
vmt
Joined: Jan 29, 2008
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Posted: Apr 4, 2010 11:13 PM
Msg. 1401 of 4332
thank your Maniac i was just saying that it looks good up until you get to the thing holding the guns thats all..
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Apr 4, 2010 11:31 PM
Msg. 1402 of 4332
I think that was my 1st post on that model though, so i will also say that i think penguin did a really good job on the 99% of the rest of it.
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vmt
Joined: Jan 29, 2008
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Posted: Apr 4, 2010 11:35 PM
Msg. 1403 of 4332
Yah agreed.
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Apr 5, 2010 10:25 AM
Msg. 1404 of 4332
Quote: --- Original message by: vmt The helicopter looks like you got it off of turbosquid's site for free and it looked nice and then you added a huge block in the back with a plane coming off it and attached a gun to it which looks ugly but the smaller turret and and heli looks pretty nice You drunk when you posted that? Seems you are trying to imply that 1. the model is crap 2. penguin can't model so downloads free stuff and steals credit... gtfo.
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vmt
Joined: Jan 29, 2008
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Posted: Apr 5, 2010 10:48 AM
Msg. 1405 of 4332
First off way to be an immature forum geek who needs a life.
I was stating that it looks good except for the back and i was proving it looks good by stating that it looks like he got it off of Turbosquid cause ive seen some nice helicopters on there so that was a compliment, i was saying that the back looks like he added it to it without really working on it much and putting much detail into it.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Apr 5, 2010 11:25 AM
Msg. 1406 of 4332
Martynball, he already said what he meant by it. Dont get your knickers in a twist just because he said that parts of your friends model was disgusting (in his opinion). Go act like that elsewhere.
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shadowslayer123
Joined: Feb 22, 2009
Not the american average
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Posted: Apr 5, 2010 11:43 AM
Msg. 1407 of 4332
Quote: --- Original message by: Enzo03Quote: --- Original message by: shadowslayer123
im making a flyable h3 phantom. so far its at 50 percent complete. things left to do is: -replace physics with either pelican or spirit physics, which one would be better? - side turrets, hopefully retail h3 ones. im tagging them the same way cmt tagged the pelican's rear gunner and the extra shade turrets on the spirit -new collision model. im using the old one from the h2 phantom. i cant model too well and i would really appreciate it if someone will take the existing model i have and make a good collision for it.
and after that, thats pretty much it, except for a little shader touch up if possible.
here are plenty of pics to keep you guys updated: (pics) Edited by shadowslayer123 on Mar 23, 2010 at 10:52 PM The detail map could use some work. I mean, it looks too blurry and splotchy, probably because it's low-res. Maybe you or, in the case you can't texture well, someone else can make a higher res, not-so-blurry version? Maybe there is already one out? In any case that phantom would look at least 100% better with a higher res detail map. a good detail map would make it look alot nicer, since i dont know too much about bitmaps, that would be great if someone can help me on it. i tried making a fake bump for it, but some pics from dee's tutorial are gone, so i couldnt complete it Edited by shadowslayer123 on Apr 5, 2010 at 11:44 AM
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Bokito
Joined: Oct 31, 2007
Playing ODST since 09-21-09
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Posted: Apr 5, 2010 03:01 PM
Msg. 1408 of 4332
I like that high res phantom interior, but the red just seems weird in there. I know it's supposed to be like that, but I think it doesn't fit well with the purple exterior. Also, collision issues on the openings on the side, but you probably already know that. Edited by Bokito on Apr 5, 2010 at 03:18 PM
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Apr 5, 2010 03:16 PM
Msg. 1409 of 4332
Quote: --- Original message by: vmt First off way to be an immature forum geek who needs a life.
I was stating that it looks good except for the back and i was proving it looks good by stating that it looks like he got it off of Turbosquid cause ive seen some nice helicopters on there so that was a compliment, i was saying that the back looks like he added it to it without really working on it much and putting much detail into it. Free models from turbosquid aint usually that good... hense why they are free. And Forum geek? How often do I post now?
