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New Missiles

Posted: Sun Jan 28, 2007 11:00 pm
by []V[]essenjah
Ok, I'm starting to work on the missiles. Here is my first:


Image

Posted: Mon Jan 29, 2007 12:17 am
by Duper
reminds me of a napalm rocket with the bumpy back end.

Posted: Mon Jan 29, 2007 12:23 am
by Ferno
Looks good.

You may want to add more definition to the back end though.

Posted: Mon Jan 29, 2007 1:05 am
by []V[]essenjah
Not sure what I can do with that back section. You referring to the bumpy mid-section Ferno? I'm trying to decide on what I want to do with that. Reason I added that is because I figured it would be something to help in the \"concussion\" factor. Perhaps something to absorb shock. Not sure though. I could just smooth it back out though. I basically wanted to add a little more interest to it. :) I don't want to go overkill on the polys, since this WILL go into Descent 3. It's like 300 or so polys at the moment.

Posted: Mon Jan 29, 2007 1:14 am
by Isaac
I like it. Are you making a mod by any chance?

Posted: Mon Jan 29, 2007 2:38 am
by Ferno
I was referring to the fins; which look too stubby.

Posted: Wed Jan 31, 2007 1:07 pm
by []V[]essenjah
I actually agree after looking at it a bit. Another problem is that the missile is overall too long. At this point I have pretty much corrected both and smoothed out the fins so it should look a lot better. Next up is the unwrapping process. :)

Posted: Thu Feb 15, 2007 3:59 pm
by []V[]essenjah
Image



Well, I tested the concussion in-game last night. It shows up in OOFEdit just fine as you can see in the above screenshot. However, in-game it won't show up. I suspect that D3 doesn't allow us to use 256X256 textures on weapons for some reason, even though it WILL allow it on ships.


Other missiles I've been working on thus far:
Image

Posted: Thu Feb 15, 2007 4:47 pm
by DizzyRox
Nice work man,
I sure like that, dark grey/black texture 8)

Posted: Thu Feb 15, 2007 6:45 pm
by Duper
thye look like a bunch of klingon \"pleasuring\" devices! o_0


;)


Nicely done.

Posted: Thu Feb 15, 2007 7:46 pm
by d3jake
I think that I can suggest that you may want to make the fins on the Frag lean further foreward.

EDIT: I\"m assuming that you're using Blender for building those models. I was wondering it you were using web tutorials to learn how to work it that well, and if you had, if you could post a link them, that'd be great!

Posted: Thu Feb 15, 2007 8:08 pm
by DizzyRox
duper wrote:thye look like a bunch of klingon "pleasuring" devices! o_0
ROFL!! :P duper

Posted: Fri Feb 16, 2007 11:29 am
by []V[]essenjah
Scary thing is that my Mom said something to that effect when she saw me making it lol. :) Not a visual I really wanted to necessarily think about.

As a side note: why is it that I see low-poly, med-poly, and normal versions of the missiles in-game and as OOF's in the hog file, but I don't see any entries for the *gam file? I may have just not looked carefully enough, but that is really annoying. I would rather not create different detail levels for the weapon powerups if I can help it.

Posted: Wed Feb 28, 2007 12:56 am
by Money!
Keep up the good work! How will this be implemented in game? A mod?

Posted: Wed Feb 28, 2007 11:56 am
by []V[]essenjah
Sorry for the lack of progress. I've been doing this basically when I'm bored or just whenever. Seems that improving D3's graphics and balance is something that has always remained undying. I have thrown in the towel a few times and have come back to rebuild so many times I know that I just simply need to have patience and work on it whenever I feel like it. I'll keep going though.

And yeah, I figure a mod of some kind. I have several ideas on how we can implement it, but I'm trying to decide on exactly how as of yet.

Posted: Wed Feb 28, 2007 1:56 pm
by Duper
psst,, that's \"towel\". ;)

Posted: Thu Mar 01, 2007 3:12 pm
by []V[]essenjah
lol. ;) Fixed it. I must be gettin' tired again this week heh.

Man, I'm the king of dumb mistakes this week. :P

Fudged up my ankle running and put a modem in a slot that had a cover on it. (dumbest thing I've done at work in a long time.)

Posted: Thu Mar 01, 2007 9:08 pm
by MD-2389
And its \"patience\" ;)

Posted: Mon Mar 19, 2007 12:50 am
by []V[]essenjah
Image

Got some more time to work on it this weekend. I now have the concussion and homing missile in-game.

Posted: Sat Apr 21, 2007 2:48 am
by Diedel
The first one rather looks like a torpedo.

Posted: Sat Apr 21, 2007 12:27 pm
by d3jake
Very nice M! I wanna get some of those in game when yer ready to release them. Are those power up models? or the missile that flies out of your ship when you fire it?

Posted: Sun Apr 22, 2007 3:58 am
by []V[]essenjah
Right now I'm using them for both. :) I also added a nice new blue smoke trail that follows and no, it's not planner. :)

I agree Diedel. I wasn't 100% happy with it. I found that in-game. It looked too much like the original D3 model. So I'm making a new version that looks more like the original D2 model. :)
Image

Posted: Mon May 28, 2007 3:09 am
by []V[]essenjah
Image

That leaves only the Mega missile for me to finish for the demo release, secondary weapon-wise.

Demo Secondary Weapon list for D3U:

Concussion
Homing Missile
Smart Missile
Mega Missile


I want to do the D1-D2 weapons first to get the balance right. :)

Posted: Mon May 28, 2007 12:45 pm
by []V[]essenjah
Image

Posted: Mon May 28, 2007 2:30 pm
by Duper
why rivets? Modern missiles are nearly seamless. makes it look kinda 1890ish.

Posted: Tue May 29, 2007 10:35 am
by []V[]essenjah
I can leave the rivets off. I just wanted to try it. I'm trying to make them look old and worn but detailed.