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PostPosted: 19 Feb 2012, 14:50 
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Who deleted the last couple replies?
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PostPosted: 19 Feb 2012, 14:50 
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Joined: 26 Oct 2007, 15:21
I did. Nevermind. Nothing to see here, move along please.
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PostPosted: 19 Feb 2012, 15:05 
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:?:

Naked came I out of my mother's womb, and naked shall I return thither:
the Lord giveth, and the Lord taketh away...

But Job had a seekret, a beautiful seekret in his hands...

8)
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PostPosted: 20 Feb 2012, 11:26 

Joined: 13 Aug 2007, 12:19
Can't believe I haven't posted in this thread before. Awesome effort!
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PostPosted: 22 Feb 2012, 11:42 
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I got in touch with Mr. Bob:

Mr. Bob wrote:
Alright, first off, I can't tell you how sorry I am for the downtime there. Some serious shit went down and it was basically impossible for me to stay online.

Again, very sorry for the absence. I think my putting off other things to squeeze any little bit of time I can for this finally caught up with me.

I think I'll have to take my leave now though. Very sorry that I couldn't finish them all in near the time frame I originally thought I could.

Good luck with the project, and feel free to copy this to anyone who is wondering what is going on.

The hovers look great and they fit with the style well enough.


I have taken the liberty to remake the hovercraft, using Bob's atlas:
Image

Ha has also given me his last 20 untextured models, I will start texturing them - or if anyone else wishes to get their hands dirty with some fun texturing, its really easy and fun to map the UV's of a complete and pretty model to a great and modular uv atlas.

Also, I contacted Cremuss, and we have been given permission to use his textures and models in BAR we see fit. So I present to you the first 30 buildings of Arm:

Image
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PostPosted: 22 Feb 2012, 12:16 
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Joined: 12 Oct 2007, 08:24
If you want to release a game look at the models you have. From what I've seen you could do most of Core with Bob Buildings, Mr.D tanks and Behebots.

Those 30 Arm buildings barely match the roles of the buildings you need.
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PostPosted: 22 Feb 2012, 12:21 
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Google_Frog wrote:
If you want to release a game look at the models you have. From what I've seen you could do most of Core with Bob Buildings, Mr.D tanks and Behebots.

I dont want a mishmash of differently textured models. Atlases are easy to use and give consistent results. Mr Bob remade all the tanks, what is missing is kbots and t2 ships.
Doing a /give all in zk makes me unhappy. The unrefined looks, the clash of detail levels, the excessive performance hogging overuse of the shield jitter effect, the lack of a single clue of what vertex normals are for (its fine just hit recalc 3do style in upspring!), sporadic use of bumpmapping, uneven reflectivity levels.
Even not releasing ever is better than that.
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Those 30 Arm buildings barely match the roles of the buildings you need.

You underestimate me. Even zk managed to make stuff like the clogger and the puppy from unmerged textures, what can be done with pro quality work is way higher.
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PostPosted: 22 Feb 2012, 12:49 
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The new models are impressive, they actually seem pleasant to the eye unlike the current BA ones, let's just hope they'll be distinctive enough.

Btw, will this really make BA free of TA IP? Since you will be still using names or at least most of the TA mechanics, doesn't that make it still somewhat IP encumbered, or how does that lawyer mambo-jumbo work?
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PostPosted: 22 Feb 2012, 13:09 

Joined: 09 Sep 2007, 20:05
Mr. Bob and pyra,

Thank you for the incredible amount of work you put into this. It was a truly impressive effort and I am sure we can hack our way to the end from here.

Bravo and I hope all is well IRL.
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PostPosted: 22 Feb 2012, 15:31 
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It's good that you've decided to take the consistency path. It's a bit more painful way to go, but the result will pay off.

However, as I've said before, I really think you should chuck in your own kbot models because they are diamonds! They will match in... Dont' waste em...

