[wip] Photon Cannon

NecromanZerNecromanZer Join Date: 2002-11-01 Member: 3407Members
edited May 2003 in NS Customization
<div class="IPBDescription">replacement turret</div> 511 faces...

but created using truespace 4, when i port over to 3ds max its going to use triangles instead of squares, that might double the face count :|

i need a good skinner and animator - for the animations i want the 3 circles to helix up from a cyndrilical shape, so i created them helixed dunno wether it would be better to have them modelled as cyndrilical shapes...

Comments

  • Visual_MirageVisual_Mirage Join Date: 2003-05-01 Member: 15973Members
    Nice photon cannon! But, how exactly will it shoot like a turret in NS? The thing points upwards, hehe
  • NecromanZerNecromanZer Join Date: 2002-11-01 Member: 3407Members
    you ever played SC?

    the pole part comes upwards, from the idle state, and a blue ball of photon energy is shot at the target from that diamond thingo
  • Visual_MirageVisual_Mirage Join Date: 2003-05-01 Member: 15973Members
    Yes i play SC, but theres no blue balls shooting at anyone in NS <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • NecromanZerNecromanZer Join Date: 2002-11-01 Member: 3407Members
    *sigh* its the replacement turret for the Protoss Marine Pack..... actually i dunno how we are going to work it, it would way better as an OC, since then we could just change the green ball to a blue one.. :\ bugger.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    One concern is that it is *quite* different in shape from the original turret. Some of the SC buildings probably will need redesigning to fit NS gameplay... this may be one of them. /:

    That said, the model looks great. I'm not sure how you want the cylinders to work; it may be better to make them simple rings.

    1022 triangles (if it indeed does go up that high) is far too much for a building, and especially for a turret. /: Some suggestions:

    1) the helices.
    --Reduce from 3 to 2?
    --Reduce the polys so they are either rectangular or diamond-shaped in cross section.
    --square off the ends.
    (It won't be as pretty, but a good skin will take care of it.)

    2) the base.
    --Possibly reduce it to 6 "feet" instead of 8.
    --Remove the faces on the bottom of the model if you haven't already.
    --the "ring" of the base that intersects the feet is about twice as complex as it needs to be. make it an octagon, with the points hidden inside the feet; the difference will be barely noticeable. Additionally, let it clip right through the feet, rather than merging them (it may already be like this) - you'll save polys in both pieces.

    3) The "turret." Not much to be saved here.
    --Let the four "tines" surrounding the crystal come to points instead of flattened tips - save you 32 faces right there.
    --(maybe) reduce the tines from 4-sided to 3-sided - merge the two edges closest to the crystal on each tine.
    --(super maybe) Reduce the structure from 4 to 3 tines, and the support post from 8 to 6 sides.

    I'm not sure what Truespace does by default when creating cylinders, but max creates a vertex in the center of each end of the cylinder, making the ends look like sliced pizzas (polys radiating outward from the central vertex). If you delete that vertex and rebuild the faces without it, you can save two polys per cylinder. I suggest it because you have a lot of cylinders.
    _________

    Attached:
    1) example of my cylinder-reducing thing, since I'm sure my explanation was confusing. It's not a big savings, but every little bit helps.

    2) Quick concept for making a photon cannon closer to the dimensions of a standard NS turret. Rotating cylinders to make it nice and trippy. (:
  • MalambisBZMalambisBZ Join Date: 2002-11-21 Member: 9559Members
    Nice concept Coil.

    I'm sure you could easily modify your current photon cannon to look like that drawing Necro.
  • NecromanZerNecromanZer Join Date: 2002-11-01 Member: 3407Members
    truespace is weird - it doesnt use triangles to show what your making but uses them when it renders an object, so im not sure how it makes cylinders but in the wireframe view they are simple 8-sided planes, with lines intersecting to the bottom corresponding 16 points...

    anyway thats a damn good concept coil - i was thinking of having the structure "flat" as in SC - for the idle state, and have the 2 bands rotating slowly, then when it tracks and enemy the turret rises up and the bands could either helix upwards or rotate as in your diagram, that would be up to the animator (i can't animate yet but ill have a shot at it.

    btw its totally un-optimized, as im not very good with low poly work <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    and i can't delete faces from the bottom of the objects while im working in truespace, then the corresponding vertices dissapear...
  • xexexexe Join Date: 2003-03-27 Member: 14921Members
    edited May 2003
    Hey now necro this is going to be on the sc pak where working on so send it to me when it is meshed and i will try and skin it just find me the perfect texture and coil do u want part of the project?
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    <!--QuoteBegin--xexe^+May 1 2003, 07:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (xexe^ @ May 1 2003, 07:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hey now necro this is going to be on the sc pak where working on so send it to me when it is meshed and i will try and skin it just find me the perfect texture and coil do u want part of the project? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    1) While it's likely he's making it for the protoss conversion, it's polite to ask first.
    2) "i will try and skin it just find me the perfect texture" ... skinning is defined, by most people anyway, as creating a texture to apply to a model. It's not simply a matter of finding an existing texture - most of the time, you have to make it yourself.
    3) thanks, but I've got to finish up my school work, graduate, and attempt to get a job. I've also got my own set of replacement models I'm already working on.
  • NecromanZerNecromanZer Join Date: 2002-11-01 Member: 3407Members
    lol coil i told him in another thread i would make protoss buiding models for the conversion...

    um i'll leave this for a bit xexe^, and do the nexus for CC, fully, like model, then skinmesh, skin and animate... so i can gain some good knowledge...
  • SnO0PySnO0Py Join Date: 2003-02-27 Member: 14092Members
    edited May 2003
    Heres my concept for a possible nexus CC...
  • PariahPariah Join Date: 2002-11-27 Member: 10049Members
    erm..just change the fireing sprite for the turret...to a blue ball...sure it wont change the bullet coming out but sheesh were not playing SC tho are we?
  • jimbobjimbob Join Date: 2002-11-15 Member: 8824Members
    why on earth are we converting protoss to marines? i'd of though they would fit the aliens far better. As for the model, if you ARe going to have it as a marine turret, i would back coil up on his suggestions.
  • AkalamanaiaAkalamanaia Join Date: 2003-01-04 Member: 11833Members
    and besides the photon cannon matches offense chamber perfectly <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ,i dont know about nexus for hive thought..
  • MalambisBZMalambisBZ Join Date: 2002-11-21 Member: 9559Members
    edited May 2003
    <!--QuoteBegin--jimbob+May 1 2003, 09:59 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (jimbob @ May 1 2003, 09:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> why on earth are we converting protoss to marines? i'd of though they would fit the aliens far better. As for the model, if you ARe going to have it as a marine turret, i would back coil up on his suggestions. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Zerg fit the maps beter, look at feed water hive, how would Protoss fit-in there?
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