View topic - [Download] - My TA units remake



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PostPosted: 07 Oct 2008, 22:14 
Skinner / Texturer
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Joined: 28 Oct 2006, 20:38
Location: France
Here is a clean thread where you can download my units 100% working.
Plz keep this thread clear, I need comments and critics on my other thread, not this one :p
I'll edit this one when new units will be done.
Again, what I do is 100% free to use/modify by anyone.

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07/10/2008 : Annihilator

Image

Credits :
Model/UV Map/Textures : Me
Scripts : MDV

http://fodb.darkstars.co.uk/files/spring/annihilator/arm_annihilator.zip
Zip
**
arm_annihilator.s3o
arm_annihilator2.tga
arm_annihilator.bos
arm_annihilator.obj
arm_annihilator1.tga
arm_annihilator.cob
**
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PostPosted: 17 Oct 2008, 01:19 
Skinner / Texturer
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Joined: 28 Oct 2006, 20:38
Location: France
thx for the topic moderation :-)

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17/10/2008 : Arm Wind Generator

Image

Credits :
Model/UV Map/Textures : Me
Scripts : CA's one

http://fodb.darkstars.co.uk/files/spring/windgenerator/arm_wind_generator.zip
Zip
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arm_wind_generator.s3o
arm_wind_generator1.tga
arm_wind_generator.bos
arm_wind_generator.obj
arm_wind_generator2.tga
arm_wind_generator.cob
**
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PostPosted: 22 Oct 2008, 22:27 
Skinner / Texturer
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Joined: 28 Oct 2006, 20:38
Location: France
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Arm energy storage

Image

Credits :
Model/UV Map : Me
Texture : Kaine
Scripts : CA

http://fodb.darkstars.co.uk/files/spring/energy_storage/arm_energy_storage.zip
Zip
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arm_energy_storage.bos
armestor2.dds
armestor.dds
energystor.obj
arm_energy_storage.cob
arm_energy_storage.s3o
**
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Last edited by Cremuss on 22 Oct 2008, 22:31, edited 1 time in total.

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PostPosted: 22 Oct 2008, 22:31 
Skinner / Texturer
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Joined: 28 Oct 2006, 20:38
Location: France
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22/10/2008 : Arm fusion reactor

Image

Credits :
Model/UV Map/Textures : Me
Scripts : CA

http://fodb.darkstars.co.uk/files/spring/fusion/arm_fusion_reactor.zip
Zip
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arm_fusion1.tga
arm_fusion_reactor.bos
arm_fusion.obj
arm_fusion2.tga
arm_fusion_ground_shadow.tga
arm_fusion_reactor.lua
arm_fusion_ground.tga
arm_fusion_reactor.cob
arm_fusion.s3o
**
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Notes : arm_fusion_ground.tga is the ground texture and arm_fusion_ground_shadow.tga is the ground shadow baked without anything else.
arm_fusion_reactor.lua contains informations about the groundecal size.


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PostPosted: 28 Oct 2008, 02:19 
Skinner / Texturer
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Joined: 28 Oct 2006, 20:38
Location: France
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28/10/2008 : Arm solar generator

Image

Credits :
Model/UV Map/Textures : Me

http://fodb.darkstars.co.uk/files/spring/solargenerator/arm_solar_generator.zip
Zip
**
armsolar.lua
arm_solar1.tga
arm_solar2.tga
armsolar.bos
armsolar.cob
arm_solar_ground.tga
arm_solar_ground_shadow.tga
arm_solar.s3o
arm_solar.obj
**
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PostPosted: 08 Nov 2008, 17:28 
Skinner / Texturer
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Joined: 28 Oct 2006, 20:38
Location: France
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08/11/2008 : Arm adv solar generator

Image

Credits :
Model/UV Map/Textures : Me

http://fodb.darkstars.co.uk/files/spring/adv_solar/arm_advsol_gen.zip
Zip
**
arm_advsolar1.tga
arm_advsolar2.tga
arm_advsolar_ground.tga
arm_advsolar_ground_shadow.tga
armadvsol.cob
armadvsol.bos
arm_advsol_gen.s3o
arm_advsol_gen.obj
armadvsol.lua
**
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PostPosted: 25 Jan 2009, 09:43 
Modeler
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Joined: 13 May 2008, 15:51
Location: Universe
Since he stopped working on it, all stuff he made:
Attachment:
All_Cremmusses_stuff.zip [3.46 MiB]
Downloaded 326 times


