Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » Renegade Alert Missile Sub
Renegade Alert Missile Sub [message #97893] Mon, 28 June 2004 14:08 Go to previous messageGo to next message
phlakaton is currently offline  phlakaton
Messages: 124
Registered: May 2004
Karma: 0
Recruit
Aircraftkiller

It has plenty of detail, people just assume "no detail" when you're not looking at it with a magnifying glass.


I'm assuming you mean the sub you textured? That has pretty much nothing of interest in the map. Sorry to disagree but sometimes you need to take a few liberties with a texture and add some details regardless of realism. I know you want to match the sub you mentioned but based on that image I saw of that real model you could run with this quite a bit more. Do some slight panel details across the hull... make specific details for all the top edges and corners... surely a sub that's been under water for a year or two has some marine wear... streaking across the leading edges of parts... maybe not rust but oxydation streaks. It also is falling short of a metal feel. Chip away a few of those panels and reveal a slight bit of sub-surface... no pun intended. Smile Shit... all these games we make that have specific types of vehicles... they all get modified somehow from looking exactly like the real ones.
Renegade Alert Missile Sub [message #97907] Mon, 28 June 2004 15:09 Go to previous messageGo to next message
louis
Messages: 43
Registered: April 2004
Karma: 0
Recruit
..what about the constructive criticism i offered, that no sane nation would build such an expensive vessel and give it giant "PLEASE SHOOT ME" external missile launchers? you put the internal silos on the texture, use those.
Renegade Alert Missile Sub [message #97923] Mon, 28 June 2004 15:53 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
Those aren't internal silos, they're entrance hatches to each section of the Missile Sub. The front two are for each section of fire control, the center is for the bridge, and the rear three are for the nuclear engine compartments.

Quote:

Do some slight panel details across the hull... make specific details for all the top edges and corners...


I added that earlier today.

Here's the result of adding some weathering effects and trimming up the hull with partition lines.

http://dynamic6.gamespy.com/~renalert/forum/uploads/post-5-1088463611.jpg

http://dynamic6.gamespy.com/~renalert/forum/uploads/post-5-1088463644.jpg
Renegade Alert Missile Sub [message #97939] Mon, 28 June 2004 16:10 Go to previous messageGo to next message
Sir Phoenixx is currently offline  Sir Phoenixx
Messages: 2510
Registered: February 2003
Location: Behind You!
Karma: 0
General (2 Stars)

Quote:

if you're going to spend a 1024 then make it square... video cards will basically make the 256 a 1024 when it loads into memory. You can make a shitload of details with a 1024X1024 map... I still dont make game textures with a 1024 yet! LOL.


What are you talking about? No one said anything about 256x1024 texture maps.

The Missile Sub uses a 1024x1024 texture, about half of it is the top and bottom of the missile sub.

Quote:

SO I MAKE A CRITIC : THAT TEXTURE IS BAD, IMPROVE IT ! IT LOOKS LIKE A CONCRETE WALL !


And you have yet to post ANY constructive criticism about the texture, just 'IT SUCKS! LOOKS LIKE A CONCRETE WALL!', the only difference between that and 'IT SUCKS! LOOKS LIKE SHIT!' is the comparision. Plus, there's nothing concrete about the texture, concrete is rough and usually light gray, this is mostly smooth and black.

Quote:

..what about the constructive criticism i offered, that no sane nation would build such an expensive vessel and give it giant "PLEASE SHOOT ME" external missile launchers? you put the internal silos on the texture, use those.


Again, this is a Red Alert mod, not a realism mod. What part of that do you not understand? Where the missiles are launched from in real life doesn't matter AT ALL, in Red Alert the Missile Sub fired it's missiles from two box launchers mounted externally. Plus, there are NO silo doors on the texture, also, the submarine that the missile sub was made after didn't have missile silos on it.


.:Red Alert: A Path Beyond Modeler:.
E-mail: sirphoenixx@gmail.com
AIM: Sir Phoenixx
ICQ: 339325768
MSN: sirphoenixx@hotmail.com
Yahoo: sirphoenix86
If anyone needs any help with using 3dsmax, or gmax feel free to contact me.

My Gallery: sir-phoenixx.deviantart.com/gallery
Renegade Alert Missile Sub [message #97949] Mon, 28 June 2004 16:25 Go to previous messageGo to next message
louis
Messages: 43
Registered: April 2004
Karma: 0
Recruit
i understand that it's a red alert mod, but the team members also are going for some realistic aspects if you look at their comments. to me it looks like you gave a little kid a picture of a ssn and said "give it rocket launchers," it would look a lot better without the external ones.
Renegade Alert Missile Sub [message #97962] Mon, 28 June 2004 16:35 Go to previous messageGo to next message
Sir Phoenixx is currently offline  Sir Phoenixx
Messages: 2510
Registered: February 2003
Location: Behind You!
Karma: 0
General (2 Stars)

Quote:

in Red Alert the Missile Sub fired it's missiles from two box launchers mounted externally.


