View topic - BA model replacements



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PostPosted: 25 Mar 2011, 09:25 
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Joined: 15 Dec 2008, 15:53
Location: at front, llt pushing
its bladewing ;) and stuff looks cool ;p

(btw, there are also seaplanes, hope u didnt forget :D)


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PostPosted: 25 Mar 2011, 09:43 
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Joined: 17 Sep 2010, 14:49
When he says "everything but water planes", it's pretty safe to say he remembers them

And yeah, looks good


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PostPosted: 25 Mar 2011, 10:00 
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Location: at front, llt pushing
oh my bad, looked immediently at the picture XD


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PostPosted: 25 Mar 2011, 10:37 
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Joined: 11 Mar 2010, 09:05
Location: The land of polies.
Oh and before someone points it out, I realize the left wings of the con airplanes got bugged. Don't worry about it. Obj can do silly things sometimes.


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PostPosted: 26 Mar 2011, 04:13 
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Joined: 25 Feb 2008, 03:41
imo scout plane looks a little funny and too much like a rocket - but i'm sure the texture will make it work


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PostPosted: 26 Mar 2011, 04:20 

Joined: 09 Sep 2007, 20:05
The planes are looking spectacular! I have no qualms about you departing from OTA lore, the consistency of the set is much more worth it.

I love the way the t2 units of the same type obviously look like better units made to the same role, with the same distinct features but more of them.


Last edited by BaNa on 26 Mar 2011, 04:23, edited 1 time in total.

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PostPosted: 26 Mar 2011, 04:21 
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Wonderful stuff, I especially love the blade and the t2 transport.


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PostPosted: 26 Mar 2011, 16:03 
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Will any of the planes have some take off/landing animations? Like wings folding up when landed or a landing gear for the bigger ones? Just some random thought.


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PostPosted: 26 Mar 2011, 18:17 
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Joined: 25 Feb 2008, 03:41
I would like those animations too btw.


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PostPosted: 26 Mar 2011, 18:26 
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Joined: 15 Dec 2008, 15:53
Location: at front, llt pushing
3d mesh can be cut any time (before putting into upspring or w/e ofc), so its basicly up to Caldera


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PostPosted: 26 Mar 2011, 18:32 
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Ive been getting better at animating too, got about 60 of mr bobs buildings ingame and animated :D
Ill see what I can do with the planes when they are done.


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PostPosted: 26 Mar 2011, 18:33 
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Joined: 19 Mar 2010, 15:09
That's some porn right there, units look fantastic!


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PostPosted: 26 Mar 2011, 19:12 
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Joined: 17 Sep 2010, 14:49
What do you think, should the transports be a bit wider maybe? I mean just take the same model, and stretch the non-thruster part a bit. Just a thought, can't be sure if it'd be better when I haven't seen it like that.


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PostPosted: 26 Mar 2011, 19:51 
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i assume these thusters-a-like-thingies will move to the sides, making model wider ?


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PostPosted: 27 Mar 2011, 18:53 
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Joined: 12 Mar 2008, 08:29
Models are awesome Mr Bob. The amount of team color on them is cool. One of the problems with the current models is it's really hard to quickly tell the team unless you look at the minimap or use a widget like team platter.

Also making distinctive shapes on the top of the units would be optimum for instant recognition to help the mind process the screen. So for example a stumpy would have a team coloured cross like shape, while a janus might be circlular. Done with a mix of both the model and texture so it looks natural, but still there. You probably do this already maybe subconciously, but would be cool for when there are clusterfucks of units in one place.


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PostPosted: 27 Mar 2011, 20:34 
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Joined: 25 Feb 2008, 03:41
One question - should krow be smaller than the T2 transport? I know that the T2 transport should be able to lift stuff like gollies and can take quite a beating (about one screamer shot), but then again the krow can take around 10 screamer shots, and the transport moves a lot faster than the krow - so shouldn't the krow be larger?


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PostPosted: 27 Mar 2011, 20:55 
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Well I figured the ultimate size is not the only factor. For instance, the T2 transport while bigger overall, is actually flimsyer as the middle is basically nonexistent to make room for whatever it's carrying. And, it goes faster because the boosters are greatly larger than that of the krow. The krow does however have a very bulky middle mass which in my mind would make it look more armored. Same way the transports in supcom (though I hate the models) are bigger than those in supcom 2, but the transports in supcom 2 look far less flimsy. (For uef that is.)


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PostPosted: 27 Mar 2011, 21:03 
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Joined: 25 Feb 2008, 03:41
Yeah, I guess I get ya.

Also, with the advent of larger / higher quality plane models, I hope gunships dying doesn't just make a white ball and poof away the model. I mean, do you have any plans as for how a dying gunship thing should look? Like will the krow dying just explode into tiny little parts, or drop down with a train of smoke like a fighter? Or just disappear as an explosion covers it? (which would be dumb)

Same goes for the T2 transports, which would be much bigger and it would be more obvious the death sequence is sloppy like in the current BA.


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PostPosted: 27 Mar 2011, 21:10 
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Location: The land of polies.
I would think you would just add a particle trail and have it fall to the ground where it then explodes. I'm not in charge of that though.


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PostPosted: 27 Mar 2011, 21:58 
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Joined: 25 Feb 2008, 03:41
That would proly work, I guess. I just don't want the krow death and stuff to be as shitty as in original model - it just explodes into a few pieces which drift off - doesn't make sense for such a heavily armored unit.


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