Those arm buildings look marvellous.
I like how arm is consistent, but clearly different from core.
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PostPosted: 22 Feb 2012, 15:41 
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gajop wrote:
Btw, will this really make BA free of TA IP? Since you will be still using names or at least most of the TA mechanics, doesn't that make it still somewhat IP encumbered, or how does that lawyer mambo-jumbo work?

short version... the names don't matter. The concern was never the TA IP it was the TA CONTENT.
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PostPosted: 22 Feb 2012, 23:23 

Joined: 19 May 2011, 12:57
Location: aka Connetable in game
Some buildings are taken from ZK (geothermal plant, cloacking tower), arent' they?
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PostPosted: 23 Feb 2012, 00:07 

Joined: 17 Sep 2008, 03:36
Location: your imagination
Manmax wrote:
Some buildings are taken from ZK (geothermal plant, cloacking tower), arent' they?

All those models are by Cremuss, and both Zero-K and BAR have his permission to use them. (I think they are freely licensed anyway, devs ask out of politeness and respect for the artist.) ZK just happened to start using some of them first.

I'm glad to see his models are getting more use! They make for a very nice looking arm faction.
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PostPosted: 23 Feb 2012, 15:08 

Joined: 29 May 2010, 22:40
hmm... nice... units look more "technical" makes them more arm'ish :)
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PostPosted: 23 Feb 2012, 23:36 

Joined: 03 Dec 2009, 05:47
Beherith wrote:
I got in touch with Mr. Bob:

Mr. Bob wrote:
Alright, first off, I can't tell you how sorry I am for the downtime there. Some serious shit went down and it was basically impossible for me to stay online.

Again, very sorry for the absence. I think my putting off other things to squeeze any little bit of time I can for this finally caught up with me.

I think I'll have to take my leave now though. Very sorry that I couldn't finish them all in near the time frame I originally thought I could.

Good luck with the project, and feel free to copy this to anyone who is wondering what is going on.

The hovers look great and they fit with the style well enough.


I have taken the liberty to remake the hovercraft, using Bob's atlas:
Image

Ha has also given me his last 20 untextured models, I will start texturing them - or if anyone else wishes to get their hands dirty with some fun texturing, its really easy and fun to map the UV's of a complete and pretty model to a great and modular uv atlas.

Also, I contacted Cremuss, and we have been given permission to use his textures and models in BAR we see fit. So I present to you the first 30 buildings of Arm:

Image


you could also use the arm units Cremuss remade from before that...like the annihilator, the art style is close enough

also did u do the hovers all by ur self useing his past work??? looks as if he did it....gw....

i guess bob's and Cremuss art style look close enought to be in the same game.....it will be much harder to fake Cremuss....


Last edited by nightcold on 24 Feb 2012, 08:50, edited 1 time in total.
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PostPosted: 24 Feb 2012, 01:05 
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The annihilator isn't a new unit though its just a higher poly version of the old one which defeats the point as its not really new content...
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PostPosted: 24 Feb 2012, 08:49 

Joined: 03 Dec 2009, 05:47
AF wrote:
The annihilator isn't a new unit though its just a higher poly version of the old one which defeats the point as its not really new content...


it's called an "arm remake"

if you did not notice by now, none of the models here are "new" units....just remakes of old ones...

in an arm remake, we will need an annihilator model...might as well save time and use the beautiful remake Cremuss made that just happens to already have a constant/"close enough" art style to the newer models he made (that they are now using for the arm remake)

just a thought...think about using the annihilator model to made that t2 arm vec that is the mobile version of the annihilator

also, i think Cremuss already made a com and some cons for that set...
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PostPosted: 24 Feb 2012, 09:05 
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Nightcold, could you please collect cremusses models that I may have missed? I know about the con vec, aircon, commander, con boat and annihilator.
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PostPosted: 24 Feb 2012, 10:31 
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Joined: 10 May 2009, 11:27
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hm ok im fine blending the models with cremsus work, the style is a bit diferent but they blend in fine, and dont forget its a ongoing work.

So you neeed Arm/Core kbots?? both model/textures? hm ok

Beherits Core kbots are nice, if they were retextured a bit to look like Pyra original texture, but still they would look cool ;) as they are.

One thing though, dont be afraid of releasing the mod, if there are a few models missing, when main models are done, id sugest releasing it.

Even if there are some Ta models in there.
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PostPosted: 24 Feb 2012, 11:20 
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As I've said before, we dont need textures, as both the arm and core textures offer more than enough to work with. Atlasing provides great consistency, ease of creation and good peformance. The downside is a minor limit on freedom, but even that is negligible.
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