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vmt
Joined: Jan 29, 2008
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Posted: Apr 5, 2010 03:22 PM
Msg. 1410 of 4332
Usually the forum geeks are the ones that like to start arguments on forums. And I guess it depends on how long you look.
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Apr 5, 2010 03:32 PM
Msg. 1411 of 4332
... that petty excuse for forum geek is just your personal opinion...
be quite child.
Edited by anonymous_2009 on Apr 5, 2010 at 03:33 PM
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vmt
Joined: Jan 29, 2008
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Posted: Apr 5, 2010 04:27 PM
Msg. 1412 of 4332
Child? Who is the one acting immature... settle down dude it's just a video game.
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Apr 5, 2010 04:58 PM
Msg. 1413 of 4332
Ermm.. not me. And I don't recall not being settled tbqh.
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Apr 5, 2010 05:52 PM
Msg. 1414 of 4332
Quote: --- Original message by: l283023Quote: --- Original message by: Codebrain it adds more polys that it needs to be
using a phantom I got from Dee I had somewhere around ~5500 polys
with you using double sided i think its now somewhere at ~10000 polys
:( That's funny. I don't think you know what you're talking about. Checking 2-sided in the shader model will give you double sided materials, rather than cloning the model and reversing the normals, which would give you double sided polygons. Quote: --- from 3ds Max Help Rendering of a box with a double-sided material, and same box with a single-sided materialThere are two ways to render both sides of a face. Either turn on the Force 2-Sided option in the Render dialog, or apply a two-sided material to the geometry. If you want to render the inside as well as the outside of objects, or if you've imported complex geometry in which the face normals are not properly unified, you can use one of the preceding methods to render each face regardless of its normal's orientation. You can also unify normals explicitly by using the Normal modifier. in max maybe, but i recall reading somewhere (i think it was that official HEK document thing) that checking the 2 sided flag for halo ce will result in the game treating the faces where the material is applied as double the triangles, if that makes sense. not really sure how to word that
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Apr 5, 2010 08:59 PM
Msg. 1415 of 4332
I seem to remember reading something like that too. I am almost certain that Donut is correct.
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wesman
Joined: Mar 18, 2008
no your a freezer
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Posted: Apr 6, 2010 05:48 PM
Msg. 1416 of 4332
Quote: --- Original message by: anonymous_2009 Ermm.. not me. And I don't recall not being settled tbqh. Stop starting arguments over things that have already been settled it's getting to be really annoying.
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Codebrain
Joined: Sep 29, 2007
/meme
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Posted: Apr 7, 2010 06:57 PM
Msg. 1417 of 4332
I am referring to when you use the % material type for building collision models mind you, this isnt about shaders.
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PenGuin1362
Joined: Feb 4, 2008
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Posted: Apr 8, 2010 12:40 AM
Msg. 1418 of 4332
you're funny kids. you wish you could do the crap i do. take that for arrogance! aha! and have you seen what the AH-6 little bird looks like? that's literally what it looks like. complain about the design of the helicopter, not my model. that's as close as i could get it, within the poly limit i was given. yes, in the real world you have to work with those believe it or not! had to keep it under 8500 tris and it came in around 8200. currently adding the radar and stuff to it though. and touching a few things up, was certainly not happy with the way the high poly on the ammo belt came out, among other things and i will say the texture on the gun mount is piss poor so i want to fix that. Going to try and sneak a few wires in there to add to the appeal of the gun mount, but with the limit given, its difficult.
Edited by PenGuin1362 on Apr 8, 2010 at 12:45 AM
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Apr 8, 2010 08:22 PM
Msg. 1419 of 4332
Quote: --- Original message by: l283023Quote: --- Original message by: Donut in max maybe, but i recall reading somewhere (i think it was that official HEK document thing) that checking the 2 sided flag for halo ce will result in the game treating the faces where the material is applied as double the triangles, if that makes sense. not really sure how to word that That would be the simple ladder example, where the ladder is a plane and it is forced 2-sided so that the same texture can be rendered on both sides. It's absurd to think that you can turn 2 polygons to 4 triangles from the shader. All it's doing is making the back-face drawn. It really does happen that way in game engines though. They have to render the thing 2x when double sided. Like having two materials on one. http://www.modacity.net/forums/showthread.php?t=19820Edited by Dwood on Apr 8, 2010 at 08:29 PM
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shadowce9
Joined: Mar 13, 2010
Learning Halo CE Scripting.
