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Messages - TheWall

#1
Battlezone 1 / Re: Razor model...
December 22, 2009, 10:35:11 PM
Quote from: iron maiden on December 22, 2009, 07:18:33 PM
Hail Pink Floyd.

FINALLY, since the inception of "TheWall" in BZ back in '98, when it was birth'd as "[PFL]TheWall" (PinkFLoyd) the literal "one man clan" Fuzzy Pink Armadillo had actually asked at one time if he could join...)........... If there are... ever any surviving ACTINET players, they'd (you'd) recognize the "one man clan" ("[PFL]"). "{911}" was just "... another brick in TheWall..."


ALL in ALL.........
#2
Battlezone 1 / Re: Razor model...
December 22, 2009, 05:01:41 PM
Quote from: Blunt Force Trauma on December 22, 2009, 10:13:17 AM
Uh-oh

The slow cancer of modification from a perceived reality.    :evil:



:? I really perceive that I've missed something somewhere along the line... or maybe its a perceived reality...
#3
Battlezone 1 / Re: Grizzly model...
December 22, 2009, 12:42:38 PM
#4
Battlezone 1 / Re: Razor model...
December 21, 2009, 10:50:50 PM
Still trying to stay ultra low poly, in the BZ1 theme... Obviously its easy to add polys ;-)

The gun position(s) in the intro are too high... looks very cool, "but".... So while trying to go with that concept I just swung the gun pod down from the intro so it fires under the nose... After I got it done, I'd actually thought the same thing could be done to get the guns OVER the nose

#5
Battlezone 1 / Re: Razor model...
December 21, 2009, 08:32:47 PM
INTRO... GUNS.... (hmmmmmmm....) "I'm on it!" (looking at the intro)
#6
Battlezone 1 / Re: Grizzly model...
December 21, 2009, 07:34:39 PM
Quote from: Avatar on December 21, 2009, 07:15:10 PM
Very!  How many polys?

I cant really answer that... The biggest reason is that all of the decoration (decals, painting, etc.) is actually "INLAYS", or in other words embeded solids... so the poly count would be insane... BUT for use in game, the handles are actaully 4 sided, with a chamfer on the corners (FEW polys), the grills are only 2 sides per rung. I'd actually REDUCED the polys on the base model from the original ingame model.

hehe... the "TEXTURE" I used for the GREEN on the hull etc. is actually the PARANOIA pre-game ICON/MAP!  :-o





EDIT

It actually makes that old LOW POLY Grizz look fashionable, doesn't it!? (I actually think I could hand count the polys on it... I THINK that makes a pretty low poly model!?)
#7
Battlezone 1 / Re: Grizzly model...
December 21, 2009, 06:10:36 PM
What a Grizzly looked like before you bumblers started beating the #$%^ out of'm...




#8
Battlezone 1 / Re: Grizzly model...
December 20, 2009, 10:24:23 PM
I'd PM'd Josiah to get him the CAD-ified tank (parts), bumper... went rummaging around for the bumper to get it ready, and well... one thing lead to another...



Trying to get it to look more proportional to the ART, so I scaled the Z (only)





And with the "East/West BUG"  :wink:



#9
Battlezone 1 Patch Board / Re: Battlezone Modeling
December 20, 2009, 05:32:05 PM
As far as the actual etching, in the environment I grew up in, that is pertty simple... HOWEVER deciding WHAT to etch/scribe/LIGHTLY engrave is another issue, that is where all the subjective stuff starts coming in. I've also done plenty of that (IE - CocaCola, Ball, etc., etc.) but had pretty good references for what it SHOULD be.

http://i1016.photobucket.com/albums/af281/kmckenn_bucket/Glass/KevinStrimSGI.jpg (1999)

http://i1016.photobucket.com/albums/af281/kmckenn_bucket/Glass/CoorFootballMould.jpg

http://i1016.photobucket.com/albums/af281/kmckenn_bucket/Glass/CoorFootballBeerBottleS.jpg
#10
Battlezone 1 / Re: Grizzly model...
December 20, 2009, 04:35:28 PM
I converted the NURBS surfaces to MESH and exported to 3DS and loaded it into 3DS... saved it as a .max file. Anyone that would like the exported CAD version, let me know......
#11
Battlezone 1 / Re: Grizzly model...
December 20, 2009, 02:55:58 PM
Av- I was thinking about going back FROM CAD to a NEW POLY model for use in the game! CAD to 3DS to ???
#12
Battlezone 1 / Re: Grizzly model...
December 20, 2009, 02:16:15 PM
I stumbled upon the RENDERING settings I'd done the CG with... Kinda liked it so I player just a little with it, enough to where I liked it in a IN GAME sort of Concept ARTWORK.



