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My first Building (construction yard) made with Anim8or
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HB
Medic


Joined: 06 Jun 2008

PostPosted: Sun Aug 03, 2008 7:35 pm    Post subject:  My first Building (construction yard) made with Anim8or
Subject description: Please comment !!
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I create a new construction yard with Anim8or.
I just attached two bmp files because I don't won't to start with the animation before it is commented by the community.
The first picture shows the const yard in standby mode.
The "building" animation will show a flicker of the upper energy sphere
at the very top of the const, yard.
The four empty attachments should provide room for components which should provide the ability to create an energy sphere around the building. (Picture 2). Even though I don't really know how to code the energy sphere yet ... we'll see. Maybe I get some good ideas looking at the Firestorm coding.
What do you think ?
The texure I used for the building is brick. I can change that into whatever looks good, So if you have any suggestions please let me know.
Btw: how can I export the Anim8or frames into shp frames ?
Smile



const_with.JPG
 Description:
const yrad with es
 Filesize:  43.21 KB
 Viewed:  1837 Time(s)

const_with.JPG



const_without_e.JPG
 Description:
const yard without energy sphere
 Filesize:  52.31 KB
 Viewed:  1837 Time(s)

const_without_e.JPG



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Aug 03, 2008 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

the model is good, but the texture is simply bad.
You can't even make out if it's a building, due to the texture it looks more like a strange kind of art thingy.

1. use uvw mapping and make the texture much smaller. imagine how big a human would be next to the building and then scale the texture so it looks realistic in its size towards this human.
2. use a texture which looks like concrete or metal.
3. add remap
4. add details like windows, pipes, fans, antennas etc
5. make the upgrade points look like the one in TS (same texture etc so you can at least recognize them as upgrade points).
6. the maximum of upgrades a building can have is 3. so remove one of the upgrade points. maybe overwork the shape too so it looks symmetric again with only 3 upgrades and 3 sides of those sphere cutouts which look like pylons.
7. 1 image showing the building with the ingame camera angle is imo better than side/top views.
8. use spheres with more points. with this low resolution they are angular in the ingame version and don't look round.

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HB
Medic


Joined: 06 Jun 2008

PostPosted: Mon Aug 04, 2008 6:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks LKO, good suggestions.

What do you think, is it possible to code a energy sphere in TS ? If not I'll won't follow that idea. The I would rather work on a different concept of const. yard protection.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Aug 04, 2008 11:06 am    Post subject: Reply with quote  Mark this post and the followings unread

you can make a transparent sphere over the conyard using an ActiveAnim with e.g. Translucency=50
This way you can also create an ActiveAnimDamaged where the shield is simply off, or you use Translucency=75 so it looks paler than in normal state.
But make sure the Sphere is opaque while you render it. The transparency must be done by the game engine or you get an ugly fade into black at the borders of the sphere.

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SHP Artist of Twisted Insurrection:  Nod buildings

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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