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Author Topic: Some BZ inspired 3D  (Read 2973 times)
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Nielk1
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« Reply #150 on: February 06, 2010, 04:58:53 AM »

VSMIT, did you get the 'lights' on the bomber's wing to glow slightly? I assume they are just emissive/glass little cubes?

EDIT: Nielk1, what on Earth are you still awake for cheesy

I slept a few hours when I got home at noon EST.
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VSMIT
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« Reply #151 on: February 06, 2010, 05:55:50 AM »

ALL of the lights, be they on the undersides of the wings, the tops of the wings or along the fuselage, are basic __e objects.  As of this writing, the version I have in game also has the six thrusters on the undersides of the wings as part of that __e object.

The only problem I'm having right now is getting the engines to look good in-game.  I can't get them to look "real."  If I just take the standard material when exporting, the color is very flat.  If I mess with the specular highlights and glossiness, I can make the lines show, but they look like plastic.  It'll take some tweaking.
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IQ's have really dropped around here just recently, must be something in the water.
TheJamsh
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« Reply #152 on: February 06, 2010, 07:33:06 AM »

Probably needs a bit of N0str0m0 texture loving...

The underside thrusters being part of the _e might help the effect quite nicely actually...
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VSMIT
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« Reply #153 on: February 06, 2010, 04:48:16 PM »

You know that he made everything, right?  Texture included?  He didn't map the engines, and BZ2 doesn't like my vertex colors.  So I needed to add a splash of colors to his texture to do this.  I just need to figure out the spec light and gloss values that work best.
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« Reply #154 on: February 06, 2010, 06:11:27 PM »

hmm it looks good but I still like the rail tests better becous they often are used for dangerus new rockets that can and porbly will explode
and for bio metal that would probly take the hole base in to orbit!
Hmm... you might be right. Never actually thought about them actually blowing up. Only thought that this would be a much more controllable environment than strapping a rail sled to that engine at firing it away. Maybe they did that in the first attempts though, or maybe the room is specially built to resist more massive explosions.
I doubt that it could take a whole base if they blow. Remember, that thing will be installed just a few inches from your head. Nobody straps a nuclear reactor to a car for  the same reason. 1 lucky sniper = victory! For ever!


Although I UV mapped the engine nozzles I never meant for them to get a proper texture with details, smoke smudges and all that. Just thought a good mate color would work on them seeing as most of the time the engine flames would color everything up nicely.
You could try with a 2-3 color scheme, interior black, exterior 2 shades of gray one for indents and one for the rest. Maybe it will make them look better in-game.

Also, if I supply you with some exhaust geometry, can you map moving textures with alpha channels to them? A little glow, a few lens flares... maybe it can work.
« Last Edit: February 06, 2010, 06:14:23 PM by NoStr0m0 » Logged

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« Reply #155 on: February 07, 2010, 04:11:47 PM »

Added some textures, made it all nice and shiny Cheesy
The first image is an overview from the back of the elevator. The second is a close-up of the elevator button-touchpad-type thing. Outside is Bane and the largest star in the binary system. Third and forth are just to better show the space.

                                   


                                   

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TheJamsh
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« Reply #156 on: February 07, 2010, 05:46:17 PM »

Also, if I supply you with some exhaust geometry, can you map moving textures with alpha channels to them? A little glow, a few lens flares... maybe it can work.
Provided they are separate, i could use them as draw_geom's as a render effect. I can make it rotate, but no way to scroll a moving texture accross it (well there is, but it involves creating a LOT of 'slides' of the same texture sliding along, and its not frame-rate or CPU-cycle friendly).

Unfortunately, draw_geom's don't stay in multiworld Sad, so for MP they would look a bit crappy
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Nielk1
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« Reply #157 on: February 07, 2010, 05:53:01 PM »

They would look ok if they were re-emitted often.
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« Reply #158 on: February 07, 2010, 06:01:46 PM »

true, actually that may work better...
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« Reply #159 on: February 08, 2010, 05:45:33 PM »

Just a few more tests I'm doing to finish up the observation deck before I move on to the command bridge.


                                           
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« Reply #160 on: February 08, 2010, 05:49:41 PM »

"hey guys i just came down for my morning soak", "wait... these arn't baths" Tongue
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NoStr0m0
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« Reply #161 on: February 08, 2010, 07:00:07 PM »

 tongue       

And one with a view.

P.S. Seriously, is it ok like this or was it better with the chairs/tables?
« Last Edit: February 08, 2010, 07:08:20 PM by NoStr0m0 » Logged

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« Reply #162 on: February 08, 2010, 07:16:59 PM »

It seems really odd now when everythings done lol.. seems to serve no real purpose... and looks like a luxury cruiser or some kind Tongue

Oh and our previous thing about dead space, i meant the Ishunaru... thing. Deck on the was awesome to look at.
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« Reply #163 on: February 08, 2010, 07:31:49 PM »

Hindsight...
So I should get started on the rest of the carrier and see where it leads to. I'll leave this for a later time if ever.
As for Deceased Vacuum, reinstalled it a few days ago, still couldn't play. It just doesn't feel right for me. Oh, well.

As for you: get back to work!
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S.cavA.rmyG.en
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« Reply #164 on: February 09, 2010, 12:50:53 AM »

WORK  shocked  
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Behold The Power Of Scrap.If it works in-game, it doesn't matter how wierd and broken it looks code wise.
what is not broken around here?
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