well, anyways, here we go again, this time with the (hopefully) final version of the vehicle. and no, THIS ISNT A GUN, its the base fr thedrilling gear...
will DEFINETELY used on ns_source! and the texture for the credits isnt finished yet <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
BUT: here comes the big "hm...". these files can only be send as iges files (.igs ending). I dont own 3dsmax but I know that it will be able to read iges files, so you can export it wth the 3dsmax plugin to an smd file.
little "bonus" feature: all parts of the vehicle will be send in separated files, that means you dont have to separate it by yourself when skinmeshing and texturing. that also means a faster workflow.
if you feel like helping me, pm me or send a mail or visit #ngg channel on irc (quakenet) and as for me ^^
if you know max can read igs files send em to me ill send you .3ds of the files that way some one like frostymoose can help you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
have send it to your email. have fun with the worst interchange-format ever! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
good news gravity this latest version worked and i even got a render <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> now send me the rest of the files in this same format and ill zip up .3ds of everything and send em back but there is 1 major problem with these models they are EXTREMELY high poly this tiny thing here is 3700 so if you want i can remodel them for you at lower polies
<!--QuoteBegin-Chrono+Jul 26 2004, 08:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Chrono @ Jul 26 2004, 08:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> good news gravity this latest version worked and i even got a render <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> now send me the rest of the files in this same format and ill zip up .3ds of everything and send em back but there is 1 major problem with these models they are EXTREMELY high poly this tiny thing here is 3700 so if you want i can remodel them for you at lower polies <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> YOU DEFINENITELY ROCK! but which of the two formats I send to you had been portable??? polycount: its because a moron created it with an kickass workstation that can easily handle millions of polies so it doesnt matter to me <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> will be a 2 minutes work to reduce polycount to.... hm.... maybe 500. a picture showing the wireframe of the model would be EXTREMELY helpful!
next thing: - coolcookiecooks > skinmesh? - enforcer > skin??? just say "yes" <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
another thing I realized when I thought about the pictures: this pictures from me look little plain, not like real, big machinery more like little toys. thats because in the technical "department" we have to use the "parallel projection" so a line in the front is as long as the line in the rear area. thats why the shots look little odd. I will try to make some more "real" shots tomorrow to get you in the right mood <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
hey gravity the drill body is 2600 polies but i cant export it max keeps crashing i dont know whats wrong with it i think itll be best if i just remodeled it and the entire vehical is 14000 i dont know what the hell happened but thats a insane polycount
probably have duplicates of the model overlapping eachother. Or one small corner of it was mesh smoothed a billion times <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
what the hell does the conversion tools do??? I could start counting. - each surface with 4 corners > 2 polies - each surface with 5 corners > 3 polies ...
chrono please send me a picture of the wireframe so I can tell what is wrong exactly.
coolcookiecooks: nice to hear that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> enforcer: you had to say "yes", not "jup" <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
just send the new version of the vehicle. its a more simplified version so we can keep the polycount down. and now Im waiting for ANY reply. great. and dont complain: mapping even takes much more time!
and I have to force me to look into this tread time by time, Im on holidays now, so guess the map will be in betastage soon. and you have to do my dropship aswell, so hurry <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=54820&st=90' target='_blank'>thats why I need them SOON (look <u>my</u> last post)</a>
*waits* endurance is NOT what mappers are made of <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
gravity i got some good news and i got some bad news
good news
i got the model converted i got the polycount down from 12000 to 1247 for the mining vehical
bad news
half of the faces are inverted my screenshots below will explain this its going to take some time to fix these faces ill try and get some one to help me on the rest of the models
time to explain the screenshot both of these models are the exact same model just one has 2 sided textures on and the other one doesnt if anyone knows a quick way of fixing this let me know
hate to say that but... thats the wrong version. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> I sent a bunch of files to you, the new model is less poly consuming. why I can tell this just by thie screenshot: - the new ersion has got totally diffenrent drill equipment - the new version doesnt have the edge withing the wheelfixing any more - and most important > the new version doesnt have the chamfers around the wheel covers anymore
gravity i know about the new version but that version was crashing my 3dsmax for some reason this is the only one i got working dont worry about the polycount 1200 is fine for a world model
at least take the update drilling-gear data because it makes much more sense visually.
I think we will soon reach a point where tha mapper (<moi) deals with the idea of NOT having this model for his map. this gets very complicated I guess. *gets mad about the invalid data export*
I'm willing to take a crack at skinning that cargo box. I'm using MS3D and I have basic knowledge of skinning. Is there any particular theme you want the box to maintain. (IE. Are they broken? I am thinking a metal box with a yellow stripe around it and a TSA symbol on top or the symbol of your map if you have one.)
