MillenniumMan Posted July 17, 2009 Report Posted July 17, 2009 (edited) The versions of Trenchwars that have been rendered in 3D for Thirdspace are lackluster at best. There are two versions of the map right now, one that looks like a spacecraft carrier with a solar panel sail, and the other like a flatened out castle in space. Here's the rules:High res photo-realistic textures, no larger than 1024x1024Must be done in Milkshape format (no longer using DirectX 10 models)Must be faithful to the 2D trenchwars mapTop and bottom of the tunnels and flagroom must be closed upTunnels must be no less than 10x10 wide to allow one way traffic but give the possibility of missed shotsNo more than ten textures to be included with the modelThe model must be no larger than 600x600x600 in size The prize is.... you get GFX and 3D credits in the game and something to add to your career portfolio and a serious nod from your peers. Edited July 17, 2009 by MillenniumMan
Samapico Posted July 17, 2009 Report Posted July 17, 2009 What is the dimension of a ship? If you want to make a hole to fire through, but that ships can'T go through, what size would that have to be?
MillenniumMan Posted July 17, 2009 Author Report Posted July 17, 2009 What is the dimension of a ship? If you want to make a hole to fire through, but that ships can'T go through, what size would that have to be? Average dimensions of a typical ship is 6x6x6. Some are larger and some slightly smaller. firing hole sizes I'd recommend be no less than 5x5. The only problem with the firing holes is that if you use missiles and the target's moving by before you fire, then you do, the missiles use a target lock feature which will cause them to follow the target ship. If you're not careful, you could blow yourself up in the process of blowing them up. (yes, self-inflicted death by shots and collisions are possible now)
»jabjabjab Posted July 18, 2009 Report Posted July 18, 2009 (edited) Sounds like fun, all though I love the map you were making. I also made this.. hope it works the way i wanted it (first time exporting it as a .x . The outer torus should spin but not move, and the inner sphere should spin too. In the center of it all place a flag. The texture seems rly crappy so i might redo that. also if anyone knows how to smooth the edges to only a fraction plz tell me (using blender) i already made a 3d flag, so if you want it ill post it. (hint: It's in my avatar) Edited July 19, 2009 by jabjabjab
»jabjabjab Posted July 23, 2009 Report Posted July 23, 2009 (edited) Here's something small I made in MilkShape 3D... and yes the shwartz thingy was MillMan's fault because of his rediculous macro buttons.. Oh yeah and for some reason i could just run straight through the object.. any way to thicken it to prevent this? Edited July 23, 2009 by jabjabjab
MillenniumMan Posted July 24, 2009 Author Report Posted July 24, 2009 Here's something small I made in MilkShape 3D... and yes the shwartz thingy was MillMan's fault because of his rediculous macro buttons.. Oh yeah and for some reason i could just run straight through the object.. any way to thicken it to prevent this? Ok, I thought that was just a creepy come-on... Actualy, you can edit the macro insults in the macros.txt file. When you say you could run straight through the object, what do you mean? The UFO thing you made in-game? The object collision isn't perfect, and sometimes you can get repped through a wall by you enemies. But if the walls are as thick as 5p (average diamater of a ship) then the ships shouldn't be able to pass through.
Samapico Posted July 24, 2009 Report Posted July 24, 2009 Yeah, make sure it's a solid object with thickness, and not just a surface.. though I don't even know if it's possible in milkshape. May the Schwartz be with you I love that movie.
»jabjabjab Posted July 24, 2009 Report Posted July 24, 2009 Well As far as milkshape goes, i dont know thickness well.. i just duplicate the object and scale it by a small fraction and reverse faces or w.e.
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