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Old 02-15-2004, 05:22 PM   #1
Psyk0Sith
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Wip AT-TE

It's been a while since i posted something new but i've been working with AOTC:TC and i got decent progress on this thing so, why not showcase it here? .

Here's my version of the AT-TE, currently fixing some issues and still needs a walk cycle.

It fires a lazer from the 4 front turrets and missile from the cannon. It's 2150 polys for those interested.



Some in-game shots:
http://www3.sympatico.ca/psykopat/pi...c/shot0020.jpg
http://www3.sympatico.ca/psykopat/pi...c/shot0022.jpg
http://www3.sympatico.ca/psykopat/pi...c/shot0027.jpg

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Old 02-15-2004, 05:36 PM   #2
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is it animated?


People who sin say this: They had to, to survive. People who sin say this: It's too late now to stop. The shadow called Sin dogs them steadily from behind, without a word. Remorse and Agony are repeated, to finally end up at Despair. But sinners don't know that if they turn around, there is a light... a light which keeps shining on them ever so warmly. A light that will never fade.
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Old 02-15-2004, 06:02 PM   #3
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Like i said it needs a walk cycle...but i did a quick anim to make the legs move.

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Old 02-15-2004, 06:17 PM   #4
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...................

Perfection

Sweet model nice polycount too
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Old 02-15-2004, 07:52 PM   #5
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Nice model&skin




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Old 02-16-2004, 02:16 PM   #6
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Very Good, I must say, finally some news about this vehicle,

But , it's going to be a vehicle , isn't it?

Keep up the good work!


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Old 02-17-2004, 07:46 PM   #7
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Nice job, I cant wait to see this thing finished!
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Old 02-18-2004, 01:56 AM   #8
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Although specular textures wont do much for a land vehicle, some bump map textures could probably help bring out the realism, so if you want someone to do it, I could. and it probably wouldnt take me long (probably take me longer to do the shader file then the actual bump mapping process)


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Old 02-21-2004, 05:27 AM   #9
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After this, the "SPHA-T walker", and i can start my clone army

lol


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Old 02-21-2004, 05:32 AM   #10
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Quote:
Originally posted by Andy867
Although specular textures wont do much for a land vehicle, some bump map textures could probably help bring out the realism, so if you want someone to do it, I could. and it probably wouldnt take me long (probably take me longer to do the shader file then the actual bump mapping process)
omg i didn't know bump mapping was possible in JA
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Old 02-21-2004, 06:24 PM   #11
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I didnt know either...i guess Andy could give it a shot, tho i have a few things to take care of first.

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Old 02-23-2004, 10:58 PM   #12
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Oh dude that is goin to be SWEET. I was wondering can i ask what program you use. Also i was thinking you might wana change the texture to the feet. I don't know it just doesn't look right to the rest of the sweet design



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Old 02-24-2004, 12:24 AM   #13
Lil Killa
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He used 3ds maxand the feet look fine to me : / (third picture the feet are under water. (or fog)

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Old 02-24-2004, 06:19 AM   #14
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Yes, they are fine.

Can you tell us how much % it's done?
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Old 02-25-2004, 05:13 PM   #15
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I cant really put a % on the progress and i have to fix some bugs:

-Create a walk cycle
-Fix bounding box issues
-Add some tags to the feet/Add bones to the legs
-See if i can make the cannon behave like a head (so you can aim)
-Put the driver in the right position (sit behind the cannon)

Most of these are easy to fix but the cannon-like-a-head doesnt seem to work for now...or at least not the way i'd want it to.

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Old 02-29-2004, 06:51 AM   #16
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And now?
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Old 02-29-2004, 09:02 AM   #17
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Cool! Nice model and skin! I was hoping this would come out! Could I use it in one of my maps??


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Old 03-01-2004, 04:40 PM   #18
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Nothing much to update...

I added the extra bones to the skeleton (which turned out easier than i thought) but i'm having problems with the driver sitting behind the cannon.

It's fairly easy to do, but the problem is that the damn model wont use the sitting position, he's just got his legs on the side (like when you jump).

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Old 03-01-2004, 05:30 PM   #19
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Quote:
Originally posted by graves
omg i didn't know bump mapping was possible in JA
it's not really. All Andy's talking about is reapplying the original texture to the model in 3ds max as a bump map. Then texture bake it (render to texture) and then use a shader to blend the new bump mapped texure with the original. If done right it can look good, but if not it can look very bad.


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Old 03-18-2004, 12:22 AM   #20
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Any updates on the AT-TE?
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Old 03-18-2004, 01:01 AM   #21
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YEAH!! We are gonna get an AT-TE (All Terrain-Tactical Enforcer for you noobs). I have always wanted this!! All we need now is a SPHA-T, one of those Republic fighter tanks from the Clone Wars game, one of those Seperatist fighter tanks from the same game, and a Droid Starfighter and we got the whole Clone Wars. The Republic Gunship is already done (badly if I may say so, it only shoots rockets) and so is the Hailfire Droid released today at www.pcgamemods.com.