!!!

We turn to realistic features if that feature wasn't specified on ingame/shp screenshots, icons, or cutscene/reder screenshots from Red Alert. The Missile Sub ingame showed two box launchers where the missiles were fired, and the icon showed it with the two box launchers. It would look stupid without them.


.:Red Alert: A Path Beyond Modeler:.
E-mail: sirphoenixx@gmail.com
AIM: Sir Phoenixx
ICQ: 339325768
MSN: sirphoenixx@hotmail.com
Yahoo: sirphoenix86
If anyone needs any help with using 3dsmax, or gmax feel free to contact me.

My Gallery: sir-phoenixx.deviantart.com/gallery
Renegade Alert Missile Sub [message #97980] Mon, 28 June 2004 17:10 Go to previous messageGo to next message
m1a1_abrams is currently offline  m1a1_abrams
Messages: 375
Registered: August 2003
Karma: 0
Commander
It looks a lot better now that you've added some more surface detailing. I thought it was pretty bland originally, but now it looks like a real submarine that's been in use for a while.

Quote:

Once again, what Aircraftkiller says or does, or anyone else in the team says or does has absolutely nothing to do with this, just because he says something negative about something else doesn't matter.


That's rubbish. Of course it's relevant because you should treat others how you expect to be treated yourself. You can complain all you want at the RenAlert boards about criticism that isn't constructive, but if you're not going to make an effort to be constructive in criticising other people's work, then I'm sorry but you really deserve what you get back. You will find that if you treat others with respect, most will respect you in return. Even if you get into a confrontation, if you try to resolve it peacefully, again most people will respect you for that and they won't pursue it any further. Of course there are a few idiots that argue for the sake of it, but most people aren't like that if you give them a chance.

I'm sure that you, Ack, HTMLgod and whoever else know that there are better ways to express your criticism, but you still choose to do it the way that you do. If the other guy is pissed off at what you've said, it's not going to constructive because he'll immediately get defensive and won't want to listen to you. I don't think I'm the first person to realise this, am I?
Renegade Alert Missile Sub [message #97981] Mon, 28 June 2004 17:14 Go to previous messageGo to next message
Ferhago is currently offline  Ferhago
Messages: 1013
Registered: March 2003
Karma: 0
General (1 Star)
Ah that looks MUCH better very good work Very Happy
Renegade Alert Missile Sub [message #97983] Mon, 28 June 2004 17:18 Go to previous messageGo to next message
NeoX is currently offline  NeoX
Messages: 408
Registered: April 2003
Location: Canada, Ontario, Acton
Karma: 0
Commander
Indeed looking better!
Renegade Alert Missile Sub [message #97988] Mon, 28 June 2004 17:40 Go to previous messageGo to next message
Fabian is currently offline  Fabian
Messages: 821
Registered: April 2003
Location: Boston, MA
Karma: 0
Colonel
if there is going to be a giant crease between the hull and the upper...thingy, you might as well make it look deliberate (compare this image to the ones above):
http://home.earthlink.net/~mjfabian/crease.jpg
Renegade Alert Missile Sub [message #97993] Mon, 28 June 2004 17:52 Go to previous messageGo to next message
Renardin6 is currently offline  Renardin6
Messages: 1570
Registered: December 2003
Location: Belgium
Karma: 0
General (1 Star)

:rolleyes: I give up... I never said : IT SUX...
Renegade Alert Missile Sub [message #98002] Mon, 28 June 2004 18:20 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
A crease is there because it would take too much time to figure out where to paint each line to make it smoothed off.

The sail is lowered into the Submarine hull, it's not vertex matched.
Renegade Alert Missile Sub [message #98003] Mon, 28 June 2004 18:23 Go to previous messageGo to next message
Fabian is currently offline  Fabian
Messages: 821
Registered: April 2003
Location: Boston, MA
Karma: 0
Colonel
I know.

I'm saying that since making it smooth together and look like one solid piece is impossible or not worth the effort, draw an actual crease like i did on the pic above to make it look more deliberate, and less like a shortcoming.
Renegade Alert Missile Sub [message #98004] Mon, 28 June 2004 18:27 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
That's what I just said would take too much time, the crease would have to be found on the UV map for both portions and I'd spend about three hours trying to perfect it.

