Author Topic: Balance Mod seeks modeller!  (Read 116650 times)

techhead

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« Reply #120 on: January 04, 2007, 10:33:28 pm »
It's not Medidroid, it's Medroid!
Also:
Fixdroid
Armdroid
Defdroid
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Vector_Matt

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« Reply #121 on: January 04, 2007, 10:40:44 pm »
Quote from: "gareth"
that shiny bit should be done with the shader, so it is dynamic.
How would that be done?

whitebear

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« Reply #122 on: January 04, 2007, 11:07:58 pm »
with shader file. sertain text file that tells rendering what textures to use and how (animation, layers and etc)

Vector_Matt

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« Reply #123 on: January 05, 2007, 01:01:14 am »
Quote from: "whitebear"
with shader file. sertain text file that tells rendering what textures to use and how (animation, layers and etc)
I meant, how would you make it so the model uses a shader for part of the texture?

whitebear

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« Reply #124 on: January 05, 2007, 08:17:50 am »
you just need to put main body texture highest layer and then make holes to it's alpha chanel to open spots for lower effect layers. check out grenade shader. I should have smilar thing on blue part.

vcxzet

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« Reply #125 on: January 05, 2007, 11:32:45 am »
it still wont reflect light dynamically ...
you need to fake it

gareth

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« Reply #126 on: January 05, 2007, 12:03:24 pm »
Quote from: "vcxzet"
it still wont reflect light dynamically ...
you need to fake it


with an environment map. just an idea.

Risujin

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« Reply #127 on: January 05, 2007, 03:35:44 pm »
Quote from: "gareth"
Quote from: "vcxzet"
it still wont reflect light dynamically ...
you need to fake it


with an environment map. just an idea.

That would be perfect except ... where, in all, of Tremulous have you seen an environment map used? I don't think they're supported.

Stof

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« Reply #128 on: January 05, 2007, 04:43:18 pm »
Quote from: "Risujin"
That would be perfect except ... where, in all, of Tremulous have you seen an environment map used? I don't think they're supported.

:eek:

Remember people, don't talk about things you know nothing about, it makes you look stupid :D

Although you are right that Trem doesn't make use of much environment maps out of the box, Quake 3 does and some maps have some too.
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

Risujin

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« Reply #129 on: January 05, 2007, 05:39:58 pm »
Quote from: "Stof"
Although you are right that Trem doesn't make use of much environment maps out of the box, Quake 3 does and some maps have some too.

I'll believe it when I see it. :-?

whitebear

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« Reply #130 on: January 05, 2007, 06:02:58 pm »
a.k.a sky box?

Risujin

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« Reply #131 on: January 05, 2007, 06:11:48 pm »
Quote from: "whitebear"
a.k.a sky box?

No, its when you take a texture (like one you'd use on a sky box) and use an environment mapping effect to paint an object so that it looks like its reflecting the texture. In other words, make it shiny.

Now that I think about it, the pipes on transit (one floor below humie base) have a shiny effect to em. Is that what you're talking about and how would we put that on a model?

EDIT: Heres an excerpt from the transit shader script (note: 'tcGen environment'):
Code: [Select]
textures/transit/evil4_metals_mtlbrushed

{    

        qer_editorimage textures/transit/evil4_metals_mtlbrushed.tga

        {

                map textures/transit/evil4_metals_mtlbrushed_env.tga      

                tcGen environment

                rgbGen identity

        }    

        {

                map textures/transit/evil4_metals_mtlbrushed.tga

                blendFunc gl_dst_color gl_zero

                rgbGen identity

        }  

        {

                map $lightmap

                blendfunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA

                rgbGen identity

        }

}

vcxzet

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« Reply #132 on: January 05, 2007, 06:23:46 pm »
you may want to use railing texture in utcs

Vector_Matt

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« Reply #133 on: January 06, 2007, 02:25:52 pm »
Quote from: "whitebear"
you just need to put main body texture highest layer and then make holes to it's alpha chanel to open spots for lower effect layers. check out grenade shader. I should have smilar thing on blue part.
Do you know of any tutorials for that sort of thing?

whitebear

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« Reply #134 on: January 06, 2007, 11:59:56 pm »
you could just fake it. like black env map with white dot on it

Vector_Matt

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« Reply #135 on: January 07, 2007, 01:13:30 am »
Quote from: "Risujin"
Quote
Medidroid attempt

Yeah I was thinking something like that. We need some shading on the texture though.
How's this?

