minilogoguy18 Posted March 28, 2015 Posted March 28, 2015 Started on this a while back, remember it being in a few levels like the first level for instance one flies by as well as some dropping bombs in the barons head map after Yun. Let me know if you guys think any more geometric detail needs to be added, it has a good amount now with 1.7k polies but there is room for more. If not I'll start UV mapping this thing so that it can hopefully be seen in the first level soon. Barricade24, Tempust85, Psyk0Sith and 3 others like this
Ramikad Posted March 28, 2015 Posted March 28, 2015 Looks good imo. It appears on Level 1, Level 5 and Level 8 overall.
DrXann Posted March 28, 2015 Posted March 28, 2015 Its only a map object.I wonder why other tie variants don't appear in dark forces 2 during the gameplay aside from the cutscenes.
minilogoguy18 Posted March 28, 2015 Author Posted March 28, 2015 No idea, it will stay just a map object for the time being, not going to focus on turning it into a usable vehicle since I want to focus solely on what will bring the mod that much closer to playable.
Archangel35757 Posted March 29, 2015 Posted March 29, 2015 Is it scaled correctly against the in-game player size?
minilogoguy18 Posted March 29, 2015 Author Posted March 29, 2015 Not worried about that right now, it's not even textured yet, I'll scale it later when I'm ready to export. I'm actually currently redoing a lot of the model.
minilogoguy18 Posted March 30, 2015 Author Posted March 30, 2015 Decided to add some more geometric detail, calling the model done at this point, on to textures. @@Archangel35757, why bring up the scale so soon? It will match the base model and act as an overriding replacement just like the AT-ST as to not conflict with SP maps that already use the models.
Archangel35757 Posted March 30, 2015 Posted March 30, 2015 Decided to add some more geometric detail, calling the model done at this point, on to textures. @@Archangel35757, why bring up the scale so soon? It will match the base model and act as an overriding replacement just like the AT-ST as to not conflict with SP maps that already use the models.Because all of the base models are not scaled correctly W.R.T. the player/characters. How do you know if the correct scale is too big? Maybe the map hanger should be bigger?
minilogoguy18 Posted March 30, 2015 Author Posted March 30, 2015 It's all up to @@DT85 though changing base maps is unlikely to happen, easier to just keep the models the size they are. Right now in Softimage the model is smaller than a base JA player model because well, scale right now in this stage of the models development is irrelevant.
Ramikad Posted March 30, 2015 Posted March 30, 2015 Isn't the base TIE bomber way smaller than it should be? All in all I'd say the most trustworthy source for its size is the vehicle of the TIE bomber. The other vehicles are scaled as well, the X-Wing for sure, made some testing about that a while ago. Maybe the TIE fighter too, but not sure.
minilogoguy18 Posted March 30, 2015 Author Posted March 30, 2015 Not sure how far off the scale is honestly, making it bigger than base is all dependent on if DT wants to alter the map.
Ramikad Posted March 30, 2015 Posted March 30, 2015 Judging by the scale of the static models and their respective vehicles, the TIE bomber is WAY off. The TIE fighter vehicle is just slightly bigger than the static fighter:http://s16.postimg.org/i6iqds5p1/shot0975.jpg As well as the X-Wing, the difference in size is minimal, just a bit bigger:http://s16.postimg.org/muyq8yuvp/shot0977.jpg But the TIE bomber... boy:http://s16.postimg.org/qdaq5cvrp/shot0976.jpg On the left is the static model, and on the right is the vehicle, in all of the above.It may be just a theory, but perhaps they made it smaller so that two of them could fit in the canyons on Vjun?
minilogoguy18 Posted March 30, 2015 Author Posted March 30, 2015 No idea, also, you know that map objects can be scaled in radiant before the map is compiled? The .md3 asset size can't really be compared to what's actually floating in Vjun. Either way, it's not going to be insanely small, it just needs to fit in the part of the map where it belongs.
Tempust85 Posted March 30, 2015 Posted March 30, 2015 Just make sure it matches the scale of the base JKA tie, that should do it. Jeff likes this
minilogoguy18 Posted March 30, 2015 Author Posted March 30, 2015 Yeah, I figured if you feel it needs to be adjusted for the map like say Nar Shaddaa you can scale it in radiant.
Tempust85 Posted March 30, 2015 Posted March 30, 2015 Yep. I'll set up some nice scripting for this when we get to that stage.
Archangel35757 Posted April 23, 2015 Posted April 23, 2015 Yep. I'll set up some nice scripting for this when we get to that stage.Try a complex ROFF2 flight path using the Max6 beta plugin.
Barricade24 Posted April 23, 2015 Posted April 23, 2015 It always bothered me how the TIE Bomber and TIE Fighter in JKA are completely different colors.
z3filus Posted April 23, 2015 Posted April 23, 2015 It always bothered me how the TIE Bomber and TIE Fighter in JKA are completely different colors. the other one must be a Japanese copy
minilogoguy18 Posted April 23, 2015 Author Posted April 23, 2015 I'm thinking the color that they are in ESB would ultimately be the best. All TIEs generally were a grayish blue.
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