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Posted: Apr 9, 2010 06:49 PM
Msg. 1420 of 4332
I think the helicopter Penguin posted is pretty damn good, much better than anything I can do. Btw, is it just me or do .jmw animations for vehicles never work -_- I've tried to try animating a pelican for dropping troops off but when I script it to play the custom animation, it teleports to the center of the map (tutorial, probably point 0, 0, 0,) and just sits there until my script tells the game to destroy it. http://www.xfire.com/video/274d40/ This video tells the problem (it's near the end of it). (Also, how do I record higher quality videos?) Help?
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Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
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Posted: Apr 10, 2010 07:34 AM
Msg. 1421 of 4332
Does anyone know how to make physics models for vehicles and is willing to teach me? And I mean the model that compiles into the .physics tag, not the collision model. Reply here, PM me, or add me on xfire (gravemind2401) if you can help. Edited by Gravemind on Apr 10, 2010 at 07:39 AM
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Codebrain
Joined: Sep 29, 2007
/meme
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Posted: Apr 10, 2010 03:22 PM
Msg. 1422 of 4332
Quote: --- Original message by: Gravemind
Does anyone know how to make physics models for vehicles and is willing to teach me? And I mean the model that compiles into the .physics tag, not the collision model. Reply here, PM me, or add me on xfire (gravemind2401) if you can help. Edited by Gravemind on Apr 10, 2010 at 07:39 AM Its exactly the same model used for the collision geometry. tool physics (LOCATION OF COLLISION GOES HERE [Starting from the data folder]) Edited by Codebrain on Apr 10, 2010 at 03:23 PM
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Advancebo
Joined: Jan 14, 2008
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Posted: Apr 10, 2010 03:29 PM
Msg. 1423 of 4332
Quote: --- Original message by: CodebrainQuote: --- Original message by: Gravemind
Does anyone know how to make physics models for vehicles and is willing to teach me? And I mean the model that compiles into the .physics tag, not the collision model. Reply here, PM me, or add me on xfire (gravemind2401) if you can help. Edited by Gravemind on Apr 10, 2010 at 07:39 AM Its exactly the same model used for the collision geometry. tool physics (LOCATION OF COLLISION GOES HERE [Starting from the data folder]) Edited by Codebrain on Apr 10, 2010 at 03:23 PM Physics tags dont store collision geometry, it stores mass points. And the mass points can be made by creating spheres of different sizes that intersect each other. And they begin with #
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Koo294
Joined: Nov 30, 2008
How is she when she doesn't surf?
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Posted: Apr 10, 2010 03:34 PM
Msg. 1424 of 4332
Quote: --- Original message by: AdvanceboQuote: --- Original message by: CodebrainQuote: --- Original message by: Gravemind
Does anyone know how to make physics models for vehicles and is willing to teach me? And I mean the model that compiles into the .physics tag, not the collision model. Reply here, PM me, or add me on xfire (gravemind2401) if you can help. Edited by Gravemind on Apr 10, 2010 at 07:39 AM Its exactly the same model used for the collision geometry. tool physics (LOCATION OF COLLISION GOES HERE [Starting from the data folder]) Edited by Codebrain on Apr 10, 2010 at 03:23 PM Physics tags dont store collision geometry, it stores mass points. And the mass points can be made by creating spheres of different sizes that intersect each other. And they begin with # yes, but they're created from the same .JMS
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PenGuin1362
Joined: Feb 4, 2008
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Posted: Apr 10, 2010 04:41 PM
Msg. 1425 of 4332
look for rec0's physics importer, that helps a lot when first starting out. you export the physics file from guerrilla and import it to max with the physics points then copy the .physics file and rename it to your new vehicle then when compiling the physics, overwrite the one you renamed.