The release is within three weeks, I have to focus on more important things.
Renegade Alert Missile Sub [message #98005] Mon, 28 June 2004 18:33 Go to previous messageGo to next message
Sir Phoenixx is currently offline  Sir Phoenixx
Messages: 2510
Registered: February 2003
Location: Behind You!
Karma: 0
General (2 Stars)

Quote:

I give up... I never said : IT SUX...


"It's bad." means the same as "It sucks.", genius. :rolleyes:

m1a1_abrams

It looks a lot better now that you've added some more surface detailing. I thought it was pretty bland originally, but now it looks like a real submarine that's been in use for a while.

Quote:

Once again, what Aircraftkiller says or does, or anyone else in the team says or does has absolutely nothing to do with this, just because he says something negative about something else doesn't matter.


That's rubbish. Of course it's relevant because you should treat others how you expect to be treated yourself. You can complain all you want at the RenAlert boards about criticism that isn't constructive, but if you're not going to make an effort to be constructive in criticising other people's work, then I'm sorry but you really deserve what you get back. You will find that if you treat others with respect, most will respect you in return. Even if you get into a confrontation, if you try to resolve it peacefully, again most people will respect you for that and they won't pursue it any further. Of course there are a few idiots that argue for the sake of it, but most people aren't like that if you give them a chance.

I'm sure that you, Ack, HTMLgod and whoever else know that there are better ways to express your criticism, but you still choose to do it the way that you do. If the other guy is pissed off at what you've said, it's not going to constructive because he'll immediately get defensive and won't want to listen to you. I don't think I'm the first person to realise this, am I?


Nope, what he says about someone else's work is irrelavent. It's pathetic, and immature to attack his work because he said something bad about someone else's.

(Also, I've always given constructive criticism and suggestions on how to improve something.)


.:Red Alert: A Path Beyond Modeler:.
E-mail: sirphoenixx@gmail.com
AIM: Sir Phoenixx
ICQ: 339325768
MSN: sirphoenixx@hotmail.com
Yahoo: sirphoenix86
If anyone needs any help with using 3dsmax, or gmax feel free to contact me.

My Gallery: sir-phoenixx.deviantart.com/gallery
Renegade Alert Missile Sub [message #98008] Mon, 28 June 2004 18:43 Go to previous messageGo to next message
NeoX is currently offline  NeoX
Messages: 408
Registered: April 2003
Location: Canada, Ontario, Acton
Karma: 0
Commander
Aircraftkiller

That's what I just said would take too much time, the crease would have to be found on the UV map for both portions and I'd spend about three hours trying to perfect it.

The release is within three weeks, I have to focus on more important things.

Just a question but is it possible to make everything in the same portions in the UVW editor?
Renegade Alert Missile Sub [message #98009] Mon, 28 June 2004 18:49 Go to previous messageGo to next message
Sir Phoenixx is currently offline  Sir Phoenixx
Messages: 2510
Registered: February 2003
Location: Behind You!
Karma: 0
General (2 Stars)

What do you mean "in the same portions"?

.:Red Alert: A Path Beyond Modeler:.
E-mail: sirphoenixx@gmail.com
AIM: Sir Phoenixx
ICQ: 339325768
MSN: sirphoenixx@hotmail.com
Yahoo: sirphoenix86
If anyone needs any help with using 3dsmax, or gmax feel free to contact me.

My Gallery: sir-phoenixx.deviantart.com/gallery
Renegade Alert Missile Sub [message #98032] Mon, 28 June 2004 20:55 Go to previous messageGo to next message
NeoX is currently offline  NeoX
Messages: 408
Registered: April 2003
Location: Canada, Ontario, Acton
Karma: 0
Commander
Like so each poly is the in the same scale as the rest. Like a small poly in the model say the end of a barrel isnt bigger then the stock of the gun so its in scale withe the rest of the model so a small poly is still a smaller poly in the uvw.
Renegade Alert Missile Sub [message #98049] Mon, 28 June 2004 23:27 Go to previous messageGo to next message
PiMuRho is currently offline  PiMuRho
Messages: 494
Registered: February 2003
Karma: 0
Commander
Sir Phoenixx



What are you talking about? No one said anything about 256x1024 texture maps.

The Missile Sub uses a 1024x1024 texture, about half of it is the top and bottom of the missile sub.



Well....

Aircraftkiller

he size of the UV map, each one for the top and bottom is about 1024x256


Renegade Alert Missile Sub [message #98069] Tue, 29 June 2004 05:13 Go to previous messageGo to next message
Sir Phoenixx is currently offline  Sir Phoenixx
Messages: 2510
Registered: February 2003
Location: Behind You!
Karma: 0
General (2 Stars)

He said that each of the top and the bottom take up a 256 pixel wide area on the texture, not that the texture was 256x1024.