BattlezoneRetroWALLpaper (1080x1920) http://i1016.photobucket.com/albums/af281/kmckenn_bucket/BZ-Album/BattlezoneRetroWALLpapaer.jpg

Crap.. Photobucket downsized it!
#13
Battlezone 1 / Re: Grizzly model...
December 20, 2009, 01:46:59 PM
Here's one, for "food for thought"....

Since the IN GAME model now exists in the CAD domain, I decided to play with finding the CG of the Grizz.... And I can recall many-a-conversation regarding how the NOSE of the Grizz keeps from Bulldozing the terrain.



So, I mirrored the main engine thruster location over the CG (represented by the sphere in the center) to obtain the location required for the balance/counter thruster...  EHHH-HEMMmmmm so... if anyone who has input into the game units might find this tid bit of information "interesting".

RE: Which IN GAME model I extracted.... "1.0", from where I had the CD contents copied to my HD many-a-year ago.

Since the "1.0" Grizzly is NOW tweaked to CAD standards, should "we" (not me, I don't know $#%^ about how to get there) use the new CAD PERFECT Grizzly????
#14
Battlezone 1 / Re: Grizzly model...
December 20, 2009, 11:12:26 AM
OK,

http://i1016.photobucket.com/albums/af281/kmckenn_bucket/BZ-Album/GrizzlyINGAME-MakeOver.jpg (The original POLY model is BLACK)

For now, I have a functional evaluation copy of 3DS 2010, and have successfully extracted some IN GAME models, and ported them to the CAD software.

I've made a lot of extremely minor corrections to the IN GAME Grizzly model to correct symetry issues, be more suitable as eye-candy in the "real world", and slightly bettter for moulding/manufacturing.

An abberviated list of some minor corrections made:

#1 - The "turret" in the IN GAME model is slightly oversized to where it mates on the "hull" - CORRECTED
#2 - Where the main "Cannon" meets the turret, the turret was back-drafted, and the Cannon was slightly wider than where it mated to the turret - CORRECTED (GREEN)
#3 - The secondary Cannon (? - above the main Cannon) was not centered over the main Cannon, and minor corrections made to accomodate the backdraft corrections made to the turret (#2) - CORRECTED (GREEN)
#4 - The Rear Engine Pod did not porperly mate to the back of the hull, which also required many very minor changes to the rear engines. - CORRECTED (MAGENTA)
#5 - The Main Engines (side) were required minior changes to accomodate changes made to the back of the hull, Rear Engine Pod, and alignment of verticies to the sides of the hull. - CORRECTED (CYAN)
#6 - Rear Engine Pod hangs-over the hull on the bottom side, creating numerous modeling/manufacturing issues, let alone esthetic and engineering issues from '60's technology ;-) - CORRECTED (BLUE)
#7 - Many many many, very minor, verticie and poly, asymertry issues - CORRECTED (GREEN)

A side effect of a lot of those very minor corrections is actually a REDUCTION in the poly/trinagle count!
#15
Battlezone 1 / Re: Grizzly model...
December 19, 2009, 04:25:57 PM
OK, that's interesting too. So... if anyone can/will get me a copy the original IN GAME units in a 3DS format (primarily the Grizzly and Scout for now), I'd appreciate it very much.

In the mean time, I'm taking a que from Josiah, and as I type this, DL'g an evaluation copy of 3DS 2010, to hopefully act as a translator from dummies utility to 3DS, making it usable to me for making a "real world" Grizzly (etc.).

Any help is apperciated... and if not.... "DON'T WORRY ABOUT MEEeeeeee....."  :cry:  :cry:  :cry:

:wink: