Different gibs and blood for every character species

Developer discussion of experimental fixes, changes, and improvements.

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Tue Mar 03, 2009 5:22 pm

  • mand1nga wrote:Amazing work guys, keep it up !

    I guess you somewhat like my models. Keep saying things like that and you'll lose favor with some people in the nexuiz community. The proper response, to what I gather, is to say that the items are shit worthless, a bad idea, and too high/low/medium poly (whichever one fits). You'd better do this lest you become a pariah.

    (I'm MikeeUSA btw)
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Tue Mar 03, 2009 6:26 pm

Tue Mar 03, 2009 7:08 pm

  • tundramagi wrote:
    mand1nga wrote:Amazing work guys, keep it up !

    I guess you somewhat like my models. Keep saying things like that and you'll lose favor with some people in the nexuiz community. The proper response, to what I gather, is to say that the items are shit worthless, a bad idea, and too high/low/medium poly (whichever one fits). You'd better do this lest you become a pariah.

    (I'm MikeeUSA btw)


    LOL

    Well I guess I've chosen the bad time to talk with Dr. Jekyll ... Maybe I will post the same within the next 12 hours hoping to get a simple rational response.
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    mand1nga
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Tue Mar 03, 2009 8:10 pm

  • esteel wrote:What now? You can't stand when someone likes your work? OMFG..


    I like it when someone likes my work. I'm just warning him that _other_ people won't like him if he says that he likes my work (the people who don't like me to an extent that they will not "associate with people associated with" me :) )
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Tue Mar 03, 2009 8:14 pm

  • tundramagi wrote:I'm just warning him that _other_ people won't like him if he says that he likes my work

    This is just stupid thought process. You don't know if other people won't like those who like you/your work. Stating that they won't is ignorance and wishful thinking in your case.
    I don't think less of people who like your work.
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    ai
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Tue Mar 03, 2009 9:08 pm

  • Same here. I don't know who hates who or who did what but I think everyone deserves being appreciated if they do something good and there's nothing wrong with that :)
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    MirceaKitsune
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Tue Mar 03, 2009 10:42 pm

  • Stop flaming. Keep up the good work. More various parts are needed.
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Tue Mar 03, 2009 10:47 pm

  • +1 Alien. Anyway I was pretty busy and tired with my trip irl so I didn't yet get to work on the alien gibs though I hope I can get started on that in a few days. All should be good hopefully :)
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    MirceaKitsune
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Wed Mar 04, 2009 3:07 am

  • The gears look somewhat fattish, if they were less rounded it would make it better.

    Other than that they look great :)
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Wed Mar 04, 2009 3:44 am

  • uluyol901 wrote:The gears look somewhat fattish, if they were less rounded it would make it better.

    Other than that they look great :)


    If I made them simpler people would complain they aren't high-poly enough. Also you will not find non-beveld gear teeth anywhere other than a bicycle. The bevel on the tooth helps it run smoother and softer (but wishbone gears run the best of all (though their teeth are also beveled/smoothed). There is a solution though:

    Source file: https://cat2.optus.nu/cat2/nutsandbolts.blend
    Modeling program: http://www.blender.org/download/get-blender/
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Wed Mar 04, 2009 11:15 am

  • Low poly or high poly has nothing to do with it. It's mostly up to the texture and bumps/normal maps. Also normal directions are very important (smooth and hard). Generally gibs should be low poly not intense high poly. Each gib should tops be 100-300 tris. So having 10 different gibs would lead to 3000 tris which is very much acceptable as all 10 gibs probably wouldn't even show after each kill. (Is there a code that randomizes that?)
    But even if they all were visible it would still be equivalent to a player model.

