Why even use the bullet? i mean, its a siege cannon and you dont actually see the bullet when a siege is fireing, or am i wrong? or you're gonna make it fly in like 1231451248+19241meters/sek? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
I'll get home in a couple of hours and then i will make the commander hud working, but it may look bad because of the original sprite using indexalpha and the mario hud would look really bad. I will test it and see how it looks.
EDIT: Yeah you dont need the bullet for the siege cannon.
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
edited May 2004
Maybe someone could make a seige sprite made up of a bunch of bullet bills firing outward... I think the seige sprite has some vertical height to it... not sure.
Yeah its a nice cannon, but the cannons that look like that one fires round balls, like a real cannon, in SMB3.
Those on the flying ships/tanks.
And I find.. err that other guys cannon more attractive, because its retro, which is in my liking, but yers is good too of course, great model, but too new for me, since I dont even like SMB64
Ehh.. progress report on the UV mapping of the Para Troopa model. The texture is just temporary, using it to align the skin. Skinmeshing irregular round things is a pain >_<
<!--QuoteBegin-lillbrorsan+May 13 2004, 08:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (lillbrorsan @ May 13 2004, 08:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Now thats a nice model and uvw map! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> agrred
(just need 50 more spam post like like and il reach 1000!!!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> )
Just throwing out some ideas here. For the box pickup models, they should be suspended above the ground for that mario feeling! You won't actually be able to jump and break the boxes tho, heh.
For the res node model, we should use a floating question mark box, you know, the one which you jump under multiple times for many coins? Not sure if it should include the steam that come out of the res node as it indicates that there's a res node there, but if it's unwanted, I think it can be removed by simply not including the attachment for the steam.
For the res tower model itself, I was thinking warp pipes. Marines would have theirs in green and the aliens in grey. On top of the warp pipe would be a mario or bowser spriite that would be jumping at the res node model during the active sequence. And as they hit the res node box, coins will be animated to look like they're coming out of it (the coins will be part of the res tower model itself, just hidden in the node model initially).
BTW: What's the PC on the phiranna plant? Cause the leaves could just use transparent textures to achieve the same thing. The edges don't actually have to be modelled. Und ja, ich bin polycount nazi!. Having a TNT2 card does that to you ¬_¬
<!--QuoteBegin-CoolCookieCooks+May 13 2004, 12:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CoolCookieCooks @ May 13 2004, 12:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i believe me/dreamscar was, still waiting for him to send his texture to me... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I already sent them to you when you asked for them. Sent them to both addresses you gave me. Do I need to send them again?
and a very nice model too. I had the mesh done except for the damn head. That was being a pain in the ****, so i just gave up on it. I have a couple of questions, though.
1. How do you make just one mesh, and assign it to similar pieces (ie: Just using one stem from JD's plant and making the model use the skin from the meshed one for all of them? or is it automatic?)
2. I still dont know how to export a mesh or anything. All I did was make a planar map for the entire cannon, then went back and meshed seperate pieces (that's how they did it for the UT2004 VTM's). That's all i know to do. Dont know how to save/export/whatever you're supposed to do to the mesh and model.
<!--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-->1. How do you make just one mesh, and assign it to similar pieces (ie: Just using one stem from JD's plant and making the model use the skin from the meshed one for all of them? or is it automatic?)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Just overlay the meshes on top of the other and then weld ther vertices together.
eh, guess you guys are right. oh well still much i have to learn about modeling. nice cannon, and yes they were in super mario bros. 3 but they shoot out either bo-bombs or just regular sphered balls.
[edit] i guess ill start over and remake mine, lol finnaly noticed what that other thing on the bottom of the menu does, Its smoothing groups =P.
[edit2] quick question, how can i make part of a model flat shaded ?
sry for double post, but does this look ok? dont mind my last post about making it flat shaded, figured it out. i added some smoothing groups to version2, remade the model considering the first one didnt look right.
