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Posted: Wed Aug 23, 2006 3:31 pm
by RC-1290
Rebukot, I hope you like the screen I sent you of the Mauler I'm making for you. Good work you done here BTW. I think it might help to use the Bevel tool at some places, but still...

Posted: Wed Aug 23, 2006 4:16 pm
by $iniSTar
http://ca.msnusers.com/Paladinsigs/shoe ... hotoID=184



http://ca.msnusers.com/Paladinsigs/shoe ... hotoID=183


Here's Shep's Mauler , this didnt take long , the thing is he has no idea how to import these models to the game, so I 'd suggest working together because this sort of thing is like a hobby in development for him, he's eager to learn and help someone out.

PM me if you need contact info.

Posted: Wed Aug 23, 2006 4:53 pm
by Rekubot
RC-1290, your mauler looks great, easily better than my own, but to be honest I'd much rather use the one that I've made myself, and have you concentrate on your own project ;). I hope you understand, and that I haven't unintentionally wasted your time. (You can still make it of course, but unless you can export it to MSH fully textured and workable I'd still rather use my own. Looks great though.)

@$iniSTar: Now that is awesome, I can tell that your friend has been working on this for some time (or he's just an extremely experienced modeller, either way :P). It totally blows mine out of the water. Unfortunately I get the feeling that the model's very high poly, and won't be supported by BFII. You'd be better off asking one of the more experienced modellers about these sort of technical things.

Thanks for all the support guys, I'll have a better textured version up soon.

Posted: Wed Aug 23, 2006 4:54 pm
by DooFi
please make it more accurate. Those cubes look terrible to me, since there are no cubes on the EAW model. ^^

Posted: Wed Aug 23, 2006 5:16 pm
by Rekubot
The cubes are already removed. There are actually blocks on the tracks in EAW but half an hour ago I realised they look stupid. Know that I'm not actually going for accuracy though (as much as I love it), because this is my first proper model (and certainly the most advanced) and I want to try and keep things simple. Every beginner has to start somewhere ;).

Edit: Here's some updated pics. I'm still not very happy with the textures but I am getting there at least ;).

Back:

Image

Front:

Image

Side:

Image

General view:

Image

Posted: Thu Aug 24, 2006 4:03 am
by Laser_shot
looks just like EAW nice job :wink:

offtopic : this is my first post in months ! crashed computer, lost my pass,email problems and blablabla :D

Posted: Thu Aug 24, 2006 8:29 am
by Rekubot
Thanks Laser_shot, here's a small update. As you can see the blocks are back in but now they're in the correct place. Hopefully it looks a little bit better. I've also widened the 'wings' a bit more.

Image

Posted: Thu Aug 24, 2006 8:47 am
by Moving_Target
Sweet! Way to go Rekubot! Great job! Looks like it came from EaW. And the texture is better! Great job!

Posted: Thu Aug 24, 2006 9:09 am
by Ipodzanyman
yeah, that is a better texture...

Posted: Thu Aug 24, 2006 9:23 am
by Rekubot
Thanks guys. I read in a tutorial somewhere that if you're making a model that has weapons you have to freeze all transforms. This makes all the hardpoints have their co-ordinates changed to 0. Then you're supposed to go into BConstructor and put all the co-ordinates back in. Since that was a BF1 tutorial though, I'm not sure if you still have to do that. Would that be a waste of time or do I still have to do it?

Posted: Thu Aug 24, 2006 9:31 am
by maxloef
dont do that do this:

Select the hardpoint (example hp_fire1)

At the right side in XSi there is a button that says freeze, presss it :P

do this with all Hp's

export: Finished

Posted: Thu Aug 24, 2006 2:41 pm
by DooFi
model is much better now, but the tex is real junk, sorry.. ;)

Posted: Sat Aug 26, 2006 10:51 am
by Ipodzanyman
I'd actually like to put that ship into my map, so if you finalize it soon and release it you'll find it in Republic Dooms Day....

Posted: Sat Aug 26, 2006 11:21 am
by Rekubot
Hey Ipod, are you aware that it's not actually a ship? It's a ground vehicle. If you still want to use it then PM me, I finished this thing a couple of days back. (Still the same texture though)

Posted: Sat Aug 26, 2006 12:24 pm
by [SBF]ATATFIGHTR
The Tie Mauler looks great. Does it fire just like in EAW or something like a Tie Fighter?

Posted: Sat Aug 26, 2006 12:32 pm
by Rekubot
It fires like it does in Empire At War (I believe it's a short three-round burst), but in my map it sounds like a tie fighter firing.

Posted: Sat Aug 26, 2006 12:41 pm
by [SBF]ATATFIGHTR
Awsome, maybe I will want to us it in a map I may make in the future.

Posted: Sat Aug 26, 2006 1:59 pm
by RC-1290
Are you sure you don't want to use my version, I'd be glad to send it....
Image

Greetings Rc-1290'Dreadnought'

Posted: Sat Aug 26, 2006 2:56 pm
by Rekubot
Not unless you can texture it I'm afraid. Though I have to admit that your tie mauler could very well be a duplicate of the EAW version, it's that accurate!

Posted: Sat Aug 26, 2006 8:48 pm
by Ipodzanyman
why don't you guys work together on this?