Is the AT-TE gonna have passengers enabled? If it does...SWEET!!
Also, is the AT-TE gonna have homing rockets or dumbfire rockets? I suggest NO rockets whatsoever. It should have a BIG beam thing for the main cannon. Maybe a super-enlarged Concussion Launcher blast????
Anyway, I can't wait!!




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Old 03-18-2004, 01:31 AM   #22
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No passengers yet (but it crossed my mind)

It shoots standard missiles and lazers for now.

My main concern is getting the walk cycle done and address some issues with the driver.

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Old 03-18-2004, 01:39 AM   #23
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Hmmm....interesting.
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Old 03-22-2004, 11:15 AM   #24
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yeah, interesting, keep a place to beta-test open for me. lol


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Old 03-22-2004, 04:43 PM   #25
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Just to let you know, Duncan and RenegadeOfPhunk (OJP) will be helping out with this project, mainly for a new vehicle class (and other problems i might have ).

I found an animator for the walk cycle, i just sent the file yesterday so i have no progress to report, at least things are still moving .

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Old 03-22-2004, 05:49 PM   #26
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I'll wait with patient, but update this topic often.


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Old 03-23-2004, 09:52 AM   #27
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Quote:
Originally posted by Psyk0Sith
Just to let you know, Duncan and RenegadeOfPhunk (OJP) will be helping out with this project, mainly for a new vehicle class (and other problems i might have ).

I found an animator for the walk cycle, i just sent the file yesterday so i have no progress to report, at least things are still moving .
there are some things about the walking cycle that Phunk and me discussed for the improved walker vehicle class. a walking cycle has a number of frames depending on the complexety of the real movement. the atst has for ex. 38 frames shown 20 fps. so the animation is 1.9 seconds long. the ATAT i am working on has a full waking cycle of 64 frames but showing only 10 fps. (the vehicles fps have nothing to do with the games fps!) so the ATAT walking animation is 6.4 seconds long. now the importent thing is, what hapens when you try to stop inbetween this animation. eighter it imedialtly jumps back to the starting frame what creats those ugly stakato movements or it shows the hole animation to the end. but this creats with a 6.4 second long animation a kind of moonwalk. you see, the lenght of the animation makes this problem more or less visible. now cause the ATTE is at least a six leged vehicle i suppose the walking cycle will be surely longer then then the ATST. so Phunk and me creating the ATAT walking animation cutt into four parts with four standing postures. this makes these problems less visible.

now i suggest a similar kind of solution for the ATTE, if it uses the same mod of OJP as the ATAT will. it would be good i i could contact the animator for the ATTE and we could discuss this.
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Old 04-02-2004, 12:56 AM   #28
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Any new updates?
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Old 04-02-2004, 05:42 PM   #29
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No news from the animator, so i guess we play the waiting game for now.

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Old 04-06-2004, 08:18 PM   #30
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Who is doing the Animating?
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Old 04-06-2004, 11:54 PM   #31
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Anakin (the project leader) of the AOTC:TC.

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Old 04-07-2004, 12:31 AM   #32
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Oh, good luck on getting that finished...I really would like to use it in my next movie.
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Old 05-03-2004, 01:31 PM   #33
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Post Update

The only progress i have done is the cannon can now be rotated from left to right (or up/down...havent decided yet).

Thanks to Keshire and Razorace for their help!.

I wanted to add passengers that could control their own turret, but it seems that would be impossible...or so i've been told.

So i guess only the animations remain.

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Old 05-03-2004, 03:12 PM   #34
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Well, that seems to be good


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Old 05-04-2004, 12:52 AM   #35
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Re: Update

Quote:
Originally posted by Psyk0Sith
The only progress i have done is the cannon can now be rotated from left to right (or up/down...havent decided yet).

So does that mean that the gun will only be able to move horizontally or vertically? I was hoping it could move in all four directions...

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Old 05-04-2004, 04:35 AM   #36
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Re: Update

Quote:
Originally posted by Psyk0Sith
The only progress i have done is the cannon can now be rotated from left to right (or up/down...havent decided yet).
For walker class vehicles the >thoracic< bone can be used to follow the crosshairs animation. i used that in the haifire droid if you look carefully (i suppose noone has seen that ). and if you rotate the bone in 3ds max, you can change the diredtion it turns, but it will be always one dimentional. so if you move the crosshair up/down, the model bone move right/left. but it has no affect on the aiming direction, at least i never had one.

with Phunk we are doing an additional walker class vehicle, so we get more bones to use in this way and for all directions. i hope to use that support for the ATAT, but the ATTE could use it very good too.
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Old 05-05-2004, 09:26 AM   #37
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I saw that, but I don't know how to use that


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Old 05-06-2004, 01:28 PM   #38
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sounds Very sweet If theres a beta out lemme Know am Dying to use this
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Old 05-06-2004, 02:27 PM   #39
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Hey, for the gun, could you make 2 thoracic bones, one linked to the other then make one be moving horizontaly and one vertically? Maybe it would work.
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Old 05-07-2004, 03:56 PM   #40
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Uh nope, i doubt you could have 2 thoracic bones at the same time.

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