[edit] ill make a bulletbill later for an attack animation or something. maybe it coming out then go back in? also if people want that square base in, ill add it there. probably make this a siege or turret, considering that other guys thing looked really great too.
[edit2] all right, replaced the image with the newer one. maybe one of the animations could look like this <img src='http://nintendoatlantis.homestead.com/files/SMB_bulletbill.gif' border='0' alt='user posted image' />
up to the people's choice, but anywho. Can someone please mesh/ make uv maps for this. Thanks in advance <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
p.s. Plz ignore that other model i sent in earlier, the other bulletbill.
[edit] sry, only released milkshaped version because i dont want to corrupt the file by exporting it as some other file. maybe someone can convert it to another file, if it is easier to mesh.
Comments
476 Polys, the bullet itself uses half of them. Although the cannon is fairly accurate and well rounded.
This is based off of Mario 64. And I believe there were some cannons like this in Super Mario Brothers 3.
EDIT: Yeah you dont need the bullet for the siege cannon.
Oh, and I reaally like that cannon.
Those on the flying ships/tanks.
And I find.. err that other guys cannon more attractive, because its retro, which is in my liking, but yers is good too of course, great model, but too new for me, since I dont even like SMB64
agrred
(just need 50 more spam post like like and il reach 1000!!!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> )
toadie said that he will finish animating mario on <b>friday</b> so we will have a heavy model and light armor model all done.
<img src='http://www.unknownworlds.com/forums/uploads//post-19-1083016662.jpg' border='0' alt='user posted image' />
For the res node model, we should use a floating question mark box, you know, the one which you jump under multiple times for many coins? Not sure if it should include the steam that come out of the res node as it indicates that there's a res node there, but if it's unwanted, I think it can be removed by simply not including the attachment for the steam.
For the res tower model itself, I was thinking warp pipes. Marines would have theirs in green and the aliens in grey. On top of the warp pipe would be a mario or bowser spriite that would be jumping at the res node model during the active sequence. And as they hit the res node box, coins will be animated to look like they're coming out of it (the coins will be part of the res tower model itself, just hidden in the node model initially).
BTW: What's the PC on the phiranna plant? Cause the leaves could just use transparent textures to achieve the same thing. The edges don't actually have to be modelled. Und ja, ich bin polycount nazi!. Having a TNT2 card does that to you ¬_¬
I already sent them to you when you asked for them. Sent them to both addresses you gave me. Do I need to send them again?
1. How do you make just one mesh, and assign it to similar pieces (ie: Just using one stem from JD's plant and making the model use the skin from the meshed one for all of them? or is it automatic?)
2. I still dont know how to export a mesh or anything. All I did was make a planar map for the entire cannon, then went back and meshed seperate pieces (that's how they did it for the UT2004 VTM's). That's all i know to do. Dont know how to save/export/whatever you're supposed to do to the mesh and model.
Just overlay the meshes on top of the other and then weld ther vertices together.
[edit]
i guess ill start over and remake mine, lol finnaly noticed what that other thing on the bottom of the menu does, Its smoothing groups =P.
[edit2]
quick question, how can i make part of a model flat shaded ?
[edit]
ill make a bulletbill later for an attack animation or something. maybe it coming out then go back in? also if people want that square base in, ill add it there. probably make this a siege or turret, considering that other guys thing looked really great too.
[edit2]
all right, replaced the image with the newer one. maybe one of the animations could look like this
<img src='http://nintendoatlantis.homestead.com/files/SMB_bulletbill.gif' border='0' alt='user posted image' />
[edit3]
C&C Appreciated <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
will it be skinned with the skull thing?
p.s.
Plz ignore that other model i sent in earlier, the other bulletbill.
[edit]
sry, only released milkshaped version because i dont want to corrupt the file by exporting it as some other file. maybe someone can convert it to another file, if it is easier to mesh.
Can't wait! ^_^
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo-->