The missing faces in the legs, are they in the part that is connected to the main RT body or are they in the middle connector? I never really thought the faces I left out of those areas would be seen so I culled them to save polys.
<!--QuoteBegin-axman+Mar 26 2005, 01:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (axman @ Mar 26 2005, 01:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> idk but im bored are you done with that armoury? lol <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Trying to come up with concepts of ammo dispensers now. I envision having different idle anims for the normal armory and the advanced armory. The normal armory would have two panels open with one dispenser for LMG mags and another for shotty. When it is upgraded, the other two panels open up to dispense HMG mags and grenades for the GL.
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
edited March 2005
another update [go forward a few more pages to get the latest verson]
all animation problems i know of are fixed except one small clipping bug during the deploy animation.
i will work on it tomorrow.
the problem with it taking too long after an attack to go back to normal animations is not because of this model, happens on the original as well, which gives me reason to believe its a bug.
I might fix it tonight <!--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-->
:EDIT: I <b>will</b> fix it tonight if noone else has done it before <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
EDIT:<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->EDIT: o yeah when u attack the rt is stay in the up postion and never goes back down even when ur done attacking<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
doesnt do that anymore i dont know why it did b4
EDIT2: i made it in green real quick i might change sum fo the green later
lol obst im bored aswell.... im redoing the high poly lmg skin so this will be my 3rd skin for the high poly lmg lol... but im gonna redo it to match this style more.
mmm cant wait for the smooth model ... is it gona be smooth like icecrem for me to eat it
I like this much more than ONLY having "pure" faces. Some shadowing around the edges makes it look better IMHO <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
:EDIT: Please check the time of this edit and redownload if you either DLed it before or your DL was corrupt.
<!--QuoteBegin-axman+Mar 26 2005, 11:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (axman @ Mar 26 2005, 11:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> um good job... lol i cant tell the differnce really... mind telling me where things r smoothed lol <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Open both in HLMV and switch to "smooth shaded" mode <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
Make a new one, will be less confusing <!--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-->
I think im pretty much done on my part of this res tower, unless any of you can think of somehting for me to add or fix... so who else is doen with thier part and how we gonna release?
i saw one rt model sushifx was working on...... but he never finished it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> it was so cool to
hey axman, please please make a new hp lmg skin. the model itself is good but it's just that the skins are too plain <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> . anway i'm remixing the 3 diff skins and adding some stuff so that it will suit me.
anway is the rt model finished? or isit still in testing stages
And for the res_tower i believe i am done with my part unless anyone has any critsism... But its still not done until the others who have been working on it get done with thier part. ti will be doen when u see us saying a released version.
I think when the model is finally done, there will be a rel topic for it. I actually have no way to test this ingame as I *gasp* don't have NS installed. 56k makes Steam painful. And Obst, could you post a tut or something on how to make that rotating sprite attachment? Your ideas are intriguing to me and I wish to subscribe to your newsletter.
<!--QuoteBegin-antifreeze+Mar 9 2005, 07:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (antifreeze @ Mar 9 2005, 07:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I have one word for you: OMGBBQAWESOMNESSPWNSEKS<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
[grammernazi] <b>O<u>h </u>m<u>y </u>g<u>od</u>, <u>that is hot like</u> barbeque and is awesome<u>.</u> <u>Would you like to have</u> </b><s>pwn</s><b> se<u>x?</u></b> [/grammernazi]
<!--QuoteBegin-ZeroByte+Mar 27 2005, 07:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZeroByte @ Mar 27 2005, 07:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And Obst, could you post a tut or something on how to make that rotating sprite attachment? Your ideas are intriguing to me and I wish to subscribe to your newsletter. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Basically you modify the ref .smd to include a new bone on a new number (which makes it unaffected by all other animations and doesn't mess anything up) then you position it in Milkshape and just move it in the animations you want it in, then put an $attachment on it and use event 70X0 to display a blinking sprite (flare.spr or such) on it.
Having the ability of using 4 bones, each with an $attachment of which each holds a certain event 70X0 on it would even allow me to create lights running up and down simultaneously in all the 4 "light-holes".
Comments
i wish i could compile and new how to animate and was a btter modeler and a better mesher......
RAWR i see dead restowers ....
Trying to come up with concepts of ammo dispensers now. I envision having different idle anims for the normal armory and the advanced armory. The normal armory would have two panels open with one dispenser for LMG mags and another for shotty. When it is upgraded, the other two panels open up to dispense HMG mags and grenades for the GL.
all animation problems i know of are fixed except one small clipping bug during the deploy animation.
i will work on it tomorrow.
the problem with it taking too long after an attack to go back to normal animations is not because of this model, happens on the original as well, which gives me reason to believe its a bug.
I might fix it tonight <!--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-->
:EDIT: I <b>will</b> fix it tonight if noone else has done it before <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
So here they r
<a href='http://axman.nsarmslab.com/axman/map1lcd.bmp' target='_blank'><img src='http://axman.nsarmslab.com/axman/map1lcd.gif' border='0' alt='user posted image' /></a>
remember click it for the bmp
EDIT:<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->EDIT: o yeah when u attack the rt is stay in the up postion and never goes back down even when ur done attacking<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
doesnt do that anymore i dont know why it did b4
EDIT2: i made it in green real quick i might change sum fo the green later
<a href='http://axman.nsarmslab.com/axman/map1green.bmp' target='_blank'><img src='http://axman.nsarmslab.com/axman/map1green.gif' border='0' alt='user posted image' /></a>
i like green green is a very cool color
nice axman easter egg
Expect a properly smoothed .mdl soon <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Now that's what I'm talking about.
mmm cant wait for the smooth model ... is it gona be smooth like icecrem for me to eat it
I like this much more than ONLY having "pure" faces. Some shadowing around the edges makes it look better IMHO <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
:EDIT: Please check the time of this edit and redownload if you either DLed it before or your DL was corrupt.
ill revive the high poly lmg topic as soon as i get done with the first mesh
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Open both in HLMV and switch to "smooth shaded" mode <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
do you guys think i should revive the hp lmg topic or make a new one for the new skin im making for it?
I think im pretty much done on my part of this res tower, unless any of you can think of somehting for me to add or fix... so who else is doen with thier part and how we gonna release?
I'll give you brownies and fudge!
anway is the rt model finished? or isit still in testing stages
And for the res_tower i believe i am done with my part unless anyone has any critsism... But its still not done until the others who have been working on it get done with thier part. ti will be doen when u see us saying a released version.
OMGBBQAWESOMNESSPWNSEKS<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
[grammernazi]
<b>O<u>h </u>m<u>y </u>g<u>od</u>, <u>that is hot like</u> barbeque and is awesome<u>.</u> <u>Would you like to have</u> </b><s>pwn</s><b> se<u>x?</u></b>
[/grammernazi]
Basically you modify the ref .smd to include a new bone on a new number (which makes it unaffected by all other animations and doesn't mess anything up) then you position it in Milkshape and just move it in the animations you want it in, then put an $attachment on it and use event 70X0 to display a blinking sprite (flare.spr or such) on it.
Having the ability of using 4 bones, each with an $attachment of which each holds a certain event 70X0 on it would even allow me to create lights running up and down simultaneously in all the 4 "light-holes".