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Turret ideas
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Topic: Turret ideas (Read 4227 times)
Pazuzu
Turrets: +50/-12
Posts: 987
GRANGER IS NOT FOR MEME.
Turret ideas
«
on:
November 07, 2010, 09:24:53 PM »
I'm working on a turret model that, hopefully, would be good enough to put in 1.2. So far I've finished the base. The current turret is split into three parts (base, top, and barrel), so I'm doing the same. It's a great way to get around the 1k polycount restriction.
Here's the base (click for full, 1920x1080 awesomeness):
Speaking of polycount, Blender says this is 792 polygons.
Any feedback is appreciated before I start the other parts.
Logged
Quote from: Tremhelper on September 05, 2011, 08:14:46 PM
ok, can you give me the tool thingy app that can code?
swamp-cecil
Turrets: +80/-163
Posts: 770
http://www.grangersba.com/repo/base/
Re: Turret ideas
«
Reply #1 on:
November 07, 2010, 09:41:51 PM »
i like it, however, i unfortunately think it dosent look like a stationry turret base. modify it a bit. AKA make the stands wider and bulkier.
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Quote from: DraZiLoX on December 28, 2010, 11:31:28 AM
Quote from: Repatition on December 28, 2010, 02:30:30 AM
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.
UniqPhoeniX
Spam Killer
Turrets: +66/-32
Posts: 1376
Re: Turret ideas
«
Reply #2 on:
November 07, 2010, 10:01:30 PM »
The 'leg' parts should be wider IMO, too thin atm. Make the 'feet' part lower and wider.
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Ingar's NetRadiant
Pazuzu
Turrets: +50/-12
Posts: 987
GRANGER IS NOT FOR MEME.
Re: Turret ideas
«
Reply #3 on:
November 07, 2010, 10:46:59 PM »
Here's an updated version. Somehow, Blender apparently managed to drop it to 594 polys.
Logged
Quote from: Tremhelper on September 05, 2011, 08:14:46 PM
ok, can you give me the tool thingy app that can code?
Aelita
Turrets: +44/-26
Posts: 573
Re: Turret ideas
«
Reply #4 on:
November 07, 2010, 10:50:06 PM »
Shorten the legs a little bit.
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UniqPhoeniX
Spam Killer
Turrets: +66/-32
Posts: 1376
Re: Turret ideas
«
Reply #5 on:
November 08, 2010, 12:05:17 AM »
A lot better! Now the rest of the turret
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Ingar's NetRadiant
jm82792
Turrets: +9/-34
Posts: 627
Re: Turret ideas
«
Reply #6 on:
November 08, 2010, 02:35:13 AM »
Reduce the poly count further by hand.
Merge verticals by selecting two then hitting ALT M.
You will get cleaner results. Now decimate will work too but doing to by hand can optimize it better.
You can use triangles in many places to save on your polycount.
Does trem limit the poly count to 1000 tris or 1000 quads or 1000 verts
??
(seriously I don't know)
Very important to know which one!
Logged
Pazuzu
Turrets: +50/-12
Posts: 987
GRANGER IS NOT FOR MEME.
Re: Turret ideas
«
Reply #7 on:
November 08, 2010, 02:43:29 AM »
Since the 594 is the number of quads and tris combined, it probably shouldn't matter. Polycount, I'd imagine, only applies to polygons, in other words, the faces and not the vertices. And trust me, I already hand-optimized it as much as I could, removing hidden faces and unnecessary subdivisions.
Logged
Quote from: Tremhelper on September 05, 2011, 08:14:46 PM
ok, can you give me the tool thingy app that can code?
jm82792
Turrets: +9/-34
Posts: 627
Re: Turret ideas
«
Reply #8 on:
November 08, 2010, 04:11:45 AM »
Sounds good to me, it looks good and matches the poly count
Logged
Pazuzu
Turrets: +50/-12
Posts: 987
GRANGER IS NOT FOR MEME.
Re: Turret ideas
«
Reply #9 on:
November 08, 2010, 04:57:43 AM »
Actually, I just had a thought. If the maximum is for tris, that could mean quads are converted to tris first, before being counted. That's probably not how it works, though.
Logged
Quote from: Tremhelper on September 05, 2011, 08:14:46 PM
ok, can you give me the tool thingy app that can code?
gimhael
Turrets: +70/-16
Posts: 546
Re: Turret ideas
«
Reply #10 on:
November 08, 2010, 06:23:27 AM »
There are no quads in MD3, so everything is converted to triangles. The limits are max 1000 vertexes and max 2000 triangles per surface.
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Plague Bringer
Turrets: +147/-187
Posts: 3811
Re: Turret ideas
«
Reply #11 on:
November 08, 2010, 06:43:10 AM »
Keep in mind the power that the turret has. It shouldn't look like a miniature cannon because it really doesn't act like one.
