Author Topic: Possible Mech Model  (Read 3989 times)

0 Members and 3 Guests are viewing this topic.

Offline Ressk [CSF]

  • Star Captain
  • ***
  • Posts: 1182
  • Karma: 45
  • Khan of [CSF]
Re: Possible Mech Model
« Reply #165 on: July 18, 2011, 05:32:32 PM »
land???? in that??? :o

i tried getting my areospace into a mech repair bay the other day... it did not work very well...

it did look pretty funny seeing this sulla taxi around the middle point on (desert map on moon no pyramids), navigating around those stupid buildings was eevil.

so yeah, unless this thing has a top mounted landing strip, its not going to happen.
Recruitment Page For CSF


click the pic /\
ULLER4LYFE! the internet hates CSF

Offline Cygma

  • MWLL Developer
  • Star Colonel
  • *
  • Posts: 1452
  • Karma: 62
    • 7th Regiment Wolfs Dragoons
Re: Possible Mech Model
« Reply #166 on: July 18, 2011, 07:57:06 PM »
Be careful of saying things like "not going to happen", the MWLL player base can be both creative and pretty persistent ;)
<Insert cool content here>

Offline Stahlseele

  • Living Legend
  • *******
  • Posts: 4114
  • Karma: 43
  • 2nd Level TechSupport Agent(BOFH)
Re: Possible Mech Model
« Reply #167 on: July 18, 2011, 08:06:07 PM »
we had people landing on kagoshima <.<
it's probably mostly the same . . hell, if the ASF hangar goes from one side of the ship the the other, you have one tunnel instead of a dead end to work with . .
'any kind of discussion of randomness ALWAYS WILL EQUATE to being able to critically hit a mech's reactor by firing a micro beam laser while facing 80 degrees to the side, shooting the ground, which would cause a random explosion which would randomly crit his entire team's reactors which would randomly cause the server itself to explode which would randomly generate a strange quark which would randomly hit the earth and randomly randomness randomfapp the shit fapp random!'
------------------------------
CPU: Intel Core 2 Quad Q9650 @4x3GHz
Memory: GSkill 2x4Gb DDR3 1333Mhz
Video: MSI N580GTX Lightning Xtreme Edition 3072MB
HDD: 2xWD Velociraptor74Gig10k RPM SATA  RAID0; 1x WD Caviar Black 1TB, 1x WD Caviar Green 2TB
Monitor: 2x24" Widescreen 16:9 1920x1080 native resolution
Windows Vista

Offline SquareSphere }12thVR{

  • Living Legend
  • *******
  • Posts: 4518
  • Karma: 186
  • pancake slinging, Square (care) Bear of MWLL
    • 12th Vegan Rangers - Boards
Re: Possible Mech Model
« Reply #168 on: July 18, 2011, 08:08:59 PM »
I was thinking of the tunnel as well, but yeah i've seen our ace aero jocks do bat crazy impossible things with their asfs :D
Want to give organized battles a spin?
Not sure about your skills but want to test them out?
Looking for a casual unit?
12th Vegan Rangers are recruiting!  Click here to check out our new boards!

FLAWLESS VICTORY


Offline Colt45

  • Recruit
  • *
  • Posts: 83
  • Karma: 14
Re: Possible Mech Model
« Reply #169 on: July 18, 2011, 08:12:36 PM »
Thats looking really good so far I like where its heading, just one concern I may have missed earlier in the thread, but how are you scaling the interior sections.. hallways and landings and whatnot ?
 
A properly sized biped of around 2.0mtrs can be quite handy to help keep things in "BA-human" scale(especially for such a large model), doing it by eye with no seperate reference tends to result in warped/miscaled areas due to the viewport's perspective tricking the eye.

I just checked the scaling by using a 2meter x 2meter humanoid, everything looks fine. However I want to put this in the engine as I feel ill get better results by testing it out.

Thanks for all the praise. Its something that I need to help keep motivated.

Tunnel, lol. Ill see what I can do without making it look unrealistic. I think flying through would be cool..... however what about peeps who just bought an asset and its just sitting there on the "landing runway"?
Do or Do Not, There is no Try

Offline nordwars

  • MechWarrior
  • **
  • Posts: 323
  • Karma: 29
Re: Possible Mech Model
« Reply #170 on: July 18, 2011, 08:13:52 PM »
Bad luck? lol

Hey there has to be something bad about being in a aero right?  :-X
Independent MWLL Merc since Jan 12 2010.

