Renzatic on 19/11/2014 at 19:37
Hell, I don't know what's going on.
LarryG on 20/11/2014 at 05:52
Here's an example of a bug model which is on the highish side of low poly (about 1000 polys). After some reflection I realize that I wasted polys in making the legs, making them smoother than really necessary. But I'll probabbly leave them like they are 'cause I've got better things to do than fine tune this model. It is still a work in progress, however, as I plan to animate it like a rat (model tweq and maybe with some joint tweqs too). I don't see a need for fancy spider animations for this little guy.
He started life as two hemispheres joined by a cylinder, to which I attached a deformed cylinder for a head. Then he was flattened and legs added. The key was having a good texture to use as a reference image. That's what I spent the most time on (finding a decent group of images to photoshop into the reference image and the actual photoshopping). Once I had that, the model building was pretty much paint by numbers. I just joined up primitives which I cut to fit the reference image and then welded them together. As you can see from the in-game shot, you can get away with a lot. The legs aren't attached, yet they look like they are (something which should make the model tweq leg animations easier to accomplish).
[ATTACH=CONFIG]2052[/ATTACH]
Reference Image
[ATTACH=CONFIG]2051[/ATTACH]
Model in Anim8or
[ATTACH=CONFIG]2050[/ATTACH]
Bug model check in Dromed game mode
gamophyte on 20/11/2014 at 06:10
Excellent Larry! Just curious, when it comes time to animate legs, is it possible to have them "wave" like a real bug would do? You know rather than what the saw-throwing mech bot does with the mirrored leg movement?
LarryG on 20/11/2014 at 07:13
I plan on just animating a walk based on the drawing below. But yes, I would say that there could be other motion sets done by model tweqs.
[ATTACH=CONFIG]2053[/ATTACH]
gamophyte on 25/11/2014 at 14:43
You got the texture in "/obj/txt16" correct? It almost looks like jorge zoomed in. Is there any yellow errors in your dromed MONO window?
LarryG on 25/11/2014 at 15:06
Also is your texture sized properly? Only powers of two sides are allowed. (e.g. 128x128, 64x256, 256x256, 512x256, etc.)
Renzatic on 25/11/2014 at 15:49
Looks like a scaling problem to me. I suggest selecting the model in Object Mode, hitting CTRL+A, then applying rotation, location, and scale. Export it after that, see how it turns out.
Caradavin on 25/11/2014 at 21:11
The texture is in the obj/txt 16 folder. Darnit, I forgot to resize it. However, there is one other issue in regards to the texture. It will let me apply jpg textures to my models in blender but when I convert the tex to gif and try to apply it, it won't apply. So, the texture is a jpg in the txt16 folder. I am wondering if that is why it won't render in game. (No, I had no yellow text at all in mono) Scaling is another thing I forgot to do - the fountain is a bit small right now.
LarryG on 25/11/2014 at 21:14
jpg files are not supported. Pick one of the supported file types (like png) and use it.
Quote:
New image formats: PNG, DDS, PCX 32-bit, BMP 24/32-bit, BMP RLE, TGA RLE
This is in addition to gif and pcx.
You are aware that you are going down a rat hole of distraction from mission building? And that if you want the player to play in the fountain or have water in the fountain reservoir, the fountain needs to be made up of terrain brushes and not an object, right? Also there are fountain objects that folk have already made available for use (see (
http://www.ttlg.com/forums/showthread.php?t=144469) the important information post and go to "Guide to Custom Resources for DromEd")?