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#201 Guest_Azrael_*

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Posted 27 January 2007 - 07:46 AM

Excellent.

#202 Vaaish

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Posted 27 January 2007 - 09:11 AM

ok. now you need to make sure that the outer walls are 1 meter thick according to that block so they match the rest of the complexes. after that you also need to cut the height of the walls down to the same level as the other buildings and split the top level from the lower level so we can hide if the player is zoomed in that far.

#203 gu35s

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Posted 27 January 2007 - 02:14 PM

1 meter thick walls is within 25x25 or outside?
What is the size for player box?
What's the wall height of each level? If the height got too compressed, should I just compress Z scale of Spire or change the design accordingly? Maybe edit the spire to go up to top level?
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#204 Vaaish

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Posted 27 January 2007 - 04:29 PM

1 meter thick INSIDE the 25x25.

hmmm.. probably the easiest thing then would be to fix the outer wall asize and the paste the interior part into an existing module shell that I've attached.

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Edited by Vaaish, 27 January 2007 - 04:36 PM.


#205 gu35s

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Posted 27 January 2007 - 06:17 PM

Actually, I used the lab.3DS as sample. So I manage to throw in the real servers too. Edited the spire to fit into 2 levels.

image1
image2

I am not sure of the size of player box so I just use 1x2 meter box.

Edited by gu35s, 27 January 2007 - 09:45 PM.

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#206 Vaaish

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Posted 27 January 2007 - 07:35 PM

go ahead and put everything inside of that shell I posted... it lines up better between the levels than what you posted since it was designed from the ground up to be two sotry. I also think there are too many servers in there.,,, remember most of the processing is in that central core. also I posted the scale block you need to use to ensure the inside of the section is scaled correctly. use it.

#207 gu35s

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Posted 27 January 2007 - 08:00 PM

Actually, the red grid thing is the exact same size as the scale block.

I'll throw in the the things into the shell now.
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#208 Vaaish

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Posted 27 January 2007 - 08:16 PM

in that case you are fine on the scale block.

#209 gu35s

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Posted 27 January 2007 - 08:20 PM

The base facility shell walls you posted is 1.5m thick

Edited by gu35s, 27 January 2007 - 08:20 PM.

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#210 gu35s

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Posted 27 January 2007 - 09:15 PM

Finish Editing.

The server I got from lab.3ds is taller than the facility shell's wall. Adjusted.

Rendering.
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#211 gu35s

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Posted 27 January 2007 - 09:44 PM

PsychTrainFacility_rndr01
PsychTrainFacility_rndr02

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Edited by gu35s, 29 January 2007 - 04:51 AM.

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#212 gu35s

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Posted 28 January 2007 - 05:01 PM

Alien Console (?)

Edited by gu35s, 29 January 2007 - 04:52 AM.

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#213 kafros

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Posted 28 January 2007 - 09:13 PM

Wonderful stuff as always, gu35s! Keep up the good work! :D

#214 Guest_Azrael_*

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Posted 28 January 2007 - 10:15 PM

OMFG that's beautiful!

#215 gu35s

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Posted 28 January 2007 - 10:35 PM

I just wish that I know how to texture ~_~ Been trying to, and making a bit of progress but not enough to make a good texture =\
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#216 gu35s

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Posted 29 January 2007 - 04:50 AM

psychtrainfalv6_img1
psychtrainfalv6_img2

Cleaned up some unneeded polys that can be fixed by using texturing i.e. monitor screen, keyboards, etc.
And edited the spire to be less messy for similar reason.

Is it just me or it feels very spacey? probably would be better after texturing... can someone help with that, please?

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Edited by gu35s, 30 January 2007 - 07:04 PM.

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#217 Mad

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Posted 29 January 2007 - 05:22 AM

Just a quick question, did you have someting special in mind with those two "phone boths" ( the one in the entrance area is the one most puzzeling for me.) No offense meant, just checking, because I can't think of sth spontanious.
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And no, this is not a quote from the Simpson's movie, I want it on paper, that I actually wrote that quite some time before the movie came out.

