Todays changes to the cargo ship

Cliff_MellangardCliff_Mellangard Join Date: 2002-01-29 Member: 129Members
<div class="IPBDescription">Less rust more dirt</div>These are pretty close ups from the editor i sharpened the skin and removed some rust so wath do the critics think.
Keep in mind still an 512x512 skin.

Comments

  • Cliff_MellangardCliff_Mellangard Join Date: 2002-01-29 Member: 129Members
  • Cliff_MellangardCliff_Mellangard Join Date: 2002-01-29 Member: 129Members
  • Cliff_MellangardCliff_Mellangard Join Date: 2002-01-29 Member: 129Members
  • Cliff_MellangardCliff_Mellangard Join Date: 2002-01-29 Member: 129Members
    And i want feedback on the skin not the mesh. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    While I've never been too fond of the general shape of the craft, (It's too chunky and bendy for my liking) that skin rules. Nice work!
  • TSniperManiacTSniperManiac Join Date: 2002-04-02 Member: 376Members
    Great work Cliff. Dont forget to sleep sometimes ;-)
    Anyway good as always. Let me hear from yah soon .. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    I wouldn't be too afraid to fly in it now. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->  It now looks very utilitarian, which is exactly how I imagine a transport/cargo ship would be.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    On a second look, I noticed that the cockpit window is very warped on the face...any possibility of fixing that?
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    Looks great.  Just a few crits:

    I'm not crazy about the yellow strips.  It looks like it's player color, to designate teams, because it stands out so much.  

    I would remove the green warning stripes on the feet.  

    Add more contact shadows.  By this I mean dark areas of shadows, dirt, etc.  wherever objects contact the surface of other objects, such as where a wing meets the hull for example.  This really helps to make the shapes pop out and to seperate details visually, and to make all the parts appear more integrated with one another.  Does that make any sense?

    Are you gonna add any glowy things?  Lights, etc.  I think it would look sweet with glowy things  <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Anyway, nice work man.  Can't wait to see it put to use in Badmofo's map.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    yes, the green needs to go from the feet. where exactly is this ship going [to be placed]? also, even MORE dirt around the bottom might make it look a bit better, not rust but dirt.
  • TraneTrane Join Date: 2002-02-01 Member: 148Members
    the skin is well done, but i could at least use an explanation for the bright yellow texture, it just doesnt make any since.  Its like you have this awesome looking ship then just decided to add cartoon elements with bright colors that dont even really match the bump map of the rest of the ship.  Other then the crazy yellow it looks great.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    mm, the yellow does look a little contrived and strange, perhaps a darker colour? an orange or something, i denno, it just looks a little weird.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Gettin better each time! Very nice. My only complaint is that the texture (skin) where the upper wings join into the ship is a bit busy and cluttered looking. (Above and below where they join, actually) That's a good thing sometimes, but I just don't think it looks right there.

    And again, veering from the popular opinion, I really like the yellow. Hehe.



    <!--EDIT|ken20banks|April 02 2002,20:58-->
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    Something that i've noticed for a while and also Merkaba raised is that the cockpit window looks incredibly strange and for some reason just doesn't fit... it needs more definition.
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    I have to agree with ken and say I do like the yellow. It could be part of fleet all marked with yellow. It helps distinguish it as a cargo ship, maybe from green which is a fighter. It just makes it more unqiue I think and adds alot <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • TraneTrane Join Date: 2002-02-01 Member: 148Members
    ok, ok, i like the yellow color, but it should still apear to be just as old as the rest of the paint on the ship. please <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • MartMart Origin of SUYF Join Date: 2002-02-26 Member: 248Members
    The texture on the ends of the round part under the support look out of place, maybe it's just the scaling. Either way since the above sentance doesn't make much sense i'll show you what I mean once I get home.

    I agree on the shadows, makes everything mroe defined.

    Also, since this ship is going to be used on a dusty planet maybe you should have orange sand up the bottom and lower sides.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Dirtying the yellow areas is a definite improvement.  I like the more detailed textures on the top too.

    Don't forget it's mainly going to be seen from the ground, prehaps you should spend more time looking up at it from  the ground like the players will, some improvements may occur to you.
  • humbabahumbaba That Exciting Tales From the Frontline Guy Join Date: 2002-01-25 Member: 86Members, NS1 Playtester, Contributor
    I like the yellow, and I also like the green. The only thing is, I dont like both of them on the same ship. I would pick one and use that throughout as an accent rather than use both yellow and green. The green is nicely aged, the yellow could use a little wear and tear.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    I don't think that the yellow should become any dirtier. It looks like a means of spotting the ship at night to me (similiar to position lights). Even if the rest was covered with 10 inches of mud you would keep those things clean to avoid crashes.
  • StalKalleStalKalle Join Date: 2002-04-01 Member: 371Members
    /me likey this 2
    <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • Cliff_MellangardCliff_Mellangard Join Date: 2002-01-29 Member: 129Members
    Thanks everyone but i got really disapointed when i tested out the model in an hl viewer that renders the models with the same engine as half life that is for modellers to test there modells out.
    And it looks like crapp so i dont know if its any idea to put more work on it as all the details anyway gets all blurred out in the hl engine. <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
  • TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
    hmm, it is pretty blurred. But, it doesn't really matter if it's blured. Who's going to notice that the dropship kinda looks a bit wierd when it's barely noticeable. Plus, they'll all be too busy playing Natural Selection and killing marines/killing aliens to look closely enough at the dropship to realize the skin looks slightly blurred

    As for the skin, I love it. I personally think nothing should be changed. But just one problem, it might be too big or akward to fit in some dropship bays. Even my dropship bay is pretty big, but I'm close to doubtful that will fit in, mainly because the shape is akward
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Are the skin sizes in powers of 2? If it dimensions aren't 16, 32, 64, 128, 256, 512, etc, then it'll blur. Eg, a 128x96 texture WILL blur, but a 128x128 texture won't.
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    It's a 512x512 texture so maybe HLMV can't handle that and has just downsampled to 256x256.

    I'm pretty sure they haven't updated it since valve implemented 512x512 support.
  • FreestylerFreestyler The First NS Fan Join Date: 2002-01-24 Member: 20Members
    Maybe you could just make a map of an empty box and stick the model in to see how it does look ingame?
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--mr Nebel+April 03 2002,18:23--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (mr Nebel @ April 03 2002,18:23)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->It's a 512x512 texture so maybe HLMV can't handle that and has just downsampled to 256x256.

    I'm pretty sure they haven't updated it since valve implemented 512x512 support.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Yeah, I guess that's the problem.

    I've no idea about how skins work, but I think you should maybe break your 512x512s into multiple smaller textures.
  • Cliff_MellangardCliff_Mellangard Join Date: 2002-01-29 Member: 129Members
    Thanks everyone i checked the gunman models and they dont have a single one larger then 256 so iam going to reskinn the model and divide the large skin in to multipli small ones.:)
    i will post the reskinned one in an hl engine render aproximatly by sundaý as i don have more than 1-2 hours aday to work on my compute stuff often.
    Iam piccky and will not relese the model untill it looks as crisp as the editor ones. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
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