Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Sun Mar 30, 2008 4:20 am Post subject:
No Nod? How sad, but this is LOVELY!!
Spotlight this homie. Just a few units missing that you might wanna get next time... The GDI ORCA Fighter from TS and the GDI Hovercraft. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
For now I' workng on he SHP of the Avatar and soon I'll upload the Nod pack, so be patient! O_n
Maybe I'll make those Units (TS Orca and Hovercraft) that I missed in the GDI Pack
Note: When I'm done with that, I'll start with the Annihilator Tripod..
Thanks again! (also for the Surveyor correction xD) _________________ QUICK_EDIT
Joined: 03 Nov 2007 Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;
Posted: Sun Mar 30, 2008 12:28 pm Post subject:
EDIT: When are normals fixed. _________________
Don't blame the others if you haven't checked your own (in)ability in the first case. Last edited by partyzanPaulZy on Mon Mar 31, 2008 1:38 pm; edited 3 times in total QUICK_EDIT
Hmm...it seems like the normals are ruining some portions of the voxels, and overall such converted models tend to loose quality when resized to fit RA2/TS.
Nonetheless, they are among the finest of TW unit conversions. Good job!
EDIT: Not sure why this happens, but the Juggernaut grows and shrinks while it's walking/firing!
Oh, and, you may not know that all SHP units need to have their firing frames backwards. The game runs them from the last frame to the first frame. (at least TS does so) _________________ Last edited by Crimsonum on Sun Mar 30, 2008 4:03 pm; edited 1 time in total QUICK_EDIT
Joined: 23 Jun 2006 Location: 3rd Rock from the Tiberian Sun
Posted: Sun Mar 30, 2008 8:27 pm Post subject:
The textures are just too detailed for TS/RA2. When I have time I'm going to use VXLSEIII to add more workable textures that will cut down on those problems.
Doesn't change the fact that these are a welcome edition to the Voxel section and should be spotlighted so they don't get lost.
Joined: 23 Jun 2006 Location: 3rd Rock from the Tiberian Sun
Posted: Mon Mar 31, 2008 3:21 am Post subject:
TksSdo wrote:
@Rebelmoon, can you realy fix that?, if so, i can work in the nod pack to upload tomorrow.
IMHO I believe that is most of the problem. I've already started on the Predator. Once I get a more TS/RA2 style texture, I'll check it ingame. Then I can see better what needs to be done with the normals.
The original 3D textures just have way too many color variations for a voxel. So while they look pretty good in the viewer, they don't ingame as much.
My work week is about to start, so it won't be quick, but I will be working on them as I can.
Others might want to help, if they feel like it, so you can upload the Nod pack whenever you're ready.
Joined: 03 Nov 2007 Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;
Posted: Mon Mar 31, 2008 1:41 pm Post subject:
BTW, those icons looks also fine, they fits to RA2.
Will you upload them _________________
Don't blame the others if you haven't checked your own (in)ability in the first case. QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Mon Mar 31, 2008 10:50 pm Post subject:
yeah, I noticed that as well. Could you convert the Juggernaut as a walking voxel like the Mammoth Mark 2 in Tiberian Sun perhaps? _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
EDIT: Not sure why this happens, but the Juggernaut grows and shrinks while it's walking/firing!
Noticed this too. At first I thought it was just a perspective thing with the 'head' portion, but upon closer inspection the whole damn thing zooms in, legs included. It's a shame because it really detracts from a nice conversions.
Also, in one unit, I want to say the second version of the Surveyor, the wheels have pink dots on the backsides in Ra2 palette. Make sure you convery with Ra2 palette since it works on either game, but TS palette doesn't work in in Ra2 all the time... _________________ QUICK_EDIT
its mainly the over detailness, normal issues which spoil it to be honest, making it much harder to scheme them into mods (its unlikely anyone makes TW for ra2/yr)
If you can fix texture is usable.
For example made by raminator, edited by Apollo
also please use some picture format which doesn't cause reduction in image quality e.g. PNG. _________________ QUICK_EDIT
Joined: 03 Nov 2007 Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;
Posted: Wed Apr 02, 2008 3:41 pm Post subject:
Sometimes it's better to fill voxel and finish normals manually (those inside) or use normalization tool (convertor doesn't create filled voxel) . _________________
Don't blame the others if you haven't checked your own (in)ability in the first case. QUICK_EDIT
Joined: 23 Jun 2006 Location: 3rd Rock from the Tiberian Sun
Posted: Wed Apr 02, 2008 9:39 pm Post subject:
Allied General wrote:
For example made by raminator, edited by Apollo
Not disagreeing with your post but just to clarify for others, that particular mammoth voxel in the pic is not a CnC3 model conversion but one he was the 1st to make from scratch. Inspired me on the one I made from scratch actually. He also made a Predator and some other units I believe. QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Wed Apr 02, 2008 10:57 pm Post subject:
Once again, nice to see the mini ORCA in game. By far my favorite TW unit.
Really, your work is lovely, the only thing hindering it is the textures, but if you could fix that, these would be an awesome resource for RA2 or TS modding.
ps, If you ever get the chance, like, one day, could you release some of the TW models with textures as audiodesk .3ds or .W3D(not MAX please!)? Its a nightmare to find models as is, and SDK doesn't support KW yet. But it would be very nice (and handy) to have access to all of the models for projects without waiting for EA to shit out a half assed Art Pack with only like 3 units per team? _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Joined: 23 Jun 2006 Location: 3rd Rock from the Tiberian Sun
Posted: Thu Apr 03, 2008 12:28 am Post subject:
I apoligize for the momentary highjack
Mei Ling wrote:
ps, If you ever get the chance, like, one day, could you release some of the TW models with textures as audiodesk .3ds or .W3D(not MAX please!)? Its a nightmare to find models as is, and SDK doesn't support KW yet. But it would be very nice (and handy) to have access to all of the models for projects without waiting for EA to shit out a half assed Art Pack with only like 3 units per team?
Like these, Mei Ling? Minus the textures I should say. This is the problem with the model format in TW/KW. Or maybe the extraction/conversion process. The only models that seem to keep their elements in the correct position are the Formation Previews. But they have no texture coordinates. The game models do but the elements are, most of the time, mixed up. So you have to either apply new texture coordinates on the FPs or try and straighten out the textured meshes. I could convert all the models into 3ds, but don't have time to do the other stuff that's needed.
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Thu Apr 03, 2008 2:16 am Post subject:
Well thats a shame, really. Though it does show the quality of the EA models. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
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