    I read the current poly count was a lot higher?
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    ai
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Wed Mar 04, 2009 12:10 pm

  • ai wrote:Low poly or high poly has nothing to do with it. It's mostly up to the texture and bumps/normal maps. Also normal directions are very important (smooth and hard). Generally gibs should be low poly not intense high poly. Each gib should tops be 100-300 tris. So having 10 different gibs would lead to 3000 tris which is very much acceptable as all 10 gibs probably wouldn't even show after each kill. (Is there a code that randomizes that?)
    But even if they all were visible it would still be equivalent to a player model.

    I read the current poly count was a lot higher?


    Nope, not more than 300 tris.
    You can help by creating additional tech gibs though, that would be appreciated (to give more variety). Maybe make some motors.
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Wed Mar 04, 2009 12:12 pm

  • Stuff you can't do with bumpmaps: gears.

    A gear with 50 "teeth" takes a minimum of 300 vertices and 152 faces (sides are 150 quads = 300 tris, top and bottom are each 150 tris, makes 600 tris), and 50 aren't eben much.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Wed Mar 04, 2009 12:43 pm

  • Well, I wasn't only talking about gears, there are more mechanical parts in robots. However, 50 'teeth' are more than enough. I've seen gears with 20 teeth on some things. It all depends on what you use them for, and who really knows how the mechanical and technical stuff works in the robot players? :P
    But one can have bumps and normal maps on the gears that could have dents, bumps, bolts and any other pattern and weirdness.
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    ai
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Wed Mar 04, 2009 12:51 pm

  • Robots probably run on hate. How can one model hate? Also, lithium-ion batteries and oil (oil is a polymer substitute for hate).
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Wed Mar 04, 2009 2:33 pm

  • divVerent wrote:Stuff you can't do with bumpmaps: gears.

    A gear with 50 "teeth" takes a minimum of 300 vertices and 152 faces (sides are 150 quads = 300 tris, top and bottom are each 150 tris, makes 600 tris), and 50 aren't eben much.


    And thus you model a few broken gears when only have half or less :P
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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Thu Mar 05, 2009 7:12 pm

Thu Mar 05, 2009 7:36 pm

Thu Mar 05, 2009 8:46 pm

  • Indeed, the robot playermodels are more shiny than rusty.
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Thu Mar 05, 2009 9:04 pm

  • ai wrote:Somehow I don't see the robot players to be rusty buckets like that. Better make the texture fit the model style of the robot.


    You do it. Go ahead. There is a reason I made "new" textures for all these parts: that is so you (AI) can go and change it to whatever metallic texture you think that it should be. I know that I am not much of a texture visionary so I made it so people who are can do this. I am not going to do it. I do not have an idea of what it should be. Furthermore I have been informed by others that you "hate" me so I'm not going to do whatever it is that you suggest I should do as it's probably garbage nit-picking passive aggressiveness anyway... so if you can think of a better metal texture (and I'm sure you can) all you need to do is edit the twistedmetal*.tgaS etc.

    I'm sure you'll use "wrong texture" "too many polys" and "too few polys" as reasons for why these gibs should be ignored and left to rust. I'm sure you will call out with the idea that we should "wait' untill "good" gibs are created. The question is... will that ever come? The idea of having robot gibs is ancient in the nexuiz 'community' ... yet they've never been added (someone made a few many months ago, but not that many)... no the ones that are "good enough" will never come untill SOMETHING is in. Then MAYBE you or morphed or someone will break out in a coldsweat and think "oh shit, I better make alternates before THOSE models made by THAT guy become part of an official nexuiz release!" then you or morphed or someone else will make shiny robo gibs and everyone will be happy... but that won't happen untill you have a reason to do that and that reason will be personal animosity against another.

    You know, after an explosion... I don't think robots are so shiny.

    So To Recap: I acknowledged that I am not a good texture artist, I built the enivitability that the textures will be improved into the models by sourcing not the textures from the map set but instead new texture files specific to the tech gibs. When I make metal textures myself, they seem too washed out ingame (example: my brushed metal textures in the caethaver2 cs texture pack.)
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Fri Mar 06, 2009 12:05 am

  • Anyone knows how to make those gibs "inherit" the model "main" texture or color ?