Offline CGB [CoffiNail]

  • Star Colonel
  • ****
  • Posts: 1883
  • Karma: 97
  • S. Col. of Clan Ghost Bear 304th Assault Cluster
    • 304th Assault Cluster
Re: Possible Mech Model
« Reply #171 on: July 18, 2011, 08:45:04 PM »
Colt45, maybe if you find someone to trust you can toss them a test model to convert with a older 3DS so you can put it in to the editor?



Offline Colt45

  • Recruit
  • *
  • Posts: 83
  • Karma: 14
Re: Possible Mech Model
« Reply #172 on: July 19, 2011, 05:42:40 AM »
Colt45, maybe if you find someone to trust you can toss them a test model to convert with a older 3DS so you can put it in to the editor?

Yes I am considering that. Are there any developers that can do this for me? I really want to get this is the engine to make sure it looks ok before I start the texturing process.

If there are any texturing gurus out there, please come to my rescue!

I have a question for you dev folk, are things like railings, pipes, light fixtures, and various other nick-naks models that are already in the sandbox??? Or do I need to make every little one?   :-\

Anyways all major geometry is finished ( If you think I missed anything, please please let me know).

I added the side plate armor, which I am not so sure about. I dont know if it really 'adds' anything to the model. It was in the pic im using so... Anyways here's what it looks like, as well as the new cross beam over the flight deck, that should satisfy a lot of dare devils. As always tell me what you think.

[attachment deleted by admin]
Do or Do Not, There is no Try

Offline Ressk [CSF]

  • Star Captain
  • ***
  • Posts: 1182
  • Karma: 45
  • Khan of [CSF]
Re: Possible Mech Model
« Reply #173 on: July 19, 2011, 05:54:35 AM »
i see this thing handling like a pig if all those doors were open. and unless that thing is 50+meters wide, im still not going to land in that tunnel.
Recruitment Page For CSF


click the pic /\
ULLER4LYFE! the internet hates CSF

Offline Colt45

  • Recruit
  • *
  • Posts: 83
  • Karma: 14
Re: Possible Mech Model
« Reply #174 on: July 19, 2011, 06:30:57 AM »
i see this thing handling like a pig if all those doors were open. and unless that thing is 50+meters wide, im still not going to land in that tunnel.

it is 46m  :P
and I couldnt count on flying it very soon. but maybe eventually
Do or Do Not, There is no Try

Offline (Wilson)

  • Lead Developer
  • Lance Captain
  • *
  • Posts: 724
  • Karma: 60
  • The Man
Re: Possible Mech Model
« Reply #175 on: July 19, 2011, 09:22:30 AM »
Quote
I have a question for you dev folk, are things like railings, pipes, light fixtures, and various other nick-naks models that are already in the sandbox??? Or do I need to make every little one?   :-\

That depends on how unique you want the model to look. Its perfectly ok to re-use crysis assets to detail it if you really desire, it just means the model wont have a completely unique look. Ideally, you would model the majority of them youself in a modular fashion.. ie. a set of railings, 1 or 2 mtrs long with a couple of different corner angle pieces and end pieces(maybe 6-10 "bits" all up).. then just copy/paste them around where needed(make sure u uvmap and texture them first though lol).. you can do the same thing for most of the indoor detail bits.. computer panels & screens, floor & wall panelling, stairs, doorways/hatches etc.. .. alot of the detail you will be able to normal map rather than model, floor and walls, roof etc.. anything that you need to add detail too, but not change the silouhette of, is usually an ideal candidate to be normal mapped..
 
Texturing that beast is going to be an undertaking and a half though.. being so large and with such a large surface area means that using a unique unwrap for the majority of it wont be possible, it will have to be setup to use tiling textures so a couple of smaller textures can be tiled over its surfaces to provide the resolution required.. using blend materials in max with some clever vertex painting can yield some nice looking tiled texture surfaces(which can easily be RTT'd out to use as a diffuse).. combine that with some decals and you should be able to make it look really good aswell as unique.
 