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#218 gu35s

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Posted 29 January 2007 - 05:34 AM

uh, phone booths? you mean the red scale block? I would replace them with character model if I have em, but it seems that the ones I found are .max files and I couldn't open them with blender =\ (or I just simply don't know how)
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#219 Mad

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Posted 29 January 2007 - 05:43 AM

uh, phone booths? you mean the red scale block? I would replace them with character model if I have em, but it seems that the ones I found are .max files and I couldn't open them with blender =\ (or I just simply don't know how)

Ohh, I see, so those won't be in the final model then. Thanks! :)
Keep smiling while dying

Of course I have gone mad with power! It would be completely ridiculous to go mad without power!
And no, this is not a quote from the Simpson's movie, I want it on paper, that I actually wrote that quite some time before the movie came out.

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#220 gu35s

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Posted 29 January 2007 - 08:30 PM

I have been trying to texture the bottom of spire for a few hours now. It's official, I suck at texturing...

Anyway, I can unwrap okay, do the bits of photoshop and able to put it down on uvmap, but I can't seem to be able to render the texture. Still trying a few things.

If there is anyone who can help with texturing, please do.
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#221 NRN_R_Sumo1

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Posted 30 January 2007 - 01:20 PM

What modelling program are you using?
If you need help doing the actual textures, I used to do modelling for another old old game aside from X-Com, so I have an amount of doing nice wrapping textures depending on Scale.
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#222 gu35s

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Posted 30 January 2007 - 06:59 PM

I use blender, and I found the way to unwrap and texture it. It sucks so bad I am too embarrassed to show it....

I thought something looked really odd, so I looked back to Vaaish's sketch, and found the model of spire is different. Here is a new version of the spire that is closer to Vaaish's sketch.

Posted Image

Posted Image

Sumo, you can always download the previous zipped blender file if you would like to. I attached this version's too.

Attached Files


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#223 gu35s

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Posted 31 January 2007 - 07:31 PM

A redo of Stun Launcher.

@Vaaish: It seemed that my brain wasn't grasping when you said don't think of the sleeve as cuffs before. How is it now?

Edited by gu35s, 01 February 2007 - 06:00 PM.

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#224 gu35s

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Posted 31 January 2007 - 10:32 PM

Psi-Amp_v1_rndr

Edited by gu35s, 01 February 2007 - 05:59 PM.

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#225 Vaaish

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Posted 01 February 2007 - 06:27 AM

Posted Image

I really don't think the stun launcher works very well, the first looks a bit too phallic and the second a little plain. Alien weapons should look "cooler" than human ones if possible.

#226 gu35s

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Posted 01 February 2007 - 01:43 PM

oops. second is psi-amp. not stun launcher.

For first one. Other than the weapon itself, how is the "sleeve"? Maybe I can start modeling alien weps where the sleeve is formed with the weapon itself rather than the "cuff" style I made before.

phallic.. very interesting choice of word. http://en.wikipedia.org/wiki/Phallic are you sure?
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#227 Mad

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Posted 01 February 2007 - 02:44 PM

Actually it might be a bit phallic... But who says the Aliens don't have to compensate...? ;)
But something else "bothers" me more: I get the feeling this weapon (actually both models - the weapon and the psiamp) is a bit... unwieldily/bulky. I know it's good tradition that Alien weapons have to be all about tearing your arm off if you try to lift them, but maybe you could try to make them a bit more practical (read: slim)? :)
Keep smiling while dying

Of course I have gone mad with power! It would be completely ridiculous to go mad without power!
And no, this is not a quote from the Simpson's movie, I want it on paper, that I actually wrote that quite some time before the movie came out.

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#228 gu35s

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Posted 01 February 2007 - 05:57 PM

LOL

yah, I have that feeling too. The more I look at it, the more i feel like they could be spaceships instead :P

Anyway, here's the v2 and v2b of psi-amp.

Edit: 2b is the ones above. The ones to the right are just testing the subsurf version.

Edited by gu35s, 01 February 2007 - 11:08 PM.