EDIT: PM me if possible it is more convienient. Pardon my spelling, I know it's horrible.
glad to see some one outthere is willing to help gravity <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> come on people help the guy out!
Comments
<img src='http://mitglied.lycos.de/centercross/bilder/front.jpg' border='0' alt='user posted image' />
<img src='http://mitglied.lycos.de/centercross/bilder/rear.jpg' border='0' alt='user posted image' />
and I have two further models, not this "popular" but stil some work to do ^^
<img src='http://mitglied.lycos.de/centercross/bilder/big_pipe.jpg' border='0' alt='user posted image' />
an alternate pipe, probably will be used on ns_source, depends on the entity-count.
<img src='http://mitglied.lycos.de/centercross/bilder/clamp.jpg' border='0' alt='user posted image' />
will DEFINETELY used on ns_source!
and the texture for the credits isnt finished yet <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
BUT:
here comes the big "hm...".
these files can only be send as iges files (.igs ending). I dont own 3dsmax but I know that it will be able to read iges files, so you can export it wth the 3dsmax plugin to an smd file.
little "bonus" feature: all parts of the vehicle will be send in separated files, that means you dont have to separate it by yourself when skinmeshing and texturing. that also means a faster workflow.
if you feel like helping me, pm me or send a mail or visit #ngg channel on irc (quakenet) and as for me ^^
have fun with the worst interchange-format ever! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
now send me the rest of the files in this same format and ill zip up .3ds of everything and send em back
but there is 1 major problem with these models they are EXTREMELY high poly this tiny thing here is 3700 so if you want i can remodel them for you at lower polies
now send me the rest of the files in this same format and ill zip up .3ds of everything and send em back
but there is 1 major problem with these models they are EXTREMELY high poly this tiny thing here is 3700 so if you want i can remodel them for you at lower polies <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
YOU DEFINENITELY ROCK!
but which of the two formats I send to you had been portable???
polycount: its because a moron created it with an kickass workstation that can easily handle millions of polies so it doesnt matter to me <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> will be a 2 minutes work to reduce polycount to.... hm.... maybe 500. a picture showing the wireframe of the model would be EXTREMELY helpful!
ps:.... YOU ROCK!
next thing:
- coolcookiecooks > skinmesh?
- enforcer > skin???
just say "yes" <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
another thing I realized when I thought about the pictures: this pictures from me look little plain, not like real, big machinery more like little toys.
thats because in the technical "department" we have to use the "parallel projection" so a line in the front is as long as the line in the rear area. thats why the shots look little odd.
I will try to make some more "real" shots tomorrow to get you in the right mood <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
*waits for files*
and the entire vehical is 14000 i dont know what the hell happened but thats a insane polycount
what the hell does the conversion tools do???
I could start counting.
- each surface with 4 corners > 2 polies
- each surface with 5 corners > 3 polies
...
chrono please send me a picture of the wireframe so I can tell what is wrong exactly.
coolcookiecooks: nice to hear that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
enforcer: you had to say "yes", not "jup" <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Patches have some weird problems with cylinders where they make them 500+ polys so that could be one problem.
personally will work on a even more low-polied version to get this right before its gets terrible wrong.
great. and dont complain: mapping even takes much more time!
...
*waits*
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=54820&st=90' target='_blank'>thats why I need them SOON (look <u>my</u> last post)</a>
*waits*
endurance is NOT what mappers are made of <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
good news
i got the model converted
i got the polycount down from 12000 to 1247 for the mining vehical
bad news
half of the faces are inverted my screenshots below will explain this
its going to take some time to fix these faces ill try and get some one to help me on the rest of the models
time to explain the screenshot
both of these models are the exact same model just one has 2 sided textures on and the other one doesnt if anyone knows a quick way of fixing this let me know
I sent a bunch of files to you, the new model is less poly consuming. why I can tell this just by thie screenshot:
- the new ersion has got totally diffenrent drill equipment
- the new version doesnt have the edge withing the wheelfixing any more
- and most important > the new version doesnt have the chamfers around the wheel covers anymore
plz check your mailbox chrono.
I think we will soon reach a point where tha mapper (<moi) deals with the idea of NOT having this model for his map. this gets very complicated I guess. *gets mad about the invalid data export*
so whats up?
how far?
moved pictures to first page. thank you for your replies.
EDIT: PM me if possible it is more convienient. Pardon my spelling, I know it's horrible.