Gyruss V2
- leigon
- World Owner
- Posts: 563
- Joined: Thu Apr 15, 2004 11:23 pm
- Location: UK - Programming under the influance.
Gyruss V2
Well I stoped work on V1 and consentrated fully on V2 and better Bdat...
so far here are the current renders of the models (made by a freand):
Airport
Anamal Farm
Different Shops
Grain Silo
Logging Farm
Saw Mill
School
so far here are the current renders of the models (made by a freand):
Airport
Anamal Farm
Different Shops
Grain Silo
Logging Farm
Saw Mill
School
Last edited by leigon on Mon Oct 04, 2004 1:31 am, edited 1 time in total.
- leigon
- World Owner
- Posts: 563
- Joined: Thu Apr 15, 2004 11:23 pm
- Location: UK - Programming under the influance.
btw if your wondering why everything is on stilts
You don't atualy see them... they are there if the land is un even and you see these stilts to the ground insted of the thing floting in mid air
And they an't that bad polly count eather zar.. I have one on gyruss in scotland... yes the texture is fecked up but still take a look.
You don't atualy see them... they are there if the land is un even and you see these stilts to the ground insted of the thing floting in mid air
And they an't that bad polly count eather zar.. I have one on gyruss in scotland... yes the texture is fecked up but still take a look.
ah. thought they were too good to be true.. :]
Multi-texturing in the sense of having more than one per model or multi-texturing in the sense of actually overlaying more than one texture in the render (they don't look they're doin anythin like that really..)
I believe there are max tools about that can take a model referencing multiple textures and combine em into a single newly created bmp at the click of a button. Wouldnt know where to look for that but im sure there is one..
Multi-texturing in the sense of having more than one per model or multi-texturing in the sense of actually overlaying more than one texture in the render (they don't look they're doin anythin like that really..)
I believe there are max tools about that can take a model referencing multiple textures and combine em into a single newly created bmp at the click of a button. Wouldnt know where to look for that but im sure there is one..
yeh the former. i think he's tryin to sort it... the alpha on the trees would be tricky tho..spose he could always just get all the gyruss folks to enable 32bit... iirc i *think* that works...sorta
that school texture could use more zazz if you ask me...then again if it was me it'd probably have weird computers and wires and blackshet all over. so there's that. :]
that school texture could use more zazz if you ask me...then again if it was me it'd probably have weird computers and wires and blackshet all over. so there's that. :]
It's not something I've ever needed to do, but I think you should be looking for "texture baking" or "texture burning" tutorials/plug-ins etc. Later versions of Max support baking via the "render to texture" function - mine doesn't. It's not all that straightforward, from the brief glance I had at the process - if I understand correctly, you have to convert the uvw coordinates of all the items in the scene to match the newly burned texture.
There's also the danger that the final baked texture will be so huge no gfx card can handle it - or, conversely, have to be scaled down so small you lose all the texture detail. Will be interesting to see the results...
Were the models, or the renders, made by a friend? Just to re-emphasise a point I made a few weeks back... if these are commercial models for which you've bought a license, are you absolutely sure you're not breaking license agreements by redistributing them through the game?
f
There's also the danger that the final baked texture will be so huge no gfx card can handle it - or, conversely, have to be scaled down so small you lose all the texture detail. Will be interesting to see the results...
Were the models, or the renders, made by a friend? Just to re-emphasise a point I made a few weeks back... if these are commercial models for which you've bought a license, are you absolutely sure you're not breaking license agreements by redistributing them through the game?
f
eww, lol.
after getting it mapped, you'll probably need to just flip the texture vertically so it fits right (its somehting associated with atm conversion....mit?)
main problem i can see with those models is that you'd have to set and scale them in an editor before converting them. since the convertor can't move the models around (atleast not the one i have), and if moved right in an editor, then rescaling could push more of the model under the ground line. then again, i could be wrong
after getting it mapped, you'll probably need to just flip the texture vertically so it fits right (its somehting associated with atm conversion....mit?)
main problem i can see with those models is that you'd have to set and scale them in an editor before converting them. since the convertor can't move the models around (atleast not the one i have), and if moved right in an editor, then rescaling could push more of the model under the ground line. then again, i could be wrong
er... u may well be wrong, zar :) Ideally you'd want to scale and position the models in Max first (I assume that's the native format Leigon's working with) but even if you're playing with .x or .3ds files, the 1.3 converter (1.2 as well, mebbe other versions) lets you move and scale a model fairly accurately.
Hedge has been clamouring for stilted models for a while, now, to get around the sticky-up building thing in-game. Personally i just prefer to flatten the landscape under each building - does that stuff still work ok?
The main problem I see with building stilts (or otherwise extending the "base" of your building) is that it pretty much ties a model to the map it was created for, and the position it was created to go in. You could just use a generic stilt length, but then... all your buildings would still be stuck up in the air at different heights, only on stilts instead of the ground ;)
f
Hedge has been clamouring for stilted models for a while, now, to get around the sticky-up building thing in-game. Personally i just prefer to flatten the landscape under each building - does that stuff still work ok?
The main problem I see with building stilts (or otherwise extending the "base" of your building) is that it pretty much ties a model to the map it was created for, and the position it was created to go in. You could just use a generic stilt length, but then... all your buildings would still be stuck up in the air at different heights, only on stilts instead of the ground ;)
f