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Messages - Barnabas

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886
Creativity / Re: The new and improved 3D model topic!
« on: September 19, 2013, 06:24:01 PM »
The blue is just a placeholder. In-game it should be any colour you want. I'm just using that blue because the stock version had it.

A little update, anyway. The side skirt was changed a little, and I'm experimenting with the placement of the exhaust pipes. My other idea was to have 2 pipes with large diameters on both sides of the rear valance.


887
Creativity / Re: The new and improved 3D model topic!
« on: September 19, 2013, 10:15:24 AM »
The car so far...



The bodykits are simply tacked on for the time being.

888
Creativity / Re: The new and improved 3D model topic!
« on: September 19, 2013, 06:09:50 AM »
Make it a turbo version with visible engine, crazy exhausts, spoiler(s), and flame decals? Go over the top?

I'm on it :D

889
Creativity / Re: The new and improved 3D model topic!
« on: September 18, 2013, 06:11:37 PM »
I was really bored today and decided to mess around with the model of the Tudor. I ended up with a different car.





Not sure if this should be finished at all, after all this car would go to the niche of the Blocko Sedan, and I see no point in having two cars which are pretty much the same.

890
Clan Discussion / Re: SPO - VAULTS.
« on: September 17, 2013, 06:45:35 AM »
but, fallout is futuristic



It's retro-futuristic :P

891
Creativity / Re: The new and improved 3D model topic!
« on: September 16, 2013, 06:02:25 AM »
What would you consider high poly? 12 years ago cars that had 5k polygons were considered very high poly. Nowadays, hardly anyone bats an eye when someone makes a car add-on for GTA:IV that has around 100k polygons. Models with 10k polys are still considered as low-poly nowadays.

It's not really the polygon count that matters. It's the art style.

I used to talk about this with Kaje. I kept asking him how many polygons should a model be. He always told me that it should be as many as the model needed.

892
Creativity / Re: The new and improved 3D model topic!
« on: September 14, 2013, 10:10:43 AM »
And then some of them would end up leaking the whole thing.

893
How about something like that?

Code: [Select]
function YourVehicle::onAdd(%this,%obj)
{
%obj.hideNode(node1);
%obj.hideNode(node2);

%obj.mountable = true;
%obj.playthread(0, root);

parent::onAdd(%this,%obj);
}

To my limited understanding of Torque, it hides certain object nodes upon spawning the vehicle.

895
Off Topic / Re: The Classical Music Megathread - Mozart improves your IQ?-
« on: September 08, 2013, 06:38:35 AM »
It is interesting to note how early 20th century composers are getting imitated by film score composers. Listen to some Shostakovich, Prokofiev and you can find themes which are imitated if not replicated in film scores.

896
A cargo tricycle thing would be fun, like those ice cream trikes.

897
Suggestions & Requests / Re: TankTurret.cs
« on: September 07, 2013, 09:29:55 AM »
There you go. The first part of the file is for loading up the required animations for the turret. The second part is the tank turret datablock itself.

898
Modification Help / Re: How to make a vehicle in Blender.
« on: September 07, 2013, 07:04:31 AM »
if you plan to make playertypes, keep the old one. my experience with the new one just auto adds the actions and screws them up using some weird marker things in action editor, making them playback completely wrong.

You can fix that with a little tinkering in the NLA editor.

First you set up the animations in the Action editor like you normally would. Add the markers manually. Each action needs two markers called "youractionname:start" and "youractionname:end". It is important to not have the area defined by the markers overlap.
Once you are done with that, open the NLA editor and start adding the animation strips by pressing Shift+A. Now the next thing you have to do is to move around the action strips (the pink lines) to the corresponding marker area. If you see some bits overlap, you can always move the markers around in this mode too.

If you did everything correctly all the animation sequences should show up in the exporter.

I'd have never figured this one out without the help of Tophius.

899
Creativity / Re: The new and improved 3D model topic!
« on: September 05, 2013, 05:38:03 PM »
I was asking, because it seems way too messy to be properly animated. There might be a lot oddly bent parts while it is playing a particular animation.
I'm not sure how the Bmesh is handling deformation and stuff, though.

900
Creativity / Re: The new and improved 3D model topic!
« on: September 05, 2013, 05:24:55 PM »
Topology looks odd to me. Are you planning to rig it?

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