Renzatic on 8/8/2011 at 21:51
Bahhh! Wimp!
Gimme Contra, or give me death! No. Not literal death. It's just a turn of phrase. But, you know...I want difficult oldschool action games.
Renzatic on 9/8/2011 at 04:43
And the updates continue. It's starting to look like an actual car now. Still haven't gotten to the spoiler, though.
Inline Image:
http://dl.dropbox.com/u/3018396/C9_3.jpgThis whole experience has taught me one thing: always go into a these damn things with a plan. That front end is mostly me goofing around to see how cool and complicated I could make it while still keeping it looking similar. The end result is that I've messed up my mesh so much, any additions I make end up taking me 5 times as long to do, and end up not being very neat and tidy. Adding in those grills, doing the light cavities, and combining them with the main mesh ended up taking me as long as the entire back end of the vehicle.
I've spent the last two days working on those, cutting, looping, welding, and reshaping everything to get it as close to what I originally had as possible. I should've been able to finish them quick and start on my spoiler.
But oh well. I'm larnin.
edit: and if you all want to see what I'm basing this off of...(
http://dangeruss.deviantart.com/art/Sauber-Mercedes-C9-WIP-142205183) here. I want to add in all the details you see here, sans engine, of course.
Sulphur on 9/8/2011 at 05:13
Renzo, you following the dimensions for it? I think you may need to elevate the driver/windshield area a teensy bit. The additions to the front are cool and all, but now it looks a bit... knobbly. Which isn't the right word, but it's lost the sleekly aerodynamic look of a race car now, IMO.
Renzatic on 9/8/2011 at 05:43
Uh...sorta. I'm not trying to replicate it inch by inch, but I found a nice set of schematics that's helped me keep it roughly to scale. At least until I got to the hood. It was too hard to follow all those curves, bumps, and planes from a 2D perspective, so I started winging it from there.
Which is one of the reasons why I'm having so much trouble now. I spent so much time knocking out the shape based on guesses, eyeballing pictures, then changing it when I figured out I did something wrong, that it's hard to add in more detail now. And it still ain't totally right. :mad:
The sleekness isn't a problem. I've managed to keep the overall shape going pretty well. The knobby bits are the headlight cavities, when you've got the glass covers in, it maintains the curvature.
(
http://dl.dropbox.com/u/3018396/C9_Modo.jpg) Check it out here.
Yeah, some of it does need changing. Right now, though, I'm saying screw it, working my way back to the spoiler, then do some more with that skeleton I left hanging about 6 months ago. I can go back and redo the hood later. It's good enough for the time being.
Yeah, I'm a lazy procrastinator. :P
Renzatic on 9/8/2011 at 06:38
No. Dragons Lair NES wasn't difficult. It was flat out broken. Which was a shame, because it looked like such a cool game.
Hence one of the reasons why I'm rooting for your remake here. :thumb:
Quote Posted by icemann
Been a fun experience making this as I complete each bit. Man converting over the 8 bit textures/sprites takes ages though. I've spent more time in photoshop than on actual programming.
Actually, ripping 8-bit sprites and tiles isn't too difficult as long as you're not using any sort of filtering in your emulator, and save all your screenshots at native NES resolution. Basically all you do is use the magic wand, marquee, and the pencil tool, and you should be grabbing about 5 a minute.
Sprites were a little more difficult, but I remember using some program back in the day that'd save 15 pictures a second, and made grabbing frames easy as cake. If I can remember the name of it, I'll send you a link, cuz it was pretty damn handy.
Renzatic on 9/8/2011 at 07:22
Unfortunately, I can't remember the name of that old program I used. It was some freeware fan project type thing I used back in '99 or so, so I doubt I'll be able to dig it up again easily.
On the plus side, I did find this: (
http://www.softpedia.com/get/Multimedia/Graphic/Graphic-Capture/Bulents-Screen-Recorder.shtml]Bulents Screen Recorder) . It looks like it might do what you need.
Alternately, you could try to find an NES emulator that lets you save screenshots frame by frame. I'm sure there are probably a couple out there with the feature specifically for sprite ripping purposes.
demagogue on 15/8/2011 at 19:10
I'm making a module for the open Axis & Allies engine (Triple-A) to cover the "Cold War in Asia", cir. 1947-1954. Rules are essentially Axis & Allies. There's a historical version -- Chinese Revolution, Korean War, & First Indochina war through SVA creation, forced French pullout, & probable US entry into Vietnam (otherwise the SVA will definitely lose) -- but more interesting (for me) is the Japanese civil war variation, which has those three and adds Japan, where Japan doesn't surrender WWII until a full US-Soviet invasion & partition of the country into North & South, then a civil war.
I made the map so China is morphed to be relatively smaller, making Korea, Japan, & Vietnam both bigger & closer without using annoying insets. Here's what my planning map looks like (game map with photoshopped plans), with the countries color coded & my first-draft placement of forces (8 "players" (France & SVA should be the same player), so like 4 players with 2 each, or 2 players w/4).
Inline Image:
http://i54.tinypic.com/vn1rb9.jpgAnybody every played A&A? Anybody have an ideas or thoughts to add?
CCCToad on 16/8/2011 at 09:13
Renz:
One thing that I found helpful when modeling planes was to go out and get pictures of the real thing. Some CAD programs will allow you to set a photo or diagram as the backdrop, which then makes getting the proportions right child's play.
Also, that car looks fantastic.
Renzatic on 16/8/2011 at 20:41
Quote Posted by CCCToad
Renz:
One thing that I found helpful when modeling planes was to go out and get pictures of the real thing. Some CAD programs will allow you to set a photo or diagram as the backdrop, which then makes getting the proportions right child's play.
Yup. I've got a few schematics in there already, assigned to planes specific to each viewport. I never showed them off in any of the screenshots because they're too distracting.
The reason why I had so much trouble with the front, despite having a nice schematic, is because a bunch of line drawn 2D profile cutouts don't do a good job of showing how that one plate on the hood separates from the rest of the car, and how it's shaped behind. For that, I had to eyeball it off a bunch of pictures I googled up. Hence the reason why it isn't as exact as the rest of the vehicle.
Quote:
Also, that car looks fantastic.
Why, thank you. :cheeky:
Right now, my current project is this door:
Inline Image:
http://dl.dropbox.com/u/3018396/book_door.jpgI actually own this book, and always thought that door looked pretty cool. I tried doing it back about a couple of years ago, but found it way too complicated to finish at the time. Too many tightly packed knicks, doodads, and whorls for my skills.
Well, I've learned a couple of things since then, and figured it was about time to try it again. (
http://dl.dropbox.com/u/3018396/Door.JPG) This time, I've managed to get alot farther.
It's not finished, of course (and yeah, I know, neither is the car. Or my skeleton. Shut up :mad:), but I've gotten to the point where I can start doing all those tons and tons of tiny details to flesh it out, which I'm going to start tonight. I want to get it and a surrounding archway done.
Then I'm either gonna go back to my car, or finish my skeleton. Or maybe start a trolley. Hell. Whatever. :P