Page 1 of 1

creating good 3d weapons graphics

Posted: Sun Apr 10, 2011 8:18 pm
by Flashbang232
cant we use 3dos for weapons

and use 3do classes?
its a 3d object, it should go good with the ta3d theme

like:
3d red laser.3do > light lasers, scout lasers
3d yellow lasers > jeffy/pt lasers/2 bomber lasers
3d green lasers > hlt lasers
3d blue lasers > BLOD weapons

just askin.....

Re: creating good 3d weapons graphics

Posted: Tue Apr 12, 2011 1:08 pm
by zuzuf
Weapons can use 3D models (OTA supports it, so does TA3D :wink: ). Missiles and rockets are rendered as 3D objects. Regarding classes, well it would reduce possibilities if it restricts the number of 3D models.

Re: creating good 3d weapons graphics

Posted: Sat Apr 16, 2011 8:21 pm
by Flashbang232
not restriction of 3d models, just a usual 3d model to use for certain types of lasers

can laser, hlt laser, core battleship, ddm laser, etc.... green laser 3do
commy laser, llt, ddm, ak, instigator, etc... red laser 3do
krogoth, ddm, penetrator, annihilator, sniper, etc... blue laser 3do

anything outside of that can have a custom laser 3do, like how people normally use them for special/custom weapons.

we could also recreate the dgun weapon by adding 3do object to it as well

Re: creating good 3d weapons graphics

Posted: Sat Apr 16, 2011 8:52 pm
by zuzuf
The d-gun is rendered as a 3D model in OTA :P (but it's mostly covered with sprites from bounce/explosion effects).

Regarding lasers, I really think the choice should be left to mod designers. Also unless you are looking at a (very) slow laser shot you won't see any detail on the object, only the color and global aspect (sharp, smooth, etc...). I'd prefer keeping billboards for the laser renderer and replace things with 3D models only when needed as it'll have an impact on performance (especially with a renderer lacking T&L acceleration like most Intel chips).

Re: creating good 3d weapons graphics

Posted: Sat Apr 23, 2011 4:37 am
by Flashbang232
sounds good. cant wait for laptop repair (should be next week!)


<fml>