[model] huey gunship


(twt_thunder) #1

started working on a huey gunship for a map me and Mateos will start on this year.
The model will of course be shared when ready.
Before commenting stupid things like its to square and bla bla , check up how many polys you actually can have :slight_smile:

here’s what I did today:


(eQuilibrium) #2

Max amount of vertices would be 1000 :slight_smile:

Well done, I like your work.


(Mateos) #3

1000? Not a power-of-2 value?

I’m used to see power-of-2 values with the iD Tech III, just asking :stuck_out_tongue:

Nice model!


(acQu) #4

Would fit perfect into shagger’s and manwhores carantaan map :slight_smile:

(100% i just spelled that wrong …)


(eQuilibrium) #5

[QUOTE=Mateos;436876]1000? Not a power-of-2 value?

I’m used to see power-of-2 values with the iD Tech III, just asking :stuck_out_tongue:

Nice model![/QUOTE]
Yes, power-of-2 values are seen a lot in the engine. Pretty sure it’s exactly 1000 vertices, though. I remember having trouble with a 3d model a while back.


(Indloon) #6

Nice, once I wanted to add flying gunship like in Black Ops to ET via SDK coding.

However, every map had skybox what was blocking from seeing it, there was no space for it, so I left it …


(twt_thunder) #7

Well, its 1024 vertiges,faces,polygons and so on per model.
But in milkshape a model is parted up into “groups” so if you make a “box” thats group one, a cylinder thats group two and so on. in reality every one of these groups can have 1024. But with ET in mind and how old the engine is we dont wanna push it to much. So we keep things as low as possible but It has to look like a chopper atleast…

The next thing I wonder is the rotor, I think it has to be build in brushes so it’s a func_rotating.
This brings up a question to Mateos… can a Func_rotating also be a script_mover?

Started on texturing the bastard :smiley:
this is where I got most problems… not an artist…

but here’s the base:


(Mateos) #8

A single object can’t be 2 entities (Can’t see how), but the script_mover has a box to tick called “start animated” or something, I guess you’ll need to animate it in your modelling software?

OR (After thinking)

The rotor has to be a seperated model, attach the the main through script, like the Tank’s cannon :slight_smile: And a trigger self rotate 360 :smiley:


(twt_thunder) #9

[QUOTE=Mateos;437029]A single object can’t be 2 entities (Can’t see how), but the script_mover has a box to tick called “start animated” or something, I guess you’ll need to animate it in your modelling software?

OR (After thinking)

The rotor has to be a seperated model, attach the the main through script, like the Tank’s cannon :slight_smile: And a trigger self rotate 360 :D[/QUOTE]

a little confused here… it do not need to be animated? because I have problem with this, since milkshape cant load or save animation in frames…

and connected… does it need to have a tag or will it work anyhow?


(Mateos) #10

Yes, in ET to attach a model to another you need tags :slight_smile:

I think the script can handle the “animation”, moving for the main model, rotor attached to it and independently rotating.


(twt_thunder) #11

Ok, we’ll give it a try :slight_smile: .
Then I guess I need to do rotors too… hmm but the one in the back, cant we use the shader like the fan shader on it?


(Mateos) #12

You mean, a shader animating a texture?


(twt_thunder) #13

yep, or else we need 2 tags and 2 different animations


(twt_thunder) #14

Well, guess this is as good as it gets from me texturewise:(

made a staticmodel with both rotors for just placing in maps… will figure out a smart way to do the flying one…


(Mateos) #15

You work amazingly fast o.o


(twt_thunder) #16

maybe so, probably why I cant wait for poor Smurfer to get done with coding :smiley: ,but I got much to learn when it comes to uv-maps and texture. the art i mean… but this is how its gonna be for now.
will start on exporting tomorrow… then I’ll pm you with the static so you can try it out how it looks ingame.

But for the ease of it we might go for shader as rotor… we’ll see


(ischbinz) #17

just a correction
ms3d CAN save animations in md3 - works nice - i did it very often, good example is the train i did long time ago
but
for your huey i´d make 2 tags and connect it with the main model - then let it rotate with the script, think gives you the best result
(you should give the rotors not too much polys)
and you can use LOD models to increase performance


(twt_thunder) #18

[QUOTE=ischbinz;437165]just a correction
ms3d CAN save animations in md3 - works nice - i did it very often, good example is the train i did long time ago
but
for your huey i´d make 2 tags and connect it with the main model - then let it rotate with the script, think gives you the best result
(you should give the rotors not too much polys)
and you can use LOD models to increase performance[/QUOTE]

How do I make lod models?


(twt_thunder) #19

well… A little update here…

The chopper atleast goes ingame… It is also right size when thinking of player…

but…The texture…looks awful!!!
I will work a bit more on it before continue with the tags and diff models…

Here are some screens from ingame:


(eQuilibrium) #20

Which resolution is your texture in? Have you created a shader?