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  #31  
Old 01-11-2004, 12:24 AM
haunter haunter is offline
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Quote:
Originally posted by Hevaricubed
Its much easier to make gfx. Texturing isnt too hard, and you dont have to worry about anything else since 3D design is fun, and you wont have to worry about shading because the engine will shade it for you.
But you've gotta make sure that the texture stretches around the wire model nicely, so that nothing is out of proportion, or in the wrong spot or something...
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  #32  
Old 01-11-2004, 02:43 AM
Hevaricubed Hevaricubed is offline
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indeed, but you know how hard it is to make graphics? owechies.
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  #33  
Old 01-11-2004, 02:44 AM
Shaolin_monk Shaolin_monk is offline
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I want Graal 3d to be more "graalish"


this dosent look so "graalish" and use cellshading
that would rock!
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  #34  
Old 01-11-2004, 02:49 AM
marcoR marcoR is offline
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if I see one more game with cell shading in it,oh boy, there's going to be hell.
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  #35  
Old 01-11-2004, 02:50 AM
Hevaricubed Hevaricubed is offline
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cellshading is evil though.

thouse screenies are just perliminary though.
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  #36  
Old 01-11-2004, 02:51 AM
Shaolin_monk Shaolin_monk is offline
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nuuu! cellshading rocks!!
and it will be great for a 3d graal game!
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  #37  
Old 01-11-2004, 02:57 AM
Hevaricubed Hevaricubed is offline
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cell shading is still too primitive.

when a better cell shading comes available, imm sure i wont get so sick to my stomach looking at it.

For example, simpsons wrestling on PSX uses cell shading, and its nasty. XIII uses cell shading, and it looks aweful.

And i doubt the torque engine could handle it without alot of heavy modifications by stefan, and id rather have a nice graal3d than a gruesome POS with cell shading.
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  #38  
Old 01-11-2004, 03:01 AM
Shaolin_monk Shaolin_monk is offline
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XIII looks great! >=P
i love that game.
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  #39  
Old 01-11-2004, 03:04 AM
Hevaricubed Hevaricubed is offline
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Ugh its disgusting.

Dont make me start a poll :P
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  #40  
Old 01-11-2004, 03:11 AM
Shaolin_monk Shaolin_monk is offline
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bha! you think that! I love the game anyways =P
without a poll or with an =P

the torque engine has 3DStudio Max plug-ins. You can maybe make the models and items and other objects there and add cellshading on them in 3DStudio Max or something.. i donno =/
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  #41  
Old 01-11-2004, 03:20 AM
Hevaricubed Hevaricubed is offline
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well if you wanna make a cell shaded graal3d world when it comes out, i wont stop you . I wont ever visit, but i wont stop you .
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  #42  
Old 01-11-2004, 09:48 AM
jake13jake jake13jake is offline
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hmm... I'm not THAT new to textures, I had a popular site for the sims with roof tiles, floor tiles, wall tiles mostly by me, and then it was more popular for the skins, which someone else made... just meshes.... skins for chars would be hard to do for me, as would animation stuff, etc. *doesn't want to think about it*

My personal record on that site for hits in a week still stands at 30,000... or maybe it was 3,000... but i think it was 30,000.
Only 27,000 between them... what's the difference? (I think I'm going to see if I can get some research for my personal most hits in a week total)

EDIT:
I'm just going to go with 3,000... since i remember the counter saying something like 50k and me going woah... they have to use the letter "k" if there are too many numbers (I used a then free thecounter.com counter)... that and I only had it up for about two years... I also look back at the corny GFX and site layout and say, "Wow, I will have to admit that is good for a 10-11 year old... regardless of how corny it is!" I still use those basic design tactics in my websites today. If you want to see my corny design tactics you can go to "archive.org" and look up: either "simbottle.cjb.net", "simbottle.simhomes.com" (didnt last long there, host's server didn't like my bandwidth and d/ls), "crosswinds.net/~jake13jake" (when they advertised that they were going to be free forever and ad-less forever... my how things change), or... if the cjb.net address doesn't give you enough, then "simbottle.thesimsresource.com" would go fine (yes, they used to host people, too... but have gone for the $$ since)

Last edited by jake13jake; 01-11-2004 at 10:17 AM..
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  #43  
Old 01-11-2004, 04:27 PM
marcoR marcoR is offline
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The only textures The Sims used was on their bodies, the rest were just images all aligned on the propper perspective. If one wanted to they could make The Sims looks like that painting with all those weird perspectives that don't line up. I used to edit a little too, I was waiting for "Emma" or whatever that thng was called to come out, but I got uninterested, along with my transmogrifier stopped working. The Sims textures were pretty basic, sometimes.. I made a few "Stephen" Sims in my time (by editting their face)
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  #44  
Old 01-11-2004, 05:22 PM
Crono Crono is offline
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Hm, question. Is 3DMAX similar to Lightwave? When I used to take computer animation we learned the basics of lightwave..basiclly all the "tools" in the modeler and some in the animator.
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  #45  
Old 01-11-2004, 05:23 PM
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Quote:
Originally posted by marcoR
The only textures The Sims used was on their bodies, the rest were just images all aligned on the propper perspective. If one wanted to they could make The Sims looks like that painting with all those weird perspectives that don't line up. I used to edit a little too, I was waiting for "Emma" or whatever that thng was called to come out, but I got uninterested, along with my transmogrifier stopped working. The Sims textures were pretty basic, sometimes.. I made a few "Stephen" Sims in my time (by editting their face)
I like the little program that came with the deluxe edition that'd let you add skins using any graphic file.
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