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PostPosted: 07 Feb 2009, 08:55 
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Joined: 12 Aug 2008, 11:02
Location: Di negara yang tidak....erm....what do you call non-existance in Malay?
:( no .wing format for me to improve my work on :(


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PostPosted: 07 Feb 2009, 09:37 
Modeler
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Joined: 13 May 2008, 15:51
Location: Universe
go to file>import and choose the filetype you need, then find the model and import it :wink:


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PostPosted: 21 Apr 2009, 08:53 
Map Creator
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Joined: 14 May 2006, 11:22
Location: san antonio, tx
see this is what i think we should do - remake the OTA models with the same proportions and similar textures, just higher poly. and of course UV mapped, something that no OTA models have, which is just sad lol.


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PostPosted: 28 Apr 2009, 02:31 
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Joined: 15 Jul 2007, 21:02
hunterw wrote:
see this is what i think we should do - remake the OTA models with the same proportions and similar textures, just higher poly. and of course UV mapped, something that no OTA models have, which is just sad lol.

100% agreed.

I'm thinking of making a BA mutator that's basically "as free as possible BA" which uses all these remade models (picking the one that's truer to the "original" in case of multiples). I suspect it will look very inconsistent at first, but as more and more models come in it will look a lot better while still playing the same.


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PostPosted: 30 Apr 2009, 04:49 
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Joined: 15 Jul 2007, 21:02
So, I tried importing the wind generator into BA, and it seems to load fine, however there is something wrong with its script - the blades don't spin.


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PostPosted: 30 Apr 2009, 08:12 
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Joined: 30 Jun 2008, 23:08
Location: Germany
YokoZar wrote:
So, I tried importing the wind generator into BA, and it seems to load fine, however there is something wrong with its script - the blades don't spin.

no wind? :lol:


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PostPosted: 30 Apr 2009, 08:37 
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Joined: 15 Jul 2007, 21:02
manolo_ wrote:
YokoZar wrote:
So, I tried importing the wind generator into BA, and it seems to load fine, however there is something wrong with its script - the blades don't spin.

no wind? :lol:

I built a core wind generator (using the old scripts) next to it, just to make sure, and it was spinning like crazy.


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PostPosted: 07 May 2009, 15:04 
Zero-K Developer

Joined: 28 Nov 2006, 13:22
YokoZar wrote:
I'm thinking of making a BA mutator that's basically "as free as possible BA" which uses all these remade models (picking the one that's truer to the "original" in case of multiples). I suspect it will look very inconsistent at first, but as more and more models come in it will look a lot better while still playing the same.

Thing is, you could probably remake the important bits of BA- One faction with the econ, flash, stumpy, samson, some air units and most of the static D) and have it be totally IP free. It wouldnt be as diverse for the more niche maps or strats but it would be the same for Comet and you could probably even replicate most of the important stuff about DSD. I mean you already have the whole of t1/t2 vech for one faction, though many need new scripts and the core logo removed, but thats easy considering. $10 you will want to make some gameplay changes too though, probably wont be able to resist once you get you really start working on your own mod...

The problem with windgens is that CA uses luarized wind. Our e production values are scaled to 1/10th of BA, wind depends on elevation (stronger higher up), and you can override wind entirely to mod-defined variables (on by defualt). So the script interacts with the lua, not with the map-defined wind values. Use the old script (though its OTA).


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PostPosted: 24 Sep 2009, 17:49 
Zero-K Developer

Joined: 28 Nov 2006, 13:22
Anyone have the ships that Cremuss made? His site is down now.


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PostPosted: 30 Sep 2009, 15:54 
Supreme Annihilation Maintainer
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Joined: 11 Jan 2008, 16:55
Anyone has a script of the wind gen that works fine and makes the wing gen spin and turn as it should?


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PostPosted: 30 Sep 2009, 20:11 
Basically OTA Maintainer
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Joined: 22 Feb 2006, 03:01
Location: Back In the Abyss, of OBLIVION!
You need to open the Cremuss model and change the object names to those matching the original 3DO. That's how I fixed it.


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PostPosted: 01 Oct 2009, 10:02 
Supreme Annihilation Maintainer
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Joined: 11 Jan 2008, 16:55
The Arm wind gen does have the same part names.
I had to take the core script,rename it, and just use it on this arm wind gen.


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PostPosted: 23 Nov 2009, 12:08 

Joined: 28 May 2009, 15:24
Can't this go into ca too? As a morph option for normal solar generator? Perhaps in 1faction?

Please don't hit me if I said sth. inapplicable...
Image


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