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.
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.
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.
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.
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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