View topic - BA model replacements



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PostPosted: 10 Apr 2011, 22:14 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
wrecks are features. Features cannot have scripts.


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PostPosted: 11 Apr 2011, 00:26 
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Joined: 26 Oct 2007, 15:21
Wrecks:

We are counting on You, the community, to be the masters of destruction. I'm sure Mr Bobs talent would be wasted on making all of the wrecks. I cant make all the wrecks myself, but once Pyra or someone in Bobs team (or even You) make a wreck texture, the destruction can begin!


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PostPosted: 11 Apr 2011, 00:31 
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Joined: 17 Sep 2010, 14:49
Some months ago in this thread
Johannes wrote:
What's your plan on doing wrecks btw?

Mr. Bob wrote:
Run a warp on the model and apply a big black nasty burnt metal texture.


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PostPosted: 11 Apr 2011, 00:48 
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Joined: 04 Dec 2010, 08:06
oh geez, umm i've been afk and didnt make the wreck texture. got a new computer and parents are out of the house so i got a little carried away with gaming. expect a wreck texture by the end of the day or so.


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PostPosted: 11 Apr 2011, 17:25 
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Joined: 17 Aug 2010, 20:39
I hope you guys can pimp up the T3 good coz most of it looks very stupid specially the juggernaut and the very small low off the ground core mech. They just look cheap, stupid and ugly plz fix this make T3 look powerful not larger looking models of T2 as thats what they look like ATM.

p.s The Krog has to be bad ass :D


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PostPosted: 11 Apr 2011, 17:35 
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Thanks Pyra, looking forward to it!


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PostPosted: 12 Apr 2011, 07:31 
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Joined: 11 Mar 2010, 09:05
Location: The land of polies.
There are more done than just this, but I'm too lazy to update the render till they are all done. So here are a few.

Image
Image

Wolverine
Instigator
Garpike
Slasher
Leveler
Raider

Two things to note:

Firstly, notice how the wheels are basically covered. This way you won't notice that they don't actually move on walk. The only way to really see the treads is to get up close on stand. Which should be fine.

Second, the T1 vehicles are supposed to be as boxy as possible. Trust me it will look great when T2 is not boxy at all. Just going to have to trust me on this one.


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PostPosted: 12 Apr 2011, 07:45 
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Awesome!


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PostPosted: 12 Apr 2011, 08:47 

Joined: 08 Jan 2007, 00:44
Location: UK
Gotta say I like the new models very much...

From what I was reading earlier in the thread, wasn't the idea to get a BA pack with all the new buildings released, whilst you were working on the units? Sorry if not, I'd just like to play with new models sooner! :-)

Also, a little off topic I know, but people have been talking allot about improving the FX for things like weapons- can I make a request that whoever looks at this doesn't rely to heavily on LUA trickery, as I run exclusively on the MT version of spring. I can't play Zero K at all using MT, it would be a real shame to block the MT version for BA as its so much faster (and once you've turned off the updated UI etc very stable!).


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PostPosted: 12 Apr 2011, 11:17 
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Joined: 19 Mar 2010, 15:09
Looking fricken sweet there, can't wait to play with these in-game although i know that's miles off yet :(


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PostPosted: 12 Apr 2011, 12:53 
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Location: The land of polies.
Also just a quick note: the slasher's turret is not supposed to pop up. Instead, the time spent popping up needs to be replaced with a steam effect and sound. It will make sense, I promise.


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PostPosted: 12 Apr 2011, 13:52 
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Joined: 15 Dec 2008, 15:53
Location: at front, llt pushing
Quote:
This way you won't notice that they don't actually move on walk.


u could always bit fix that by adding square planes on sides, and using alpha channel to make it look like wheels. http://us.123rf.com/400wm/400/400/AlexM ... wheels.jpg

and make it spin while moving (no need to hide wheels tbh, tracks are much worse to animate)


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PostPosted: 12 Apr 2011, 13:57 
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Was actually referring to the treads. Sorry I said wheels. The sides (wheels) will probably just be shape merges. I doubt they will really need to spin.


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PostPosted: 12 Apr 2011, 13:59 
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olol, ok then. could be nice eyecandy, but ye, its not something obligatory


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PostPosted: 12 Apr 2011, 14:16 
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Joined: 09 Jul 2010, 18:53
PRO_[JAZZ] wrote:
can I make a request that whoever looks at this doesn't rely to heavily on LUA trickery, as I run exclusively on the MT version of spring. I can't play Zero K at all using MT, it would be a real shame to block the MT version for BA as its so much faster (and once you've turned off the updated UI etc very stable!).
+1

also could you add tanktracks like in springtanks? look much cooler than hovering or whatever it is that they do in ba

i dont mind losing a few fps to pay for these effects :)


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PostPosted: 12 Apr 2011, 16:19 
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Joined: 30 Jun 2008, 23:08
Location: Germany
what a pitty that mr.d did them already, but looks jummy


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PostPosted: 12 Apr 2011, 22:28 
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Joined: 25 Feb 2008, 03:41
They're great, but imo the gator looks a little small.


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PostPosted: 12 Apr 2011, 22:48 
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Joined: 17 Sep 2010, 14:49
Sizes can be scaled afterwards too. It might be a bit high compared to its width, dunno... At least from top down it looks good, though I'd be interested to see how it'd look if the 90┬░ corners visible from the top were either rounded a bit.


And how about adding some visible sensor equipment to the slasher, to show that it's a good spotter? It used to have the more truck-like appearence with bigger windows and all which could be thought to represent that, but now it's only distinguishable from the others by its weapon.
Also its weapon is kinda big for what it is I think, it does the least damage by far out of these units yet it almost has the biggest weapon. Or compared to the scout ships aa weapon which does more damage too.


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PostPosted: 13 Apr 2011, 00:13 
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Joined: 04 Jan 2011, 20:00
yes, at first sight I thought the slasher was a janus and the instigator looked indeed very small and heigh, but it's small size actually represents the ingame value: a warning to never waste resources on it!

And just love the unified.. tanky looks!

But the arty looks like it's the most armored one, and that's a bit deceiving.

Anyway, keep up the good work!


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PostPosted: 13 Apr 2011, 06:32 
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You can always use a texture trick to make the treads look like they're moving.

Make 3 (or more) duplicates of the tread meshes and offset the tread texture by a little bit for each. You can then cycle through those 3 pieces repeatedly to achieve a neat 3 frame tread animation.


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