Propulsion models

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Propulsion models

Postby Macuser » 26 May 2010, 16:50

I am looking for Ideas on propulsion models. AFAIK we already have a track propulsion. And still need wheels, half tracks, hover and VTOL. First off: do we need separate models for each body? and if so, what needs to be different? and while we are at it, would it be possible to implement the new animation stuff on these (would require event driven animation to turn it on/off)?

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Re: Propulsion models

Postby MaNGusT » 26 May 2010, 17:39

Macuser wrote:do we need separate models for each body?
yes, for each body type
and if so, what needs to be different?
size
and while we are at it, would it be possible to implement the new animation stuff on these (would require event driven animation to turn it on/off)?
no, engine doesn't support this.
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P.S. Sorry for my English.
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Re: Propulsion models

Postby Macuser » 26 May 2010, 18:10

Thanks, I talked to per on IRC and he said that the devs would try to do the event driven animation :)

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Re: Propulsion models

Postby Macuser » 26 May 2010, 21:24

Half tracks with no wheel armor
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Re: Propulsion models

Postby Macuser » 27 May 2010, 16:24

Changed to look more "amy - ish"
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Re: Propulsion models

Postby MaNGusT » 27 May 2010, 16:43

Macuser wrote:Changed to look more "amy - ish"

can you post images in the png or jpg format?
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Re: Propulsion models

Postby Macuser » 27 May 2010, 17:19

sorry.
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Re: Propulsion models

Postby MaNGusT » 27 May 2010, 18:14

make it smaller a bit.
how are you going to make a normal map texture? :?
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Re: Propulsion models

Postby Macuser » 27 May 2010, 18:20

Make the wheel smaller? And what do you mean about the nmap texture?
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Re: Propulsion models

Postby MaNGusT » 28 May 2010, 03:38

Macuser wrote:Make the wheel smaller?
yes, smaller than track
And what do you mean about the nmap texture?
I mean that you make only low poly models. Are you going to make high poly models? or is it a sketches only ? :)
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Re: Propulsion models

Postby Jorzi » 28 May 2010, 05:37

while it's possible to make normal maps without hi-poly meshes I'd still strongly suggest making a hi-poly model to bake from. It takes a bit of time but it yields the best results, especially for object space normal maps.
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Re: Propulsion models

Postby Macuser » 28 May 2010, 09:10

oh. I wasn't thinking about that :oops: . Although I did not make the tracks (olrox did and i'm using it in the half tracks) I have the normal map he used. What I can do is bake the wheel as a normal map and then using gimp, merge them both. However today is the last day for 2 weeks that I will be home, so It may only be done in two weeks :( .

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