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Gen.Kenobi

WFG Retired
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Posts posted by Gen.Kenobi

  1. Maybe you could make the turret a prop_object and reference it into the parent's model. Then you could make the turret would have the attack value, while the chassis would just serve for mobility and Armour purposes. It's something to think about. I'm going to give it a try in a near future :)

    BTW: I was already following your mod. :D It looks neat!

  2. Hey Ludo38!

    Thanks for your feedback. However I just followed the reference that I was given a few pages back.

    ...Some custom and cool looking rock formations for the Desert biome, specifically for the Neareastern Badlands map. Examples:

    cappadocia01.jpg

    As you can see they are finger-shaped :P But I'll see what I can do when i get the time, although Mythos said that they were okay... :)

  3. When I started with 3d, I was given this advice: Always use references :)

    Doesn't matter if you're just making your very own cell-phone which is standing right in from of you. Always get more references. The more you have, the more your model tends to reflect the reality.

    About the biomes, rocks need an overall update through the entire game. Since I started back with desert ones in this thread - which you're free to hijack :P - (also started a temperate set, but never really got around doing it, since I'm out of free time) you are free to take some of these reference I was given and do another desert. Of course, there are some priorities like for more cold environments (as far as I'm aware of, we really need to get some snowy rocks out :) ) "You must do what you feel it's right of course." - J/K.

    Do what you feel like doing :P

    About UV, well, some textures already are seamless and others needs to be transformed into, but just uses Blender's "Smart UV Pack" and edit it around as you see fit :) You don't even have to cut seams. Not for rocks, at least :)

  4. Hey Mirek!

    I'm far from professional :P but here are some remarks about your rocks (which do rock! :D )

    Well, rocks are basically static meshes. The number of vertices depends on the number of details we want to add in and how big would they look ingame - although we seen to have some work in progress regarding LOD, which may help us to get some more HD models ingame.

    Anyways, in big stonemines formations you can extrapolate - by that I mean, 600-700. But, don't go overdetailing.

    I like the first one, but somehow I feel it could have more details - more vertices - specially in the minor rocks. Of course, as I said before it depends if you wish to make it be a big rock or a small formation.

    Second ones looks good, but somehow I feel they don't fit the desert biome - I could be wrong, since I'm no geologist or biologist, but in desert areas you'll mostly get physic weathering and mechanic erosion by wind, what would make the rocks look more pointy. Take this statement for your third formation ;)

    That's it. You're in the nice direction!

    Keep it up or you can try other stuff to model, since rocks are quite boring :P But it's also fun when you get the hang on it.

    EDIT: Enrique replied faster again! :P

  5. Should be relatively easy to just move the sun layer over? I actually don't mind it being off-center. The only thing I don't like is the "shine" on the left side. Better to do that with a spec map.

    Actually, I quite like it. It, in my personal view, doesn't seems like a spec, but more like a rushed-paint in the shield, what looks very realistic. :P

  6. It seens to be an administrator issue. See if you have the admin rights to install the game, or simply run the .exe as administrator.

    Then you'll get permission to open the file to written.

    If that doesn't work, maybe the file you got is corrupted, something might have happened with your download, so try re-downloading the game.

    If that doesn't work, try to uninstall Alpha 9. :) (Not sure why :P Just to clean up some of your disk space, anyways. :P)

  7. Hmm... Do you mind to upload the actor_file too? :)

    BTW, nice model! It's a good start! :)

    Hmm... You're doing it wrong. Make the props in the same model file. There's no need to add empties. You can model your props in different variations (each set in a different layer, just for organization purposes) then you can join each set in the same object and then you export it separately. (Where you are going to place the props in Blender is the place where the engine will read as prop_points.) Then you have to create prop.xml file to reference your prop models and textures. And then all you have to do is add the <prop> under the structure's main actor file. Piece of cake :)

    Of course there should be other ways to do that, as you were doing, but this is the way and I and the way it works for me :)

    PS: To much "Thens" on what I wrote. LOL :D

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