effectively until the content is available.  Which basically means I would have to wait for the initial release.

But it's been far too long since then to get worked up about it.  Jex is a plenty capable mapper afterall and I'm sure he'll have some good work ready for release.
 have seen the light...
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OverFlow

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« Reply #25 on: May 09, 2003, 10:37:49 pm »
thanks psylo.  It means a lot coming from all of you talented type people.  


btw, do you want to do a concept sketch of the pain saw and/or construction kit?  I'm fresh out of ideas....

[edit] DarkStorm, if you ask jex or timbo, I think that they would give you the password to get all the files needed to work with [/edit]

DarkStorm

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« Reply #26 on: May 09, 2003, 10:39:52 pm »
Heh, we didn't even have the weapons we were going to use figured out at that time.  What's the pain saw supposed to do?
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DarkStorm

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« Reply #27 on: May 09, 2003, 10:41:18 pm »
Quote from: "ERR:OverFlow"
DarkStorm: yes, I imagine they might be mad at that...although I did end up changing most of the guns to fit more with what was needed.  I think I only kept the basic rifle (the red one in my first post) unchanged.  However, with those sketches I was able to have a general theme for the weapons set..

[edit] wait....oh I get what you're saying. I'm dumb.  I did know that I found those sketches on the tremulous forums, I just wasnt sure who did them.  For some reason I was thinking sandy, but psylo sounds so similar I must have gotten confused [/edit]

http://www.calpoly.edu/~rmarshal/tremulous/


No I wasn't saying it like that.  It was an honest joke as in, wouldn't it suck of you ended up finding those sketches on some Transformers mod forum and thought they were for Tremulous...when you found them on your hard drive later.
 have seen the light...
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OverFlow

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« Reply #28 on: May 09, 2003, 10:45:48 pm »
the pain saw is basically the gauntlet from quake3.  I dont really like the idea for tremulous.  But, I try to do what I'm told :)

bah, I have class soon, talk to ya guys later...

DarkStorm

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« Reply #29 on: May 09, 2003, 10:48:40 pm »
Quote from: "ERR:OverFlow"
DarkStorm, if you ask jex or timbo, I think that they would give you the password to get all the files needed to work with


I wouldn't be so sure, I caused a lot of trouble and besides which, I've got a lot of side projects these days as it is.  I'm launching a network of websites, assisting in the interface design of open BeOS, and I've got to start contracting out my skills to people that will pay for them so that I can afford a much needed upgrade to my computer.  I don't even have Q3A installed right now since it requires some 4 gigs when I'm developing (which I always end up doing) and I run on a couple small but fast SCSI hard drives.
 have seen the light...
...and it burns.