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November MMC-(Fantastic title no 15)
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These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
November MMC-(Fantastic title no 15) // Work in Progress
Post by Weevil // Nov 11, 2008, 7:54am
Weevil
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Sorted. Thanks for saving it all as objects for me nez!
I'll get some screenies up tommorow
And thanks for everyone's help too |
Post by nigec // Nov 11, 2008, 8:11am
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Cool! glad you got it workin m8, and well done Nez :cool: |
Post by Weevil // Nov 11, 2008, 12:43pm
Weevil
Total Posts: 534
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...Or maybe even updates tonight. What do you know.
So giant leap forwards in progress, and the really fun parts come next, tentacles, arming it, and making the legs longer (apparently)
http://i72.photobucket.com/albums/i192/Weasle_01/front1-2.jpg
http://i72.photobucket.com/albums/i192/Weasle_01/behind2.jpg
and allyup
http://i72.photobucket.com/albums/i192/Weasle_01/behind.jpg
So I'm now back in the running...but what am I gonna do with this? |
Post by Nez // Nov 11, 2008, 11:01pm
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Just a wild thing to try but do you have an older version of TS? TS 5 maybe? Try to load the scene into all the versions of TS you have. If one of them can handle it and then save it maybe that will repair the scene or produce a more informative error message.
Just for reference, I did try this - but it would appear that tS5 does not like tS6.6 .scn files and it wouldn't open. In all fairness, this isn't an extensive test, but I'm guessing the format isn't compatible in that direction, though 7.6 (and presumably 6.6) offer the ability to open/save earlier formats...
Anyway, I'm very glad to have been able to help. Looking good there Weevil - I am curios to see what you're going to do with this in terms of setting/context... |
Post by TomG // Nov 12, 2008, 2:24am
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Yes, 5 won't load 6.6 files, but I believe 6.6 did (like tS7 does) offer the choice to save to COB or SCN in an earlier format.
HTH!
Tom |
Post by rjeff // Nov 12, 2008, 4:09am
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Very Half Life 2 Wevil. Looks very cool. |
Post by Weevil // Nov 13, 2008, 9:14am
Weevil
Total Posts: 534
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Thank you, and now for the next part. Small, fuzzy...and this may just change what you think I'm going to do
http://i72.photobucket.com/albums/i192/Weasle_01/teddybear1.jpg |
Post by robert // Nov 13, 2008, 9:46am
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Thank you, and now for the next part. Small, fuzzy...and this may just change what you think I'm going to do
What? You're going to harvest Teddy Bears? |
Post by Weevil // Nov 15, 2008, 10:23am
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Total Posts: 534
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Here I come again with the scenery, or part of it, this particular piece will be updated progressively. Does anyone know any seamless road textures? The one I've got at the moment isn't...I could really do with one |
Post by robert // Nov 15, 2008, 10:47am
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Hold on, I got MaPZone2 Genetica studio beta (cuz it's free :p) and some DarkTrees. What resolution do you want, also do you want plain asphalt or with paint lines? What color paint lines? Middle and edges for lines, or just middle? |
Post by Breech Block // Nov 15, 2008, 3:22pm
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Fantastic work Weevil! The street scene even at this early stage looks realy quite menacing and I just love the texture on the teddy bear. Is that a darktree? I think your going to blow us all away this month. |
Post by Steinie // Nov 15, 2008, 5:18pm
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I don't know about "title no 15" but this project is "Fantastic". I can't wait to see you put the pieces together. |
Post by Weevil // Nov 16, 2008, 12:43am
Weevil
Total Posts: 534
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Thanks guys....unfortunately Truespace lost the lighting scheme I definately saved....then 2 seconds after crashed so I had to start again
Oh well, moving on up. Thanks for the offer Robert but I think I have that darktree...it just doesn't create the right type of road. Sorry man, I had to do a lt of jiggery pokery in Paintshop pro though. |
Post by tahnoak // Nov 16, 2008, 1:41am
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Here I come again with the scenery, or part of it, this particular piece will be updated progressively. Does anyone know any seamless road textures? The one I've got at the moment isn't...I could really do with one
As always, very intriguing Weevil. Given the current theme of your designs should we expect some litter blowing in the streets in future versions? That would help reinforce that feeling of isolation that one often feels on a deserted road (especially in the city). |
Post by robert // Nov 16, 2008, 4:55am
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Total Posts: 609
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...Thanks for the offer Robert but I think I have that darktree...it just doesn't create the right type of road. Sorry man, I had to do a lt of jiggery pokery in Paintshop pro though.