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U R A Q T
Pazuzu
Turrets: +50/-12
Posts: 987
GRANGER IS NOT FOR MEME.
Re: Turret ideas
«
Reply #12 on:
November 08, 2010, 06:43:22 AM »
Oh, good. I'm easily within both of those for the base, worst-case. And since that's per-surface, like I said, I'll have separate meshes for the actual gun, and maybe barrel. Truth be told, I'm still designing the rest of the turret right now, and juggling that with an actual engineering project for my classes, so the rest might take a few days.
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Quote from: Tremhelper on September 05, 2011, 08:14:46 PM
ok, can you give me the tool thingy app that can code?
Haraldx
Turrets: +14/-69
Posts: 371
Kicking human asses since 2006
Re: Turret ideas
«
Reply #13 on:
November 08, 2010, 01:45:15 PM »
590 just for the base? Hmm... I think that's quite much, however the model looks great! I wanna see the gun!
Logged
Quote from: Tremhelper on June 16, 2011, 11:48:36 PM
...princibles of judgement do not apply to me.
Quote from: J3lackStar on July 14, 2011, 07:11:54 PM
I JUST MINED ANIMATED CREATURES
Tamaru
Turrets: +12/-23
Posts: 175
Re: Turret ideas
«
Reply #14 on:
November 08, 2010, 02:19:02 PM »
Quote from: Haraldx on November 08, 2010, 01:45:15 PM
590 just for the base? Hmm... I think that's quite much, however the model looks great! I wanna see the gun!
Quote from: Pazuzu on November 07, 2010, 09:24:53 PM
The current turret is split into three parts (base, top, and barrel), so I'm doing the same.
It's a great way to get around the 1k polycount restriction.
Logged
Quote from: mooseberry on January 20, 2010, 04:22:43 AM
Sheep are warm.
Tremulant
Spam Killer
Turrets: +370/-58
Posts: 1037
It's not over 'til the tremulant sings...
Re: Turret ideas
«
Reply #15 on:
November 08, 2010, 05:08:11 PM »
What you've got so far looks really rather good, i too look forward to seeing the actual gun.
Logged
Quote from: Firstinaction on April 07, 2011, 02:36:46 AM
my knees by my face and my ass is being hammered
jm82792
Turrets: +9/-34
Posts: 627
Re: Turret ideas
«
Reply #16 on:
November 08, 2010, 05:38:33 PM »
Finish the gun, look up how the thing is added into the game because the turret moves(are there two meshes?) then finally we will get it textured then get it into the game. There a new model that roughly matches the proportions of the old one that shouldn't effect game-play at all. With some nice texture we will have a nice upgrade
Well other than aliens getting killed by staring at the new turrets!
Anyways I'll get it textured for you in Blender if you want. I dunno how to get the model, map and such intot he game properly.
Logged
Pazuzu
Turrets: +50/-12
Posts: 987
GRANGER IS NOT FOR MEME.
Re: Turret ideas
«
Reply #17 on:
November 08, 2010, 05:50:09 PM »
I'm not really concerned about whether the devs will include it right now (if they already have a good replacement model, then that's the end of that). I just want to make something that would be good enough to put in a game (even a community-developed open-source one). A sort of "community spotlight" model. And that's why I'm sketching out the rest of the turret before I actually model it, since I want to make it look good.
Logged
Quote from: Tremhelper on September 05, 2011, 08:14:46 PM
ok, can you give me the tool thingy app that can code?
freezway
Turrets: +10/-12
Posts: 196
Re: Turret ideas
«
Reply #18 on:
November 09, 2010, 03:02:41 AM »
Quote
Nov 06 18:42:06 <freezway> is the limit 1k verts or faces?
Nov 06 18:42:22 <nosbrain> verts
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Pazuzu
Turrets: +50/-12
Posts: 987
GRANGER IS NOT FOR MEME.
Re: Turret ideas
«
Reply #19 on:
November 09, 2010, 03:10:19 AM »
Quote from: freezway on November 09, 2010, 03:02:41 AM
Quote
Nov 06 18:42:06 <freezway> is the limit 1k verts or faces?
Nov 06 18:42:22 <nosbrain> verts
Even better. I've got 470 of those.
Logged
Quote from: Tremhelper on September 05, 2011, 08:14:46 PM
ok, can you give me the tool thingy app that can code?
CorSair
Turrets: +14/-0
Posts: 431
Never trust a bartender with bad grammar.
Re: Turret ideas
«
Reply #20 on:
November 12, 2010, 08:17:31 PM »
Not wanting to be a lamer, but meh, gimme the gun!
The stationary section looks good though.