    Is that even possible?
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    mand1nga
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Fri Mar 06, 2009 1:26 am

  • Using the same texture would be a lousy kludge at best - a simple approach would be to texture the gibs separately (as already seen) and to apply player colours to the parts of the gibs that used to be external surfaces of the playermodel.
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Fri Mar 06, 2009 5:11 am

  • The the twisted metal gibs have a twistedmeta1_shirt.tga texture. If it inherits the given shirt color it will do as you requested.
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Fri Mar 06, 2009 8:44 am

  • tundramagi wrote:
    ai wrote:Somehow I don't see the robot players to be rusty buckets like that. Better make the texture fit the model style of the robot.


    You do it. Go ahead. There is a reason I made "new" textures for all these parts

    Is it just me or is that your ONLY response to critique? In all the stuff you ever wrote i do not remember a single "oh you MIGHT be right, thats a good idea, too bad i did not have had it". I know you just want to make stuff for yourself.. but either your are just too selfish and think people hate you when in fact they are trying to help you.. or you just want to annoy people. Not everyone is an artist or has interest in doing "such" stuff. Sure you are technically correct for pointing out they are free to change it, but you also look like a asshat that way. Why not listen to others and try to learn and improve?
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    esteel
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Fri Mar 06, 2009 11:25 am

  • tundramagi wrote:Furthermore I have been informed by others that you "hate" me [...]

    I don't hate you, granted I don't like you but I certainly don't hate you. If others told you that they obviously don't know me (with full right), and neither do you. You have many assumptions, I generally don't respond to such assumptions for many reasons, I just let them believe whatever they think they know. I have learned there really is no use trying to talk sense to certain close-minded people, it will only lead to attacks and such.
    I have honestly tried to give advice so that you'd succeed with what you do, but now that you said you won't take my advice I suppose I should stop giving it to you.
    When it comes to art and other work I don't let any personal beef get into way of making that work better (giving out honest advice).

    Btw, I won't redo the gibs or textures (got other stuff going on) and there's certainly nothing driving me to do so either from the fact it was you who created them. I don't really care who the creator is.

    Cheers.
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    ai
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Fri Mar 06, 2009 1:10 pm

  • esteel wrote:
    tundramagi wrote:
    ai wrote:Somehow I don't see the robot players to be rusty buckets like that. Better make the texture fit the model style of the robot.


    You do it. Go ahead. There is a reason I made "new" textures for all these parts

    Is it just me or is that your ONLY response to critique? In all the stuff you ever wrote i do not remember a single "oh you MIGHT be right, thats a good idea, too bad i did not have had it". I know you just want to make stuff for yourself.. but either your are just too selfish and think people hate you when in fact they are trying to help you.. or you just want to annoy people. Not everyone is an artist or has interest in doing "such" stuff. Sure you are technically correct for pointing out they are free to change it, but you also look like a asshat that way. Why not listen to others and try to learn and improve?


    I agreed with his opinion from the time I created the model. I know that I am not a good texture artist, this is why I didn't source the actual textures I was using but instead made "new" textures. However, I'm not going to become a good texture artist suddenly. If a better texture is wanted someone with the skill to create one will have to edit the image files.
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Fri Mar 06, 2009 1:31 pm

Fri Mar 06, 2009 2:27 pm

  • Yes, lazy. I hate texturing with model programs. Hate uv mapping. I like modeling though. Since I rarely texture because I hate it I suck at it. You love uvmapping though... :P
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Fri Mar 06, 2009 3:07 pm

Fri Mar 06, 2009 3:09 pm

  • ai wrote:
    tundramagi wrote:You love uvmapping though... :P

    No I don't. It's the most boring part of 3D for me.


    Blender doesn't even unwrap in any logical manner. It sucks.
    Everythings' randomly skewed.
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