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  1. #1
    Member Member sharrukin's Avatar
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    Default Re: Unit changes/New unit implementation/3d and 2d unit graphics
















    Links to some siege equipment.
    "War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling which thinks that nothing is worth war is much worse. The person who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself."
    -- John Stewart Mills

    But from the absolute will of an entire people there is no appeal, no redemption, no refuge but treason.
    LORD ACTON

  2. #2
    Grand Dude Member Dead Moroz's Avatar
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    Default Re: Unit changes/New unit implementation/3d and 2d unit graphics

    Great work, The samnite !

    But think you should make lines on shield smoother - they looks too unrealistic now.
    And draw attention on this little glitch (maybe you already fixed it?):

  3. #3
    Member Member sharrukin's Avatar
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    Default Re: Unit changes/New unit implementation/3d and 2d unit graphics

    Would it be possible to enlarge a Ballista and remove any trace of a spear on it? This would work well as a replacement for the Onager.

    Also could the arc of the boulder be made more linear like the Ballista's spear?
    "War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling which thinks that nothing is worth war is much worse. The person who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself."
    -- John Stewart Mills

    But from the absolute will of an entire people there is no appeal, no redemption, no refuge but treason.
    LORD ACTON

  4. #4
    Newb modder Member The samnite's Avatar
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    Default Re: Unit changes/New unit implementation/3d and 2d unit graphics

    My second unit now, a dacian archer.


    Based off of another of Stormy's pics:


    I basically just tweaked here and there from the spearman model as the miniatures were fairly similar. I added the belt and strap, but the texture for it is hard to do and needs some more work. I've encountered difficulties in lining up the different level models so the units farther away might seem a bit different than the close up ones.

    As always, suggest ways to make it better!

    @Aymar de Bois Mauri: You've discovered one of the best ways to save on polygons! Anything round takes a lot of polys to make look good, so when something is flat (like a shield, weapons) you can make it round (or whatever) using transparency settings. Check the alpha channel in the texture you are working on. The black areas are rendered transparent by the game engine and therefore the shape of the object can be changed. It has nothing to do with 3DS Max. This is also how they get feathers/arrows to appear without using a ton of polys.

    @Dead Moroz: Thanks for catching that glitch. I made the beard a bit weird so I'll go over that again. As for the shield, do you mean the outside line or the inside?


    It seems to be a common belief that religious people are just existentialists taking things a bit too seriously.

  5. #5
    Member Member Stormy's Avatar
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    Default Re: Unit changes/New unit implementation/3d and 2d unit graphics

    Wow! once again @ The samnite

    Fantastic work my friend.

    You and many others here are making this game more authentic by the minute. This mod will be what I always been waiting for in a RTS game. Thank you.

  6. #6
    Newb modder Member The samnite's Avatar
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    Default Re: Unit changes/New unit implementation/3d and 2d unit graphics

    Thanks Stormy!

    Those miniature pics you found were great. Since they were already in 3D I basically just had to match up colours and patterns.


    It seems to be a common belief that religious people are just existentialists taking things a bit too seriously.

  7. #7
    Grand Dude Member Dead Moroz's Avatar
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    Default Re: Unit changes/New unit implementation/3d and 2d unit graphics

    Nice work again, The samnite! I like their faces!

    But think you should make lines on dress more wavering as they are on spearmen.
    And make something with these fragments:


    Quote Originally Posted by The samnite
    @Dead Moroz: Thanks for catching that glitch. I made the beard a bit weird so I'll go over that again. As for the shield, do you mean the outside line or the inside?
    I mean these:
    Last edited by Dead Moroz; 11-02-2004 at 13:03.

  8. #8
    Father of the EB Isle Member Aymar de Bois Mauri's Avatar
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    Default Re: Unit changes/New unit implementation/3d and 2d unit graphics

    Quote Originally Posted by The samnite
    My second unit now, a dacian archer.

    I basically just tweaked here and there from the spearman model as the miniatures were fairly similar. I added the belt and strap, but the texture for it is hard to do and needs some more work. I've encountered difficulties in lining up the different level models so the units farther away might seem a bit different than the close up ones.

    As always, suggest ways to make it better!
    Once again, excellent job!!!

    My only complain is that they look a bit stare-eyed. Maybe closing the eyes a bit would get rid of that impression?

    Quote Originally Posted by The samnite
    @Aymar de Bois Mauri: You've discovered one of the best ways to save on polygons! Anything round takes a lot of polys to make look good,
    Yes, I know. That is why organic modelling is so intensive CPU/GPU wise. Takes a lot of polygons to improve shape. Although the trick is to make the mesh the most efficient possible.

    Quote Originally Posted by The samnite
    so when something is flat (like a shield, weapons) you can make it round (or whatever) using transparency settings. Check the alpha channel in the texture you are working on. The black areas are rendered transparent by the game engine and therefore the shape of the object can be changed. It has nothing to do with 3DS Max. This is also how they get feathers/arrows to appear without using a ton of polys.
    OK. I didn't knew that reconspy had worked with the transparency allowed by the Alpha channel. But my problem is far different. I was remodeling the Naked Fanatics mesh to make them more like Stepped Merc's pic of the Gaesatae. Problem is: it's shield is wider in certain parts than the one of the Naked Fanatics. Therefore, the texture isn't wide enough to use the Alpha channel trick because the polygonal mesh isn't either. How do I get around that?

  9. #9
    Newb modder Member The samnite's Avatar
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    Default Re: Unit changes/New unit implementation/3d and 2d unit graphics

    @Dead Moroz: I fixed the glitch and the jagged line on the spearman, won't bother posting cause it's minor. The line on the archer is more of a problem because the arm and body are not actually connected in 3DS max. It seems to be a shadow caused by the engine. I can mess with colours a bit but it probably will never look great. CA's textures usually have a break of some type (sleeves, muscle lines) so it's harder to notice.

    @Aymar de Bois Mauri: Ya, I copied the eye from another model and I forgot to blend it. It shall be fixed!

    I'm not sure what your problem is now. The shield has vertexes on mine. Does your's look like this?


    If it does, then add the UVW unwrap modifier and click edit to see where the texture coordinates are lining up.

    If that doesn't help I don't know what's wrong


    It seems to be a common belief that religious people are just existentialists taking things a bit too seriously.

  10. #10
    Father of the EB Isle Member Aymar de Bois Mauri's Avatar
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    Default Re: Unit changes/New unit implementation/3d and 2d unit graphics

    Quote Originally Posted by The samnite
    I'm not sure what your problem is now. The shield has vertexes on mine. Does your's look like this?


    If it does, then add the UVW unwrap modifier and click edit to see where the texture coordinates are lining up.
    Yes, now it does. I wasn't importing it correctly with Vercingetorix's plug-in. My mistake.

    Quote Originally Posted by The samnite
    If that doesn't help I don't know what's wrong
    This is what I'm trying to achieve:

    Old Shield:


    New Shield:


    Now that I've solved the problem I'm going to edit it. Thanks a lot, The samnite!!!

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