can we have the fade already im hungry <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html//emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo-->
<!--QuoteBegin-Evil_Ice+Aug 13 2004, 11:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Evil_Ice @ Aug 13 2004, 11:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> it's a good thing they let everyone know it needs to be animated huh? that's one thing I notice alot of in the NS forums, people starting things, getting close to finishing them, and then not letting everyone know what it needs to get finished, that is why so many projects die... accept some help from the community or something, at least then it won't be your fault if the project dies... simple concept, and it will keep the community occupied enough so they stop bumping the same thread over and over as if nothing else was going on... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> i know for a fact someone said earlier in thisn thread that it needs anims...
come on, this model was going so great! i hope it hasn't died cos it would have gotten somewhere <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html//emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo-->
Evil_IceJoin Date: 2004-07-09Member: 29827Members, Squad Five Blue
meh, I guess the fate of this project has fallen upon my hands, which have thus far crafted a hax and manipulation of the default structure, and combined with some awkward vertex assorting, I have it working with the default animations, it's still early though, it has some awkwardnesses, but most of all, it needs some fixes on the skin, the UVW mapping has committed suicide on many locations on the back primarily, and in fact stretches over some of the transparency used on the teeth, and it really makes for an awkward looking fade... with holes in it and all... ::grumbling continues rant:: here's a picture: <img src='http://ice.nsarmslab.com/NewFadeSshot02.jpg' border='0' alt='user posted image' />
have you tried it in-game yet ? <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
whats up with its back? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<!--QuoteBegin-MR.JEBURTO+Aug 23 2004, 07:52 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MR.JEBURTO @ Aug 23 2004, 07:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> his arms look .... strange <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Leg's look a lil over powerd compared to the small arms, but GW i like it!
Evil_IceJoin Date: 2004-07-09Member: 29827Members, Squad Five Blue
Keep in mind guys, just because there was an update doesn't mean its not still a WIP, I'm working on fixing up the model so that it will animate smoothly without any kind of flaws, there are still some flaws as we speak, and as I said, the skin and UVW map on the back is fubared it appears, meh, most of it I shall most likely have to fix manually in ms3d, but do me a favor and don't complain about the model/skin/uvw map to me, I only do the animations and organisation of it, but I shall attempt to fix it up regardless for everyone <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
I wonder where zee problem was...exporter or importer? I worked so long eliminating that seam where the back and the front come together yarg. oh well.
Looks good besides the errors... keep up the good work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Can't wait to try it out.
Evil_IceJoin Date: 2004-07-09Member: 29827Members, Squad Five Blue
edited August 2004
I'm pretty sure something went fubar in the exporting because when I view the model in any viewer it gives me the same texture errors, little ripples it seems coming from the tubes and what not, and randomness scattered all about, but the chest seems ok, most of the legs were alright, the feet were fubared, and the claws and most of the face were alright, but I still had some major touch ups to do to get it looking at least THIS decent: <img src='http://ice.nsarmslab.com/NewFadeSshot03.jpg' border='0' alt='user posted image' /> believe it, I had to remap his back, feet, and surrounding shoulder region to get it looking like it is now, and he STILL has some kind of irritating color and what not on, it seems to rim his chest region, as if the exporter fubar'd up the texture mapping (go lightwave) and like segmented it up by body part... and one thing that angers me is that the model, aside from needing touch ups, is mirrored! Damnit all why couldn't I have noticed sooner before assigning every freaking bone! Yeah, I gotta mirror the mesh and re assign all those verts again, hopefully won't take too long, but that little acid rocket cannon needs to be on his RIGHT shoulder not the left one... <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->
I really want to see this done, I hope you finish it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html//emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo-->
crickey! I've never seen any exports screw up like that. it reversed the model too? maybe I should just export again with obj this time to see if I can save you the trouble.
the problem is easy actually,you need to resize the textures to a regular texture size other wise any compiler with resize and **** up your texures,so just resize the textures to something like 512x512 or 256x256, it allway has to be even,and the easiest way to fix it is in HLMV(Half life model viewer for nubs)go to textures scroll to the one **** up and resize the texture to what it has it in there than recompile.
<!--QuoteBegin-Dark Soul+Aug 24 2004, 03:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dark Soul @ Aug 24 2004, 03:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hmmz, sometimes when i compile a model, and the mesh's height and width isn't a multiple of 8 my textures get fckt, they're like scewed diagonal then
You can simple fix it by making the height and width a multiple of 8
This is probably not the case but i'm just trying to help <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> 256 and 512 are known to be multiples of 8.
Evil_IceJoin Date: 2004-07-09Member: 29827Members, Squad Five Blue
you guys must seriously underestimate me <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
using ms3d to compile? not knowing texture sizes?
pfft, no it has nothing to do with the exporting, view the model he sent me, the one HE sent me in other model viewing apps like deepexploration, and it gives me the same problems...
and in case you didn't pay close attention to the last screenshot I posted, the arm thing was fixed, as well as many other little errors similiar to it, check the second picture and you'll notice the much nicer looking bicep section
Keep up the gud work guyz <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Comments
that's one thing I notice alot of in the NS forums, people starting things, getting close to finishing them, and then not letting everyone know what it needs to get finished, that is why so many projects die...
accept some help from the community or something, at least then it won't be your fault if the project dies... simple concept, and it will keep the community occupied enough so they stop bumping the same thread over and over as if nothing else was going on... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
i know for a fact someone said earlier in thisn thread that it needs anims...
::grumbling continues rant:: here's a picture:
<img src='http://ice.nsarmslab.com/NewFadeSshot02.jpg' border='0' alt='user posted image' />
Leg's look a lil over powerd compared to the small arms, but GW i like it!
Can't wait to try it out.
<img src='http://ice.nsarmslab.com/NewFadeSshot03.jpg' border='0' alt='user posted image' />
believe it, I had to remap his back, feet, and surrounding shoulder region to get it looking like it is now, and he STILL has some kind of irritating color and what not on, it seems to rim his chest region, as if the exporter fubar'd up the texture mapping (go lightwave) and like segmented it up by body part...
and one thing that angers me is that the model, aside from needing touch ups, is mirrored! Damnit all why couldn't I have noticed sooner before assigning every freaking bone! Yeah, I gotta mirror the mesh and re assign all those verts again, hopefully won't take too long, but that little acid rocket cannon needs to be on his RIGHT shoulder not the left one... <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->
v
edit: sent
You can simple fix it by making the height and width a multiple of 8
This is probably not the case but i'm just trying to help
You can simple fix it by making the height and width a multiple of 8
This is probably not the case but i'm just trying to help <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
256 and 512 are known to be multiples of 8.
nope its not thanks for trying though ^^
using ms3d to compile?
not knowing texture sizes?
pfft, no it has nothing to do with the exporting, view the model he sent me, the one HE sent me in other model viewing apps like deepexploration, and it gives me the same problems...
and in case you didn't pay close attention to the last screenshot I posted, the arm thing was fixed, as well as many other little errors similiar to it, check the second picture and you'll notice the much nicer looking bicep section
*knocks a few teeth out in the process*
welease twe dawn wade !! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Keep up the gud work guyz <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->