What I was saying is I could've made something with genetica or mapzone to suit your needs specifically. If you have it worked out already though then I guess I don't need to bother. |
Post by Weevil // Nov 16, 2008, 6:14am
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Good to know I read wha you write isn't it?
Okay then, go for it, I gotta say I've never heard of mapzone thought...lesse...
Can you get a road with just a white dashed line down the centre...maybe some double yellow lines too? Can you make the termac look old-ish so it's greyed and racked a bit?
As high a res as y'like
That would be so awsome |
Post by robert // Nov 16, 2008, 6:50am
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Right, I'll get to work on that. Should have something later today. |
Post by Weevil // Nov 16, 2008, 9:30am
Weevil
Total Posts: 534
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Awsome
So update then...moving back to the walker...I'm just so not sure what to do with this thing or how to texture it...I'm feeling pretty lazy So here it is...Bog standard "dirty hack" procedure. Materials, not textures, let's see how it goes
(for the observant type...you may have noticed I've been replying for the past hour now...Truespace just didn't want to render) |
Post by robert // Nov 16, 2008, 2:12pm
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Total Posts: 609
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Sorry, couldn't get around to it today, lots of stuff to be done. Boo real life.:D Anyway I'll get to work on it as soon as possible. Meanwhile check out the mapzone stuff http://www.mapzoneeditor.com/index.php?PAGE=GALLERY.RENDERS as that's what I'm going to use. |
Post by Breech Block // Nov 16, 2008, 3:40pm
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Great work again Weevil. Personally, I think that shaders (as opposed to textures) are the way to go for this particular model. Gives it a more alien like appearence and the green eyes really set the model off. Can't wait for the final piccie. |
Post by Weevil // Nov 17, 2008, 12:41pm
Weevil
Total Posts: 534
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Strangely enough breech you know my corridor scene? That's the only time I've ever used textures for a major object...like....ever, I agree it's very handy
@Robert...if you could get a texture like that...I would love you for ever man...
I may or may not finish this project...for a different reason this time...college work has become pretty heavy again and is crunching as assignments are getting piled on two at a time and I'm most likely set to be sorting that out until at least the end of the month. Which also sucks, because I'm spending a tad too long on a PC and none of that time is one Truespace! |
Post by robert // Nov 17, 2008, 6:09pm
robert
Total Posts: 609
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I started today, but my IB 12 Extended Essay Outline got in the way some as well as Spanish Vocab so I didn't finish working on it. Almost there though, will have a diffuse, normal, and spec map. I think that's all you'll need. If you think of something else to add let me know so I can add it. |
Post by TomG // Nov 18, 2008, 4:32am
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Interesting collection of elements here! I do love the texture on the bear, great to see that kind of effect done so well. Looking forward to seeing how this progresses along even more!
Tom |
Post by Weevil // Nov 18, 2008, 10:52am
Weevil
Total Posts: 534
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You can take your time if you want Robert, I'm not really going anywhere fast at the moment, but yes if you can produce all three of those maps, it would be so amazing
Thanks Tom, but sadly that bear needs some work, and the texture is to blame. I'm really hoping to make it nice though. |
Post by robert // Nov 18, 2008, 12:47pm
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Total Posts: 609
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K cool, just wasn't sure how fast you needed them. |
Post by robert // Nov 19, 2008, 5:13pm
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Total Posts: 609
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Alright have one, the white lines one, check out the real-time example.:)
16375
I have the textures at 1024x1024 resolution. 16377
If you still want the double yellow line I can do that. If you think something looks off on this let me know what it is and how it's wrong so I can fix it.;) |
Post by robert // Nov 20, 2008, 9:49am
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Total Posts: 609
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Oh wait. I messed it up, it's actually supposed to be lighter where the cars drive, and it should look more gravelly (sp?) and uniform then it does at the moment. Should be a quick fix. I'll probably still miss something though. :p But that's okay cuz since I'm still doing the tutorials I can always add to it. |
Post by Weevil // Nov 20, 2008, 12:07pm
Weevil
Total Posts: 534
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nah don't worry about it mate, it looks nice |
Post by robert // Nov 20, 2008, 1:17pm
robert
Total Posts: 609
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You sure? Do you still want the yellow lines? If you do I'm gonna make the fix with them. |
Post by Weevil // Nov 21, 2008, 4:28am
Weevil
Total Posts: 534
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hum...
yes, actually, yellow lines might be useful, considering this is going to be a bridge (ive just decided), they might come in handy
cheers mate |
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