View topic - "Freshened Up" TA Units



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PostPosted: 09 Jun 2007, 13:39 
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No there are no missing edges on any of the models, that is just the graphic style of the renderer I choose to use (Penguin for Rhinoceros 4.0).


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PostPosted: 21 Jun 2007, 02:47 

Joined: 19 Jun 2007, 14:47
Some really nice work here. There are also new models being made for SUPCOM that could maybe be used. Not sure how to get hold of them though.


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PostPosted: 27 Jun 2007, 10:08 

Joined: 09 Sep 2006, 07:17
Hi Guys,

Is there any progress with these? New screenshots? :-)

Cheers.


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PostPosted: 27 Jun 2007, 18:37 
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The new flash looks simply awesome!!


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PostPosted: 06 Jul 2007, 07:11 
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Image

uh.. I don't know how to model, so.. this might take awhile. :p


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PostPosted: 06 Jul 2007, 10:24 
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The bevel on the body is somehow missing at the middle.

The cannon hole can be textured on and the small change of thickness ont he barrel could be removed since noone will see it anyway, you can texture some shadowing there and noone will notice.

I'm not convinced of the turret shape, IRL you want to avoid vertical armor since slopes decrease the kinetic energy of a projectile that strikes them.


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PostPosted: 06 Jul 2007, 15:16 
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that gator has less polies than ta


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PostPosted: 06 Jul 2007, 19:32 
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TheRegisteredOne wrote:
that gator has less polies than ta


Fewer Polygons != Less Attractive

What that needs is a good texture.


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PostPosted: 06 Jul 2007, 19:51 
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neddiedrow wrote:
TheRegisteredOne wrote:
that gator has less polies than ta


Fewer Polygons != Less Attractive

What that needs is a good texture.
however, it lacks polies in larger and more noticeable areas such as the chassis and wasted polies on unnoticed things like the inside of the barrel. Further more, because it has less polies, it looks more like a box than the ota gator.

Fewer Polygons == Less Attractive in this case.


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PostPosted: 06 Jul 2007, 19:53 
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Never said it was a good enough model at this stage. Simply bagged on the max-poly fallacy.


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PostPosted: 06 Jul 2007, 21:32 
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I think I'm going to uv and texture it and put it in the game just so I'm familiar with the process, and then I'll go back and remodel. Thanks for the comments though, I really don't know what I'm doing, I just tried to conserve pollies and learn blender at the same time.


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PostPosted: 06 Jul 2007, 21:36 
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I like it none the less... what it needs are some animated tracks. :P


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PostPosted: 14 Jul 2007, 05:48 

Joined: 31 Oct 2004, 23:10
hmmm... i'd love to have some of these models for a Supcom TA mod... which i decided i'd start trying to work on seeing as the community has failed to do so far... its to the point where someone would rather have SC ported to Supcom than TA....


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PostPosted: 14 Jul 2007, 20:43 
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I dont think thats wise, we onyl do TA because we've already gotten there and doign other RTS' might incur legal challenges that are guarenteed spring killers.

If it werent for that we'd have cc mods by now.


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PostPosted: 15 Jul 2007, 00:48 

Joined: 31 Oct 2004, 23:10
I meant putting the TA models into Supcom... not putting Supcom into Spring.... Besides, everybody knows that Atari has probably forgotten that they even own TA.


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PostPosted: 16 Jul 2007, 13:06 
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Cutlass81 wrote:
I meant putting the TA models into Supcom... not putting Supcom into Spring.... Besides, everybody knows that Atari has probably forgotten that they even own TA.


They wouldn't forget, the TA sourcecode is probably worth heck of a lot of money!


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PostPosted: 16 Jul 2007, 15:14 
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>9000


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PostPosted: 16 Jul 2007, 16:06 

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clericvash wrote:
Cutlass81 wrote:
I meant putting the TA models into Supcom... not putting Supcom into Spring.... Besides, everybody knows that Atari has probably forgotten that they even own TA.


They wouldn't forget, the TA sourcecode is probably worth heck of a lot of money!


Key words there are source code- a computer program in its original programming language (as FORTRAN or C) before translation into object code usually by a compiler (webster def)

Last time I checked, the models aren't going to be in the original format and definitly aren't the computer program itself. That would be dlls and the exe. The scripts would be in lua rather than whatever TA uses. This is why things like UTA are fine and probably also why Spring hasn't been squashed. :P

And yes, i know the outrageous price for the rights to the TA source code. Every die hard TA fan does. Besides, you can find TA on abandonware sites now. Atari just buys games and sits on them. Everybody knows that.


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PostPosted: 16 Jul 2007, 18:34 
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Or it ships them into landfills.

Get back to 2600, sucka.


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PostPosted: 10 Aug 2007, 16:52 
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So did everyone just skim past this? 0o

http://itchstudios.com/psg/ta/topdown.jpg

Whoever Warlord Zsinj's friend is, he's very talented. The models are even to the OTA intro movie scale, and whatever they'd look like rendered, the concept art's as good as SupCom's.

I suppose that I'm correct in assuming that rendering even one of those models fully would involve a tremendous amount of effort? Can't even begin to imagine what would be involved for that 14 cannon Battleship. ~~

I'm comparing models to SupCom's, btw, because when you actually squint carefully enough to see its models, they're excellently detailed, but I've noticed that through some bizarre graphics decision on SupCom's part, all of their colors are muted. Great detail on modes, but the muted colors, very noticeable on terrain, tend to make it look like ass. Surprising, but it explains why I didn't like a lot of the look of SupCom when I first saw it, especially when most of what you see in that game's the color muted map.

http://www.flickr.com/photos/crypticon/403059944/
http://cs.selu.edu/~ssmith/BB/files/screen000_164.jpg


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