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Advancebo
Joined: Jan 14, 2008
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Posted: Apr 10, 2010 04:51 PM
Msg. 1426 of 4332
Quote: --- Original message by: Koo294Quote: --- Original message by: AdvanceboQuote: --- Original message by: CodebrainQuote: --- Original message by: Gravemind
Does anyone know how to make physics models for vehicles and is willing to teach me? And I mean the model that compiles into the .physics tag, not the collision model. Reply here, PM me, or add me on xfire (gravemind2401) if you can help. Edited by Gravemind on Apr 10, 2010 at 07:39 AM Its exactly the same model used for the collision geometry. tool physics (LOCATION OF COLLISION GOES HERE [Starting from the data folder]) Edited by Codebrain on Apr 10, 2010 at 03:23 PM Physics tags dont store collision geometry, it stores mass points. And the mass points can be made by creating spheres of different sizes that intersect each other. And they begin with # yes, but they're created from the same .JMS Doesn't matter, they use different parts of it.
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Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
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Posted: Apr 10, 2010 08:42 PM
Msg. 1427 of 4332
So I just make a normal collision model, with mass points, and the "collision-geometry" command will ignore the mass points and the "physics" command will ignore the geometry?
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Spartan_094
Joined: Jan 8, 2008
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Posted: Apr 10, 2010 09:07 PM
Msg. 1428 of 4332
Quote: --- Original message by: Gravemind So I just make a normal collision model, with mass points, and the "collision-geometry" command will ignore the mass points and the "physics" command will ignore the geometry? http://hce.halomaps.org/index.cfm?fid=3110 Physics tutorial.
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ZukeNight
Joined: Nov 8, 2009
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Posted: Apr 12, 2010 12:58 AM
Msg. 1429 of 4332
how do you put pics up onto the forum
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Apr 12, 2010 08:18 PM
Msg. 1430 of 4332
Quote: --- Original message by: ZukeNight how do you put pics up onto the forum You find the URL of the pic and then 3 Icons from the Underline option, is the button to add a picture. Then you just paste the URL of the pic in the box that it brings up.
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ZukeNight
Joined: Nov 8, 2009
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Posted: Apr 12, 2010 09:46 PM
Msg. 1431 of 4332
so you cant put then on from your computer
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Apr 12, 2010 10:17 PM
Msg. 1432 of 4332
Quote: --- Original message by: ZukeNight so you cant put then on from your computer No, many people use a picture host like imageshack or photobucket and upload their pictures there and copy over the URL. Might I add that these are free hosting sites.
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Koo294
Joined: Nov 30, 2008
How is she when she doesn't surf?
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Posted: Apr 13, 2010 04:17 PM
Msg. 1433 of 4332
Quote: --- Original message by: AdvanceboQuote: --- Original message by: Koo294Quote: --- Original message by: AdvanceboQuote: --- Original message by: CodebrainQuote: --- Original message by: Gravemind
Does anyone know how to make physics models for vehicles and is willing to teach me? And I mean the model that compiles into the .physics tag, not the collision model. Reply here, PM me, or add me on xfire (gravemind2401) if you can help. Edited by Gravemind on Apr 10, 2010 at 07:39 AM Its exactly the same model used for the collision geometry. tool physics (LOCATION OF COLLISION GOES HERE [Starting from the data folder]) Edited by Codebrain on Apr 10, 2010 at 03:23 PM Physics tags dont store collision geometry, it stores mass points. And the mass points can be made by creating spheres of different sizes that intersect each other. And they begin with # yes, but they're created from the same .JMS Doesn't matter, they use different parts of it. Yes, but codebrain never said that physics tags stored collision geometry, just that they use the same folder.
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KillerKip1
Joined: May 3, 2008
Rigs of Rods
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Posted: Apr 13, 2010 11:31 PM
Msg. 1434 of 4332
Quote: --- Original message by: MissingSpartan7 looks more like a directed energy weapon which fires an electromagnetic laser. or something
either way - looks cool that's kinda what the Gauss is o_0, a miniature MAC. BTW! I can make one! =D 2 magnets and a paperclip! haha
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Cocaine
Joined: Mar 2, 2009
Can't stop napping.
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Posted: Apr 14, 2010 10:05 AM
Msg. 1435 of 4332
That would be a miniature miniature MAC
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