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Team:
Rank: Peon Main: Rootbeer Level: 4830 Joined: Sat Dec 25, 2010 12:57 am Posts: 98 Location: Sonata Asylum, Lunacy |
got bored and decided to see what i could do about the massifs looking like bulk traders. got this so far Criticism welcome, contructive criticism even better! *p.s. still needs textures and stuff
You do not have the required permissions to view the files attached to this post. _________________ I am an intangible force inhabiting an inanimate object, deal with it. :D |
Sat Jan 21, 2012 9:43 am |
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Team:
Rank: Main: Thermal Level: 5942 Joined: Sat Jan 16, 2010 2:23 pm Posts: 699 |
I really miss that graphic for sure, so I'd welcome the change!
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Sat Jan 21, 2012 9:46 am |
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Member
Team:
Rank: Director Main: ERMAN Level: 8518 Joined: Fri Jun 24, 2005 1:27 am Posts: 840 Location: SW Michigan, USA |
they look good. could be available for those who want to make that change.
_________________ "I reject your reality, and substitute my own." "If I were an enzyme, I'd be DNA Helicase so I could unzip your genes." |
Sat Jan 21, 2012 9:51 am |
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Team:
Rank: Soldier Main: LemonPrime Level: 8117 Joined: Wed Sep 29, 2010 10:14 pm Posts: 5747 |
seanla4350 wrote: I really miss that graphic for sure, so I'd welcome the change! _________________ Lemon/Meo |
Sat Jan 21, 2012 11:43 am |
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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
Make them animate somehow, and I could possibly be convinced to use them. You know how I love those animating Bulkers/Massifs...
_________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Sat Jan 21, 2012 6:44 pm |
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Team:
Rank: Peon Main: Camsy Level: 2191 Joined: Fri Nov 28, 2008 6:03 pm Posts: 2214 Location: Sydney, Australia |
JeffL wrote: Make them animate somehow, and I could possibly be convinced to use them. You know how I love those animating Bulkers/Massifs... For the m1 and m2 just make the little side bump/nobs spin, for the m3, the same but make it so that the entire box part of the massif spins as well. Possible have it so its got 4 arms in the box rather than two. _________________ Blue Dwarf wrote: Statistically, they haven't changed. Except for the beef I gave. |
Sat Jan 21, 2012 9:05 pm |
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Team:
Rank: Peon Main: Rootbeer Level: 4830 Joined: Sat Dec 25, 2010 12:57 am Posts: 98 Location: Sonata Asylum, Lunacy |
once i figure out how to do all this animation crap *and understand XML beyond just modifying it* mostly trial and error right now. but as soon as i got it down ill be more than happy to try some different animations on them.
_________________ I am an intangible force inhabiting an inanimate object, deal with it. :D |
Sun Jan 22, 2012 7:46 am |
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Team:
Rank: Peon Main: Rootbeer Level: 4830 Joined: Sat Dec 25, 2010 12:57 am Posts: 98 Location: Sonata Asylum, Lunacy |
came up with a a couple new ideas for the m3 *largely thanks to camsy* for possible animation.
as follows 1. Regular massif 3 2033 polys *polygons w/e* black lines/box shows where it would rotate, in unison. 2. Massif 3 possibility 1 2693 polys black lines show where animation would be same as before. 3. massif 3 possibility 2 3245 polys. a little high but not seen too often unless you own one. black lines blah blah blah same as the other 2. would also like to point out that none of them have textures, mostly because i dont yet know how to make them. so if someone is willing to do it for me/show me how it would be great. Would love to see which one is the most popular before i start animation >.< cause it looks like a terribly long proccess, could be wrong.. hopefully. You do not have the required permissions to view the files attached to this post. _________________ I am an intangible force inhabiting an inanimate object, deal with it. :D |
Sun Jan 22, 2012 10:39 am |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
Number 2 is best. Would love to see that in game.
_________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Sun Jan 22, 2012 10:49 am |
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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
I like the triangle one... can we make the entire center part rotate?
_________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Sun Jan 22, 2012 1:33 pm |
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Team:
Rank: Main: Thermal Level: 5942 Joined: Sat Jan 16, 2010 2:23 pm Posts: 699 |
Lol Jeff, you and your obsessions.
But yes, I agree, I like that one as well, and the rotation sounds like an awesome effect. |
Sun Jan 22, 2012 1:49 pm |
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Team:
Rank: Peon Main: Rootbeer Level: 4830 Joined: Sat Dec 25, 2010 12:57 am Posts: 98 Location: Sonata Asylum, Lunacy |
anyone wanna give it a go at makin it rotate? im still tryin to figure it all out xD
_________________ I am an intangible force inhabiting an inanimate object, deal with it. :D |
Sun Jan 22, 2012 2:00 pm |
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Content Dev
Team:
Rank: Director Main: Blue Dwarf Level: 2067 Joined: Fri Apr 29, 2011 5:39 pm Posts: 3336 |
I like them without the rotations, the rotation seems weird to me. It's like putting your precious cargo into a massive blender.
Could I have a set of models/tmaps without animations? _________________ "What you mean you killed him cha cha cha?!" Support |
Sun Jan 22, 2012 3:09 pm |
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Team:
Rank: Peon Main: Rootbeer Level: 4830 Joined: Sat Dec 25, 2010 12:57 am Posts: 98 Location: Sonata Asylum, Lunacy |
would love it if i could get a list of programs to animate/view animated OBJ files and whatnot. kinda wanna see what it would look like with them animated
here are the models.. no textures :/ still learning it all *trial and error ftw* You do not have the required permissions to view the files attached to this post. _________________ I am an intangible force inhabiting an inanimate object, deal with it. :D |
Sun Jan 22, 2012 4:27 pm |
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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
Don't make a rotating model. Instead, just break it into two parts, the non-rotating part and the rotating part, and make sure they have the same coordinate system and scales, and then I will hook them up in code. (If the middle part is just 3 of the same thing repeated, then you can just make one of those and I'll use it three times at three different angles.) See how the bulk trader is, for example.
Server side, I do this with the bulk trader pieces: Quote: <VISAGE typeid="6"> <VISAGE typeid="1"> <FACEPLATE>42</FACEPLATE> <!-- Main part, this indexes into ships.xml and contains the engine placements --> </VISAGE> <VISAGE typeid="22"> <MODEL>Ships/BulkTraderPart.obj</MODEL> <TEXTURE>Ships/BulkTrader.jpg</TEXTURE> <ANIMATRIX offz="0" anglex="0" rotationz="-50" /> </VISAGE> <VISAGE typeid="22"> <MODEL>Ships/BulkTraderPart.obj</MODEL> <TEXTURE>Ships/BulkTrader.jpg</TEXTURE> <ANIMATRIX offz="0" anglez="180" rotationz="-50" /> </VISAGE> <VISAGE typeid="22"> <MODEL>Ships/BulkTraderPart.obj</MODEL> <TEXTURE>Ships/BulkTrader.jpg</TEXTURE> <ANIMATRIX offz="-0.95" anglez="0" rotationz="50" /> </VISAGE> <VISAGE typeid="22"> <MODEL>Ships/BulkTraderPart.obj</MODEL> <TEXTURE>Ships/BulkTrader.jpg</TEXTURE> <ANIMATRIX offz="-0.95" anglez="180" rotationz="50" /> </VISAGE> </VISAGE> _________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Sun Jan 22, 2012 5:28 pm |
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