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#229 Mad

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Posted 01 February 2007 - 06:49 PM

Better... but what's with the handle? Are you supposed to hold this thing one-handed? In this case it' terribly unbalanced and we'll hear from the union pretty soon... ;)
Keep smiling while dying

Of course I have gone mad with power! It would be completely ridiculous to go mad without power!
And no, this is not a quote from the Simpson's movie, I want it on paper, that I actually wrote that quite some time before the movie came out.

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#230 Darkhomb

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Posted 01 February 2007 - 06:58 PM

You do a very nice job very quick keep it up, that new render to me makes it seem like you arm is supposed to go inside, as it would incase your arm, i agree with mad, off balanced that would be fine if you would add another handle for a second hand...

#231 Guest_Azrael_*

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Posted 01 February 2007 - 08:54 PM

How about having it actually need for the hand to be inserted? worn like a glove (of sorts), the interior would be filled with Alien Composites that would adapt to the hand of whatever Alien.

#232 gu35s

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Posted 01 February 2007 - 11:06 PM

There. Psi-amp v3.

Although it seems that the second handles are quite awkward... what do you think if I take out the second handles, and the second hand can be placed under the rails instead?

@Azrael: Do you mean the stun launcher or the psi-amp? I'll model another one for glove like psi-amp later and see how it looks.

Edited by gu35s, 02 February 2007 - 06:46 PM.

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#233 Mad

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Posted 02 February 2007 - 06:18 AM

I'm not quite sure whether the Psi-Amp was a "one handed" or "two handed" operated device. Zombie? :)
As for placing the hand under the rails: Might be a good idea, because otherwise it's unbalanced again (now to one side). So maybe you could make a handle/grip area under the rails, or even on top of them (just like a chainsaw... :) ) But in the second case I wonder if it might not be better to have the rear handle the other way around (turn 180)
But let's see the glove version.. :)
I definetly love the new front part! Really cool!
Keep smiling while dying

Of course I have gone mad with power! It would be completely ridiculous to go mad without power!
And no, this is not a quote from the Simpson's movie, I want it on paper, that I actually wrote that quite some time before the movie came out.

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#234 Vaaish

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Posted 02 February 2007 - 06:49 PM

why is the psi-amp getting to be so huge? it should be small... handheld or possibly even headgear

#235 gu35s

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Posted 02 February 2007 - 06:49 PM

PsiAmp_v3b. Edited the second handles to the rails.

PsiAmp_v4. Glove version. Or more like gauntlet version.

Something keeps nagging me bout v4, but I can't tell what. Maybe some input and suggestion would help. (or even just say "SCRAP IT!" would be fine too :P)

I think the next one I am going to edit v3b so the end handle is connected on both end of handles rather than just one.

Edited by gu35s, 03 February 2007 - 02:41 AM.

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#236 gu35s

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Posted 02 February 2007 - 09:13 PM

PsiAmp_v3c

Edited by gu35s, 07 February 2007 - 01:53 PM.

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#237 gu35s

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Posted 02 February 2007 - 09:30 PM

why is the psi-amp getting to be so huge? it should be small... handheld or possibly even headgear


Oops, missed that post. *Discarding psi-amp_v4*

HEAD GEAR! That'd be nice. Maybe I can make more of a headband :P

I don't remember if the psi-amp was 1x2 or 1x3. Is there any size/block constraint or is it free for all? Maybe I can make some kind of head gear with 2x2 setting.
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#238 Guest_Azrael_*

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Posted 02 February 2007 - 10:20 PM

if we are to follow X-Com, can't be headgear.

#239 gu35s

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Posted 02 February 2007 - 10:49 PM

Why not?

Anyway, here's psi-amp_v5 (head gear psi-amp concept). Too tired to go for details right now, so maybe some other time to pursue this idea.

Edited by gu35s, 03 February 2007 - 02:42 AM.

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#240 gu35s

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Posted 03 February 2007 - 02:38 AM

added details. still not very good. probably going to scrap this version. I like version 3c.

PsiAmp_v5

Edited by gu35s, 07 February 2007 - 01:52 PM.

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#241 Guest_Azrael_*

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Posted 03 February 2007 - 11:11 AM

Why not?

