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#31 Halfbreed

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Posted 28 May 2003 - 06:21 PM

Hey. Thanks. It's really just a logo.

What I did was take that tank render, resize it, and came up with a text logo... smile.gif

if you would like the .psd file for it, i can do that.

#32 The unProfessional

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Posted 28 May 2003 - 06:25 PM

Hey Halfbreed,

Sure, the psd would be cool... I can base the menu graphics on the same sort of theme you used for the title text. When I get around to that, the psd would be a good reference.

Also, how low do u think u can get the poly count :- (no need to go lower than 5k).

Thanks

#33 Halfbreed

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Posted 28 May 2003 - 06:44 PM

Well if I take out the tank i come up with 7.15kb (had to make text a tad smaller)

with the tank its 16.7kb and the whole logo is smaller in size

#34 The unProfessional

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Posted 28 May 2003 - 07:11 PM

Hey halfbreed.... actually, i meant the poly count for the tank model. I'm not worried about the size of the image smile.gif

#35 Halfbreed

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Posted 28 May 2003 - 07:30 PM

My Bad...Got a little confused. I didn't actually make the tank model so i have no idea how many polygons are in that thing, sorry... blink.gif

#36 The unProfessional

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Posted 28 May 2003 - 08:35 PM

Aww... okay... that makes sense then =].

#37 the_Watchers_eye

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Posted 28 May 2003 - 10:12 PM

The current poly count is 7800 on the tank, my friend is going to try and cut it down...

#38 Bearhug

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Posted 29 May 2003 - 01:32 AM

Brilliant job guys, keep up the good work.

Unprofessional looks like your going to have a hit on your hands here.



#39 Wishi

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Posted 29 May 2003 - 09:59 AM

I don't know how close up the tanks are gonna be viewed in the game, but if you're going for 16 tanks (possibly all on screen at once) then are the extra details on the_Watchers_eye's modeller's tank (phew) really needed.

The ladder, the aerial, the "wheels" in the treads and all the little individual details surely could be done with textures.

Just don't want to see any (or little!) slowdown wink.gif

#40 The unProfessional

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Posted 29 May 2003 - 11:19 PM

Yeah, that's what i was worried about wishi. That's why i keep asking to cut down the details a tad and model them via textures a bit more smile.gif. Potentially, every tank can be on screen... and you'll never see a tank TOO closely... especially from the front - if you do, you're probably already dead.


In response to bearhug... I hope so. For a free, homebrew game, i home people have a great time with this one. =]

#41 Bearhug

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Posted 30 May 2003 - 05:28 AM

I'm sure they will, I'm hanging for this one now biggrin.gif

#42 Heet

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Posted 30 May 2003 - 05:43 AM

Damn, nice. With the team building mechs, Doax girls getting nude/a new wardrobe, Doa getting skinned, New halo maps being worked on and lots of homebrew games out and/or being worked on. It looks pretty good for the game mod future.

#43 The unProfessional

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Posted 30 May 2003 - 08:56 PM

Here's a small video of the octree tests for the Jihad mapbuilder. It's glitchy though, only because the machine i was running it on was also encoding the movie at real-time... otherwise it's fast =]

http://www.theunprof...hots/octree.wmv

#44 chilin_dude

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Posted 30 May 2003 - 09:04 PM

QUOTE (The unProfessional @ May 30 2003, 10:56 PM)
Here's a small video of the octree tests for the Jihad mapbuilder. It's glitchy though, only because the machine i was running it on was also encoding the movie at real-time... otherwise it's fast =]

http://www.theunprof...hots/octree.wmv

Just downloaded it and i must say it looks surprisingly nice, how big is that patch of land in comparison to the tank?
Keep it up team!

#45 The unProfessional

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Posted 30 May 2003 - 09:27 PM

You're seeing a very zoomed-out view. That patch of land represents 500x500 feet. Tanks will be to scale.




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