New Project: Bombing Mission!

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"Hands" can be textured on. I am modelling 'More detailed' stubs that will capture the concept art just fine, I think. No need for fingers to be seperately modelled etc
Yeah, textured-on hands look just as good as fully-modeled hands.

54391435.jpg


Jokes aside, it should be fine as long as the model is decent and the texture is good. We don't have to worry about animations, as there's none used in the game.
 
How's something like this?

WEDGETEST2.png

2010-05-28_2254.png


I know it's really rough and needs a lot of tweaking, but individual fingers really arent necessary. I'll do it if I have to though.
 
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"Hands" can be textured on. I am modelling 'More detailed' stubs that will capture the concept art just fine, I think. No need for fingers to be seperately modelled etc
Yeah, textured-on hands look just as good as fully-modeled hands.

54391435.jpg


Jokes aside, it should be fine as long as the model is decent and the texture is good. We don't have to worry about animations, as there's none used in the game.
Oh wow now I want to go play Ocarina of Time.
 
A hand is a hand.   If you model one, it can be used for basically all hands.   A little stretching here and a little scaling there, maybe mess with the texture and it's done.
 
How's something like this?

WEDGETEST2.png

2010-05-28_2254.png


I know it's really rough and needs a lot of tweaking, but individual fingers really arent necessary. I'll do it if I have to though.
Wow who knew Wedge in remade chibi version can actually look good. Nice job NCS!! ;D
 
Second type of lo-res hands looks way better. :o I'm lovin' it.
So do you think you'll be able to implement this to the psx version?? Since you're the expert on those stuff. :)
 
Wedge is about 90% done now, I'd say.
http://ncs.millenia3d.net/Wedge/WIP/WEDGE.png

So do you think you'll be able to implement this to the psx version?? Since you're the expert on those stuff. :)
As it stands, even if through some sort of unholy magic he was able to import custom models into the PSX version, The original models were made at such a low poly count for a reason. The psx would lag like hell if this was imported, just take a look at the difference in poly count between the original and the new model.
http://ncs.millenia3d.net/Wedge/WIP/WEDGEWIRE.png
 
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So its not possible then?? He'll need a new model with low poly count. Damn Gemini have a very hard project.
 
Actually, the best thing to do would be to take the textures from the TA project when they're done and just map the old models onto low-rez versions of the new textures - with the low resolution, it shouldn't be too noticable. That's what Gemini did with millenia's battle texture for the Buster Sword.
 
no one has clamed the mono drone. what file name if it in the lgp file and ill give it a go. id search my self but the viewer/extractor i have is unstable and would take me ages to find it
 
If it's biturn, I completely agree with you about the instability xD. Takes forever to load a folder if the whole LGP has been dumped in there.
Nevertheless, Create a new folder inside the battle contents folder and name it something related to the Mono Drive. Then drag all files from asaa to asda into the new folder, and you're free to mess about relatively lag-free in biturn.
 
Actually, the best thing to do would be to take the textures from the TA project when they're done and just map the old models onto low-rez versions of the new textures - with the low resolution, it shouldn't be too noticable. That's what Gemini did with millenia's battle texture for the Buster Sword.
So that means no models will be changed in his project?? Only the textures?? Well I guess its the best thing to do. But if he does change all the textures in the psx game wouldn't his progress be faster than the TA since he only changes the textures not the models??
 
Depends if he textures everything himself or not. If he's using TA textures, It'll only go as fast as the TA project progresses, that is, if Gemini is actually taking it to a full fledged project. From what he's posted though, I'm not sure the PSX can take more than maybe 2 or 3 textures in the VRAM at any one time.
 
well i redone the drones head but when its loaded in biturn its main dome is missing theres only the tenticles but heres whats there so far..... hight be at bit to hith detail for it to run so ill dumb it down later

that is the original shape atm only textures have been changed
also with the name mono drone do you think i should try and make it more... well robot like?


New Version no actual changees to the model per say i just rearranged the tenticals and textures
Side view

Head on veiw
 
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I like what you did there, but remember, we can't use Bump or Reflect maps in FF7, The engine can only handle some very basic lighting, and that's only for Field models - The battle system has no lighting at all. So Mono Drive has to have one diffuse map that makes it look as though it has realistic lighting etc. (Not saying you can't add in psuedo-reflections onto the diffuse map, Square does it ;) ) Besides, UV mapping comes after you build the new model, and then you can create a texture based on that UV map. So yeah, you have to be pretty artistic about the lighting and such for the textures. If they're lighting-less, they won't look good ingame
 
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ah so no bump effects on the textures and no reflections, thanks what about transparency?
 
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