i'll make some dune maps if you guys can get all of the coding for rock/sand/concrete slabs etc going
edit: artwork looks really A+ great, but as others before have said; examine infantry models in spring... you may have to redo the existing ones, or find a way to get bones/meshdeform/ik into spring engine (first option is more likely)
really good, we even not predicted so many people willing to cooperate our talents. How we could get our own subforum to make topics bout design document, game feature requirements and more categoried info? Evo dune almost decided to be spring project
really good, we even not predicted so many people willing to cooperate our talents. How we could get our own subforum to make topics bout design document, game feature requirements and more categoried info? Evo dune almost decided to be spring project
A "Valid Representative" for the project needs to attract the attention of an administrator with enough access privileges to create one for you (namely aegis).
really good, we even not predicted so many people willing to cooperate our talents. How we could get our own subforum to make topics bout design document, game feature requirements and more categoried info? Evo dune almost decided to be spring project
A "Valid Representative" for the project needs to attract the attention of an administrator with enough access privileges to create one for you (namely aegis).
I afraid am only one english speaking representative. Team leader cannot speak english but really fine makes stones. other members are not so powerful in hierarchy to make key decisions in project evolving I am lead modeller now trying fuze dune stuff with spring engine.
Okay, finally how we will work - now our team doing preparation of everything coder team need to produce Simple beta version Beta will be consist of
-one small styled map with two or three buildable places, resource fields, stones and some decorations
-One base with ability to build refinery, factory, call harvester and support aircrafts. Fully in compliance with our building system
-Ability to collect resource as said in design document. Harvesters carrials coptours, refinery.
-train one tank in factory. We accept stupid not aim-scripted tank wich will only show how it crawling on sand.
All needed data will be given. If team of coders and mappers produce simple beta - we will work with them and share our talents
Joined: 24 Jan 2006, 21:12 Location: There is no god - and reality is his prophetess
Maybee we should make a off-put-list of what spring will make them do to get there modells ingame.
First you will be in need to redo your textures. You need a 4pixels empty between every surface that is not connected to avoid texture bleedin.
Then you need two of those textures. one with the actuall texture and a alpha for the teamcolours. Another Texture for self-ilumination, refelctivity and transparency.
Disregard the wikis and only use recomended tutorials. Documentation as with all OpenSource Projects is a rare thing.
My point still stands! What do they look like without the uberomgwtfmakeanythinglookamazing renderers? How else are we to judge what the model will actually look like in engine?
Making maps is easy. Coding and animating, not as much.
Good luck with your project! While there's lots of thread from new people asking for help with your project, you seem to have already produced lots of quality content, so I hope you'll succeed. I'll even refrain from my yearly posting of anigif.
Oh and try to hire this guy, Daniel54. He speaks russian and make awesome unit animation. For Total Annihilation, but Spring uses TA animation format.
What do your models look like when they're not rendered in uber fancy raytracers =p?
witness, diff layyer, no specs norms or anything else. viewport screenshot, no any postprocessing also there are no any hard postprocessing on other unit renders. copy image url and open to fullsize
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