Texture Transparency on Car/Helmet Models

Posted by spoodge 
Re: Texture Transparency on Car/Helmet Models
Date: October 15, 2009 08:09AM
Posted by: Mitsuro Sano
But the head movement would be terrible, if there is only one axis for 3 helmets :s
Re: Texture Transparency on Car/Helmet Models
Date: October 15, 2009 03:36PM
Posted by: senna9194
schroeder Wrote:
-------------------------------------------------------
> wow guys,
> this could it be ! but "heavens dome" is pretty
> high somethimes (i don´t know if the tweaker can
> make this distance).the upper helmets "just" has
> to get out of the visuable range, especially when
> you drive after a car in a far distance. but it´s
> worth a try.
> attach the hans and that stuff to the carshape
> (driver), reduce polycount and create nice lower
> lods, bingo... ;)
>
> matt

right;hans is a not visible part;it's difficult to see it.



My GPGSL Career
Re: Texture Transparency on Car/Helmet Models
Date: October 16, 2009 12:22PM
Posted by: spoodge
Mitsuro Sano Wrote:
-------------------------------------------------------
> But the head movement would be terrible, if there
> is only one axis for 3 helmets :s

That pretty much put's the finalizes that idea, it's transparency or nothing, and that's like 98% not possible too. Oh well....you learn a lot when experimenting ;) Gotta keep pushing the envelope.....where's Geoff when you need him? ;)
Re: Texture Transparency on Car/Helmet Models
Date: October 16, 2009 03:36PM
Posted by: senna9194
spoodge Wrote:
-------------------------------------------------------
> Mitsuro Sano Wrote:
> --------------------------------------------------
> -----
> > But the head movement would be terrible, if
> there
> > is only one axis for 3 helmets :s
>
> That pretty much put's the finalizes that idea,
> it's transparency or nothing, and that's like 98%
> not possible too. Oh well....you learn a lot when
> experimenting ;) Gotta keep pushing the
> envelope.....where's Geoff when you need him? ;)

i talked with him on msn;)

he said that he'll see what he can do;)



My GPGSL Career
Re: Texture Transparency on Car/Helmet Models
Date: October 17, 2009 08:30AM
Posted by: smorr
If you could ROTATE along an axis in tweaker....


xxxxHxxxx
xHxx=xxHx
xxxxHxxxx

Rotate along the = axis. I would think that this would likely be the most usable option / one that could possibly work. Just would require the proper tool to rotate, which, afaik, doesnt exist.

;)


The Flanker is gone. :(
Lol, i've seen some ideas, but this... this is beyond my imagination...

ROFL.. fantastic

_________________________________

Re: Texture Transparency on Car/Helmet Models
Date: October 20, 2009 03:26PM
Posted by: spoodge
smorr Wrote:
-------------------------------------------------------
> If you could ROTATE along an axis in tweaker....
>
>
> xxxxHxxxx
> xHxx=xxHx
> xxxxHxxxx
>
> Rotate along the = axis. I would think that this
> would likely be the most usable option / one that
> could possibly work. Just would require the proper
> tool to rotate, which, afaik, doesnt exist.
>
> ;)

I don't get you...... what is the "=" axis ??? so the helmets would "Head Bang" rather than rotate left to right ?
Re: Texture Transparency on Car/Helmet Models
Date: October 20, 2009 04:32PM
Posted by: smorr


Take this doodle as a camera mounted on the nose looking back. Obviously the bottom 3 helmets would be hidden by the car itself, by sidepods and the drivers body, so you would only see one at a time. I would think that would allow you to keep them close enough that the headmovement isn't TOO far off.

Have the helmets all the same distance from the center dot. Then, if you could rotate them somehow....

Nevermind, won't work, the helmet would be sideways on his head anyways. Is it really so bad to have one helmet shape when we only have a 2d wheel anyways?


The Flanker is gone. :(
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