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Battlezone Forums • HD Sabre complete. - Page 2
Page 2 of 3

Re: HD Sabre complete.

Posted: Fri Apr 12, 2013 10:58 pm
by bigbadbogie
AHadley wrote:I'd like to see it with some squadron colours on. Which areas change colour? Is there anywhere earmarked for insignias? Depending on how deep you're going into this, you could get really serious with skin variations. Would add a lot of flavour to the game.
I haven't done the team-colour skin yet. That comes later.
General BlackDragon wrote:IMO it looks a bit too rounded and sleek.
How's that even possible? :P
MrTwosheds wrote:Can I get one in orange? :lol:
I specifically avoided adding too much orange, as people have complained about that since the middle-ages.

Re: HD Sabre complete.

Posted: Sat Apr 13, 2013 12:46 am
by Ded10c
bigbadbogie wrote:
AHadley wrote:I'd like to see it with some squadron colours on. Which areas change colour? Is there anywhere earmarked for insignias? Depending on how deep you're going into this, you could get really serious with skin variations. Would add a lot of flavour to the game.
I haven't done the team-colour skin yet. That comes later.
General BlackDragon wrote:IMO it looks a bit too rounded and sleek.
How's that even possible? :P
MrTwosheds wrote:Can I get one in orange? :lol:
I specifically avoided adding too much orange, as people have complained about that since the middle-ages.
People complained about the orange because it's not a very good colour for camo. Neither is the white/metallic used here. Also nor is the white/red of the CCA, CRA beige/red, etc.

Re: HD Sabre complete.

Posted: Sat Apr 13, 2013 1:55 am
by General BlackDragon
Hey, don't knock the chinese

Re: HD Sabre complete.

Posted: Sat Apr 13, 2013 2:12 am
by bigbadbogie
When I finish the team-colour skin, you will be able to set it to orange if you so desire.

Re: HD Sabre complete.

Posted: Sat Apr 13, 2013 3:01 pm
by MrTwosheds
Don't know if you read my post on multi-materials-on-one mesh, some time ago, but it is possible for you to define textures per polygon in the xsi, so you could design with nice team color go faster stripes in mind, rather than the all over colour of the originals.
This green colour on my avatar is team colour. It might require a bit of notepad adjustment to the exported xsi and using 2 textures, one without a c0 version.

Make a renamed copy of your original 00 texture and a second material in max, apply to selected areas. Export xsi, Load in game and see that it did not work! team color is all over or not at all...
Open xsi, find the long vertical list of 0000's, it should now have 111,s in it too, defining the material for each polygon, swap all 0,s for 1,s and 1,s for 0,s...might need to swap textures in the 2 materials now defined in the materials section too.
Yes this is all a bit WTF? but I guess its got something to do with the order in which meshbuilder applies team colors to the mesh. Load model again and now hopefully the team color texture will only appear on one of the polygon selections you made in max. :)

Re: HD Sabre complete.

Posted: Sat Apr 13, 2013 3:36 pm
by Ded10c
That's slightly hackier than the glowskin method but if it works it no doubt would produce a better result. I'd like to see what a model looks like with that applied.

Re: HD Sabre complete.

Posted: Sat Apr 13, 2013 3:42 pm
by MrTwosheds
My avatar has green team color and glowskins on it. the grey shoulder, grill and ear-lights have no team color, the ear-lights and light green panels use glowskins. It is a single mesh.
The eyestalk is another mesh and a "turret". The same unit/model is in the background with another team color.

No its not too clear why it works like that...I suspect mesh builder has to find the non team colour bits first or something. Its more like bug avoidance than hacking, xsi can clearly do multiple materials, but its mesh builder that does not implement them correctly.
The down side is having more textures to load, this works well for me as I use the same Dalek texture sets on multiple unit types rather than a unique set for each model.

Re: HD Sabre complete.

Posted: Sat Apr 13, 2013 7:26 pm
by Josiah
nice, it looks like there are armored 'plates' of biometal supported by more mundane materials forming a skeleton, something I always wanted to do...

Re: HD Sabre complete.

Posted: Tue Apr 16, 2013 12:28 am
by Red Devil
looks good except for the area under the turret being a weak point armor-wise. a well-placed shot in there would pop that turret right off. perhaps it could be extended down a bit to provide some shielding?

Re: HD Sabre complete.

Posted: Tue Apr 16, 2013 12:37 am
by General BlackDragon
Bio Metal

EDD Armor

look it up

Re: HD Sabre complete.

Posted: Tue Apr 16, 2013 1:16 am
by Red Devil
i did - when you were in diapers.

Re: HD Sabre complete.

Posted: Tue Apr 16, 2013 1:30 am
by General BlackDragon
Whats with the diapers remark?

EDD armor, means Equal Distribution of Damage, iow Biometal ships have no structural weak spots. Damage is transferred over all the ship until the energy matrix of the bio metal can no longer sustain itself.

Re: HD Sabre complete.

Posted: Tue Apr 16, 2013 1:45 am
by Nielk1
Red Devil wrote:i did - when you were in diapers.
What are you, a child?

Re: HD Sabre complete.

Posted: Tue Apr 16, 2013 3:09 pm
by Zero Angel
MrTwosheds wrote:Don't know if you read my post on multi-materials-on-one mesh, some time ago, but it is possible for you to define textures per polygon in the xsi, so you could design with nice team color go faster stripes in mind, rather than the all over colour of the originals.
This green colour on my avatar is team colour. It might require a bit of notepad adjustment to the exported xsi and using 2 textures, one without a c0 version.

Make a renamed copy of your original 00 texture and a second material in max, apply to selected areas. Export xsi, Load in game and see that it did not work! team color is all over or not at all...
Open xsi, find the long vertical list of 0000's, it should now have 111,s in it too, defining the material for each polygon, swap all 0,s for 1,s and 1,s for 0,s...might need to swap textures in the 2 materials now defined in the materials section too.
Yes this is all a bit WTF? but I guess its got something to do with the order in which meshbuilder applies team colors to the mesh. Load model again and now hopefully the team color texture will only appear on one of the polygon selections you made in max. :)
That's interesting. The method i've been using to teamcolor the Hadeans has involved making a duplicate of a given texture with a different name and not generating a c0 version of it; then doing a find-replace in the MSH (or XSI) so that parts of the model use the alternate texture. It's slightly more crude than your method (not per-polygon, but per uvmapped surface) but can be done via a text or hex editor and some trial-and-error.

Re: HD Sabre complete.

Posted: Tue Apr 16, 2013 3:50 pm
by Iron_Maiden
I'm just going to say I like the tank, and would like to play using it.

That is all.

P.S Can I get mine in black? :)