Quote:

Like so each poly is the in the same scale as the rest. Like a small poly in the model say the end of a barrel isnt bigger then the stock of the gun so its in scale withe the rest of the model so a small poly is still a smaller poly in the uvw.


Then you meant "Proportions", not "Portions". Aircraftkiller said that the crease would have to be found on both portions, as in both the hull and the sail thing...

Anyways, that's pretty much how I make the uvw maps, the larger areas on the model get the larger areas on the UVW map, like the top and bottom of the hull, they were as large as possible on the UVW map and only took up about 1/3-1/2 of it, the next largest were the fins, nose, missile launcher and the sail, then all the little parts like the propellers and antenae, etc.


.:Red Alert: A Path Beyond Modeler:.
E-mail: sirphoenixx@gmail.com
AIM: Sir Phoenixx
ICQ: 339325768
MSN: sirphoenixx@hotmail.com
Yahoo: sirphoenix86
If anyone needs any help with using 3dsmax, or gmax feel free to contact me.

My Gallery: sir-phoenixx.deviantart.com/gallery
Renegade Alert Missile Sub [message #98074] Tue, 29 June 2004 05:50 Go to previous messageGo to next message
PsycoArmy is currently offline  PsycoArmy
Messages: 235
Registered: April 2003
Karma: 0
Recruit
Aircraftkiller

A crease is there because it would take too much time to figure out where to paint each line to make it smoothed off.

The sail is lowered into the Submarine hull, it's not vertex matched.


Well if your planning on making professional models you will ahve to learn how make it uncreased.


http://www.boomspeed.com/psycoarmy2/boxhead.gif
Renegade Alert Missile Sub [message #98075] Tue, 29 June 2004 06:21 Go to previous messageGo to next message
Fabian is currently offline  Fabian
Messages: 821
Registered: April 2003
Location: Boston, MA
Karma: 0
Colonel
Those two pieces of the sub should have been boolean unified. If they were, then there should be no problem in finding where to paint the crease.
Renegade Alert Missile Sub [message #98095] Tue, 29 June 2004 08:28 Go to previous messageGo to next message
phlakaton is currently offline  phlakaton
Messages: 124
Registered: May 2004
Karma: 0
Recruit
Ok... I never saw anyone say it was a 1024X1024.... just it uses 1024 and 256 for the top and bottom or some shit... ya know what... the bottom line is this... nobody should be using a 1024 map unless they plan to make this thing look like a friggin masterpiece. There is no excuse for not being able to make this sub work with a 512X512 from what I see in these images. If you can't get the details you need with what you're using then perhaps it's poor management of the texture space. Someone should post the texture map itself so I can see what's happening with it. Build a texture that spans the width of a 512 that's half the sub hull... build the other right below the first... shit... you got about 1/3 the texture left for those other bits... the top... missle racks...

Some people might not know about the video card rules with textures that aren't 1.1 anyway.
Renegade Alert Missile Sub [message #98106] Tue, 29 June 2004 08:56 Go to previous messageGo to next message
PermaGrin
Messages: 285
Registered: June 2004
Location: Winter Park, Fl
Karma: 0
Recruit

You mean it is not a materpiece?[/sarcasm]
Renegade Alert Missile Sub [message #98116] Tue, 29 June 2004 09:16 Go to previous messageGo to previous message
phlakaton is currently offline  phlakaton
Messages: 124
Registered: May 2004
Karma: 0
Recruit
I can't say I've done any real masterpieces in my art... I always have some problem with a portion of what I do. That said there is always room for improvement in this stuff... raising the bar is a hard thing to do and it takes a lot of time and effort. Painting a map like a 1024 isnt something that happens in a day... think about all the pixels you can manipulate in that kind of huge space. I worked on a few maps that size for a Dreamcast demo and it took about 3 solid days of noodling to say I had used the size for what it was worth.

I dont think this sub is bad... I think it needs some more love. The images that were posted of it to me suggest a critique is what Aircraft wants. If he doesn't want a critique then better to not post. I got nailed in architecture school for drawings by old men in bowties and they didnt pull any punches whatsoever... they were brutal. Being able to take that kind of straight-up punishment about your work takes some tongue biting I know but it's worth it if you can pull some different views out of it and apply it to your piece. Being defensive is not going to help the issue. Sure some people are going to make wack comments that are off base but hey... a lot of the time they have very good points. Like it looks like concrete... I think it does because of the grain in the texture... metal is much smoother in a sub... so with that said you could disagree with my comment about metal being much smoother... yes... it could be grainier... but hey... that's a critique and every angle of commentary is helpful even if it hurts you ego.
Previous Topic: level edit question
Next Topic: CTF mod
Goto Forum:
  


Current Time: Tue Nov 26 10:19:34 MST 2024

Total time taken to generate the page: 0.02359 seconds