NOTE - A "cheat" for getting some of those detail pieces looking unique quickly is to export them from inside the editor as OBJ models( File Menu->Export Selected Geometry... ), then pull them into max and retexture them/tweak the geometry to look how u want.. any "Brush" object can be exported from sandbox as an OBJ, though they usually require complete remapping of textures as the uv's get all skewed.. it also exports the collision helpers but stuffs them up so they need to be deleted and remade most of the time.. you cant export anything that isnt a brush.. so entities wont export, animations wont export etc... basically, if you can place it on a map as a "brush" you can export it as an obj.
 
This method is not ideal though, as you wont be able to use the model in any other engines without breaching copyright, and you also wont be able to claim "complete" creation of the model for use in a portfolio or anything..
 
Also, check ur pm's I just sent you a download link to a PDF that I think will be quite helpful to you.. it covers all aspects of creating models in 3ds max for games, modelling, uvmapping, texturing(including baked and photsource normal maps and how to combine the 2 properly) aswell as how to create LOD geometry in the proper manner(ie. NOT using "multires" or "optimize" lol).. pretty much covers the whole slew of topics that are involved in creating models for games.
"Engage people with what they expect; it is what they are able to discern and confirms their projections. It settles them into predictable patterns of response, occupying their minds while you wait for the extraordinary moment — that which they cannot anticipate"
- Attributed to Sun Tzu - The Art of War

Offline Colt45

  • Recruit
  • *
  • Posts: 83
  • Karma: 14
Re: Possible Mech Model
« Reply #176 on: July 19, 2011, 09:57:58 PM »
Thanks a lot Wilson. That will definitely come in handy when I get to texturing  ;D.

So as of now I really want to get this in the engine as is and see if it performs. I cant find anywhere online that offers 3ds max 2009 or even the trial. Also my network does not allow the *ehemm* "downloading" of files, as it is a monitored university network. So is there anyone with a link for a trial of 3ds max, or even better since that link is probably dead.....Is there anyone willing to take my 3ds max file, export it to cryengine and send me the new cry file so I can give it a test run? This would have to be someone trustworthy, like a dev I imagine, so nothing is done to harm the original file.

I really need someone to pull through big for me here. I cant start the texturing process until I know that the model doesnt have any unseen bugs or glitches that would be the cause of something in 3ds max. So as of now, there isnt really much for me to do, or should I say, I just dont know what to do. Thanks in advance, and probably later too.  :D
Do or Do Not, There is no Try

Offline Colt45

  • Recruit
  • *
  • Posts: 83
  • Karma: 14
Re: Possible Mech Model
« Reply #177 on: July 20, 2011, 07:57:47 PM »
 :-\
Do or Do Not, There is no Try

Offline Stahlseele

  • Living Legend
  • *******
  • Posts: 4114
  • Karma: 43
  • 2nd Level TechSupport Agent(BOFH)
Re: Possible Mech Model
« Reply #178 on: July 20, 2011, 09:21:23 PM »
Sorry, i won't be able to help you there.
Don't have 3ds max or the cry engine stuff.
PM one or two of the devs maybe?
Salvatoris for example would be a good bet i think.
'any kind of discussion of randomness ALWAYS WILL EQUATE to being able to critically hit a mech's reactor by firing a micro beam laser while facing 80 degrees to the side, shooting the ground, which would cause a random explosion which would randomly crit his entire team's reactors which would randomly cause the server itself to explode which would randomly generate a strange quark which would randomly hit the earth and randomly randomness randomfapp the shit fapp random!'
------------------------------
CPU: Intel Core 2 Quad Q9650 @4x3GHz
Memory: GSkill 2x4Gb DDR3 1333Mhz
Video: MSI N580GTX Lightning Xtreme Edition 3072MB
HDD: 2xWD Velociraptor74Gig10k RPM SATA  RAID0; 1x WD Caviar Black 1TB, 1x WD Caviar Green 2TB
Monitor: 2x24" Widescreen 16:9 1920x1080 native resolution
Windows Vista

Offline ~SJ~NotSoCoolJ

  • MechWarrior
  • **
  • Posts: 315
  • Karma: 17
Re: Possible Mech Model
« Reply #179 on: July 21, 2011, 06:59:15 AM »
Loving it, i can't wait to see the ace aero jock try to land in it :D

If it has a flat spot, I can land on it. ;)