Risujin

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« Reply #136 on: January 07, 2007, 04:55:03 am »
Yeah thats good. Good enough for me to test anyway, we can always improve the texture later. Thanks again for the model! :D

Vector_Matt

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« Reply #137 on: January 07, 2007, 01:15:30 pm »
Quote from: "Risujin"
Thanks again for the model! :D
You're welcome. Here's the shaded texture:



Just name it droid.jpg and it should work with the model. Once someone can get the model converted to .md3 anyway.

vcxzet

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« Reply #138 on: January 07, 2007, 03:41:52 pm »


Code: [Select]
models/weapons/xael/droid
{
{
map models/weapons/xael/droid.jpg
rgbGen lightingDiffuse
}
{
map models/buildables/mgturret/ref_map.tga
blendfunc filter
rgbGen identity
tcGen environment
}
}

Risujin

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« Reply #139 on: January 07, 2007, 05:06:09 pm »
Quote from: "vcxzet"

Droid cannon!!

Mangler

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« Reply #140 on: January 07, 2007, 10:14:02 pm »
What about instead of a 'Firefly' Alien model a 'Gasbag' type creature?

It would be simpler to model, and have far fewer things to animate?

It would look kind of like a 'man-O-war' jellyfish or whatnot.

A large gas bladder at the top, with deadly stinger tenatcles at the bottom.

Perhaps it should also have a Grappling style tentacle attack?

If its primary weapon is the auto-hit close range stingers, then it needs something ranged to get those jetpackers, right?

Anyone here see the 1990's remake of 'The Puppetmasters', THAT is what I'm talking about.

Risujin

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« Reply #141 on: January 07, 2007, 10:19:43 pm »
Quote from: "Mangler"
What about instead of a 'Firefly' Alien model a 'Gasbag' type creature?

I dont care as long as it flies or hovers or floats or something... I'll take it! Model plz! D:

techhead

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« Reply #142 on: January 08, 2007, 01:49:55 am »
Hmm, an Overlord-ish looking alien?
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vcxzet

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« Reply #143 on: January 08, 2007, 01:56:30 am »
starship troopers FTW
(it was poorly filmed though scenario was great)

Risujin

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« Reply #144 on: January 08, 2007, 03:31:16 am »
Quote from: "vcxzet"
starship troopers FTW
(it was poorly filmed though scenario was great)

Read the book!

Vector_Matt

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« Reply #145 on: January 08, 2007, 03:33:51 am »
Quote from: "techhead"
Hmm, an Overlord-ish looking alien?
That is the overlord, it's a shot from ghost, the StarCraft FPS that was postponed indefinitely.

whitebear

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« Reply #146 on: January 08, 2007, 07:08:22 am »
Gasbags are ugly... Think something orginal.

techhead

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« Reply #147 on: January 09, 2007, 09:25:25 pm »
Someone said gas-bag, and the idea reminded me of Starcraft's Overlords. I used the best looking canonical image I could find.

If we stick with the firefly idea, why not give it a weak flamethrower?
An AOE attack would be good against jet-packs, and the name would fir perfectly.
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chompers

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« Reply #148 on: January 11, 2007, 04:55:07 am »
OK, I might make a flying alien model.

My first thoughts are that it should look like a dretch that has a couple of legs on each side evolved into wings, something between a dretch and a cicada maybe. I would like to see it able to jump in mid air a few times rather than hover around, but that could change if better ideas come along.

I'm not going to touch this unless it is definitely needed and will get used though.

Check your PMs Risujin. ;)

vcxzet

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« Reply #149 on: January 11, 2007, 10:28:59 am »
bash chompers
bash chompers