As I said, if we are to follow X-Com... Because in X-Com it was handheld, and changing it would alter gameplay, and the main idea behind Xeno was to stay as true to X-Com as possible, not changing stuff.
Also, there was no headgear in X-Com.

#242 NRN_R_Sumo1

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Posted 03 February 2007 - 03:26 PM

Well you know, you Could indeed make a headset, that acts as a BONUS to the Psi Amp, but removes the Helmet.
It would be rather balanced and wouldnt altar gameplay too awfully, although I do think using a Percent value rather than a Set value would make more sense for it xD

I say go back to the earlier versions of the Psi amp, and just stuff a handle on the side :D
Or, make it hook around the Elbow with the handle underneathe?
Or possibly on top hanging under the arm.
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#243 gu35s

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Posted 03 February 2007 - 03:59 PM

@Azrael: Oh, "if we are to follow". For some reason I think I read "we are not allow to". I must have been very tired when I read that :P

Sumo: The version 3c should be okay. since the back handle is connected on both end, and since the shape of the psiamp really have no up or down makes me thinks you can hold it any way you want it as long as the front is pointed to the target or at least away from you. So basically you can hold the back handle horizontally or vertically and still be able to hold the front handles on the rails, or as u said, elbow under it. Except if there is other suggestions for the secondary side handles?
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#244 Vaaish

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Posted 04 February 2007 - 01:14 PM

just trying to think outside the box here and get some new takes on the whole idea. if you think about it it makes alot more sense to have something that enhances latent psychic abilities around the head and not in the hand. THere are other difficulties to work with like characters using them couldn't wear helmets.

ok v3c doesn't look too bad, lets change that protrusion opposite the handle to fit around the users arm like it has to interface with his body, and to pull a really bad scifi reference, lke the wrist cannons off Earth Final Conflict.

keep the look of that protrusion the same just adapt it to fit over the forearm and rest in the palm

#245 gu35s

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Posted 04 February 2007 - 01:30 PM

Err. I don't quite understand. Which protrusion opposite the handle? I am not very sure what protrusion means o,O

Never watched EFC, and don't really know how it looks like. I just made the whole model up while I was making it.

Brain slow. Just wake up. *Slam head on table*
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#246 Vaaish

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Posted 04 February 2007 - 05:01 PM

turn the end that pokes out from the center the farthest into something that looks like it connects to the users arm without changing how it looks too much.

#247 gu35s

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Posted 04 February 2007 - 05:45 PM

I don't think my brain is kicking today.

Image

Edit the front so it connects to users arms like the one to left or right?

Wait. Or do you mean the front has some kind of connection to the holding arm at the handle? or do you mean that it's like a gauntlet where the whole forearm inserted and have a handle at the middle of the protruding section?

Or just tell me by pictures probably works better.

*Drink more coffee*

Edit: Actually, I think I'll take a quick nap. I hope that clear the fog.

Edited by gu35s, 07 February 2007 - 01:52 PM.

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#248 Darkhomb

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Posted 04 February 2007 - 07:51 PM

I think he means more of the line as we were talking about earlier, you made a glove attached to the handle, we are talking about the device being the glove, now I just copy pasted part of your image but you get the idea, make the end hollow and form to an arm.

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#249 Guest_Azrael_*

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Posted 04 February 2007 - 08:06 PM

I think he means more of the line as we were talking about earlier, you made a glove attached to the handle, we are talking about the device being the glove, now I just copy pasted part of your image but you get the idea, make the end hollow and form to an arm.

Yeah, remember Xeno is to follow X-Com, so we just won't have (at least initially) a two-handed psi-amp.

#250 gu35s

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Posted 04 February 2007 - 08:19 PM

Err. Vaish said, "the end that pokes out from the center the farthest", so I imagined it's the "CEEE( )" part rather than then "()]=)" part. But I may be wrong.

I ll try to put up a gloved handle as suggested first. And I think I have another idea for it. I'll post em up maybe around tonite or tomorrow.

Vaaish, um, simpler but more descriptive explanation, please?
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