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Pazuzu
Turrets: +50/-12
Posts: 987
GRANGER IS NOT FOR MEME.
Re: Turret ideas
«
Reply #21 on:
November 12, 2010, 08:50:45 PM »
I'm still sticking to the "OMGCOLLEGE" excuse, but I want to finish this, so I probably will.
Logged
Quote from: Tremhelper on September 05, 2011, 08:14:46 PM
ok, can you give me the tool thingy app that can code?
Pazuzu
Turrets: +50/-12
Posts: 987
GRANGER IS NOT FOR MEME.
Re: Turret ideas
«
Reply #22 on:
December 11, 2010, 04:15:09 AM »
This just in: Pazuzu is a lazy bastard!
A lazy bastard that occasionally finishes what he starts. Sometimes.
First one is isometric view, second is perpsective (aka the last thing you see before you die). I can't texture, so this will have to work for now.
«
Last Edit: December 11, 2010, 04:17:24 AM by Pazuzu
»
Logged
Quote from: Tremhelper on September 05, 2011, 08:14:46 PM
ok, can you give me the tool thingy app that can code?
your face
Community Moderators
Turrets: +109/-407
Posts: 3533
really your face here
Re: Turret ideas
«
Reply #23 on:
December 11, 2010, 06:28:40 AM »
That looks awesome! Great work.
Logged
{NoS}
Y
our
F
ace
Quote from: codercon
Tremulous is probally the best freeware you will ever play. whats better then being a humman gunning down aliens or an alied killing soem humans.
(11:53:30 AM) Koragg: Oh god all channels red
Ingar
Tremulous Developers
Turrets: +302/-7
Posts: 535
Doomsday device you say?
Re: Turret ideas
«
Reply #24 on:
December 11, 2010, 12:04:47 PM »
Quote from: Pazuzu on December 11, 2010, 04:15:09 AM
This just in: Pazuzu is a lazy bastard!
A lazy bastard that occasionally finishes what he starts. Sometimes.
Endurance provails!
Nice turret, but it might look even nicer with a round barrel (and a hole in the front)
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UniqPhoeniX
Spam Killer
Turrets: +66/-32
Posts: 1376
Re: Turret ideas
«
Reply #25 on:
December 11, 2010, 03:09:40 PM »
Keep in mind the turret has to be able to aim 90 degrees upwards, and ~30 degrees downwards. You might also want to make the bottom part larger relative to the turret.
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Ingar's NetRadiant
Pazuzu
Turrets: +50/-12
Posts: 987
GRANGER IS NOT FOR MEME.
Re: Turret ideas
«
Reply #26 on:
December 11, 2010, 05:16:55 PM »
Thanks for the feedback, everyone!
Quote from: Ingar on December 11, 2010, 12:04:47 PM
Quote from: Pazuzu on December 11, 2010, 04:15:09 AM
This just in: Pazuzu is a lazy bastard!
A lazy bastard that occasionally finishes what he starts. Sometimes.
Endurance provails!
Nice turret, but it might look even nicer with a round barrel (and a hole in the front)
I was planning to round it off later, and IIRC, the original uses the texture to fake a "hole" in the front, so since that lowers the polycount, I thought I'd do that too.
Quote from: UniqPhoeniX on December 11, 2010, 03:09:40 PM
Keep in mind the turret has to be able to aim 90 degrees upwards, and ~30 degrees downwards. You might also want to make the bottom part larger relative to the turret.
Ah, right...
Logged
Quote from: Tremhelper on September 05, 2011, 08:14:46 PM
ok, can you give me the tool thingy app that can code?
jm82792
Turrets: +9/-34
Posts: 627
Re: Turret ideas
«
Reply #27 on:
December 11, 2010, 11:12:52 PM »
We need new models for the buildings
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Skywarp
Turrets: +0/-8
Posts: 21
Granger Danger
Re: Turret ideas
«
Reply #28 on:
February 21, 2011, 03:31:40 PM »
Post it!
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Granger Danger!
Pazuzu
Turrets: +50/-12
Posts: 987
GRANGER IS NOT FOR MEME.
Re: Turret ideas
«
Reply #29 on:
February 21, 2011, 05:12:42 PM »
Quote from: Skywarp on February 21, 2011, 03:31:40 PM
Post it!
You mean this?
Quote from: Pazuzu on December 11, 2010, 04:15:09 AM
This just in: Pazuzu is a lazy bastard!
A lazy bastard that occasionally finishes what he starts. Sometimes.
First one is isometric view, second is perpsective (aka the last thing you see before you die). I can't texture, so this will have to work for now.
Logged
Quote from: Tremhelper on September 05, 2011, 08:14:46 PM
ok, can you give me the tool thingy app that can code?
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