@Smoth: I didn't intend to, but I rigged it so it wouldn't be much trouble to if I decided I wanted to. I'm not sure how I'm going to treat the economy in my mod, that's one of the bigger unknowns right now, up there with "Coding???", "animating???" and "will I ever actually get around to finishing it?" Basically, I'm not sure if I want the T1 eco to be raid- resistant, as my solar powered generator already turtles (or rather, the model is rigged so it can).
@zwzsg: Three-quarters, but yeah. Anything you think would help, or do you prefer the more traditional windmills?
I've been trying to figure out how to model stuff again, fighting against the new blender interface.
The subject of those experiments is a re-modeling of a 'flying fortress' unit in such a way as to allow the unit to be somewhat more useful in terms of what can be done with it.
I.e, while the old model has its guns simply as animated pieces, the new one should have replaceable/upgradable unit guns on a fireplatform, and while the old one was a flying builder, new one would be a true mobile factory (hauling an invisible non-collidable fac inside of its per-piece colvol, dropping ground units right down and launching planes already in flight).
Also the 'chimney' thing is for firing cruise missile and satellite units. Other corners are to have a radar stack, power transmission obelisk, and a huge occult magical circle together with faction's flags.
WIth this tempo, though, it will take me forever :\
File comment: The future of flying fortifications in blender
fortresswip.png [ 27.11 KiB | Viewed 790 times ]
File comment: Old version of the flying fortress ingame oldfortress.png [389.46 KiB]
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how big is this unit to be? i see details on there that could arguably be added on the texture (inner bevels, and the "cross" area on the outside rim)
Hugest player-controlled unit ingame. Also, one-per-player. Arguably, power stations might be larger in volume, but they won't be controllable in any useful way, just capture points you can build.
As one of the few units in the game intended to be 'manned', this would probably be some six stories high if counted by windows, and the inner bevels are actually intended as rather large walkways. Also i want mid-air catwalks between some of the sides so the druids of eschaton (the mothership's crew) could 'attune the energies of summoning' (obviously not happening ingame)
Windows, doors, etc, is definitely going into tex1/tex2, you can see the previous model attached to previous post. (also, previous one has no tex2, too)
Joined: 24 Jan 2006, 21:12 Location: There is no god - and reality is his prophetess
Well, friend of mine told he might wanna give spring unit coding a try. Thus freeing me of the bounds of featurefreeze. And here are the results. Above is the comEnder.. basically a upgrapdable heroe unit, but with the handicap, that building it enables the "com end wins mode"
Now among the various upgrades (the above has armor to the max and no other upgrade) is one that allows the comander to build up to eight subunits (which are the monoframes shown below)
This is a classic oneway unit, it spots a enemy, targets it and wraps itself around it, slicing and nicing.
MOAR STUFF! Strategic bomber and shield walker respectively. I'm a little irked that my shield walker isn't as original as I had thought it would be. It seems Zero K beat me to the punch by a few years.
Also, I like the Com ender, picasso. Alot. I can't wait to see it realized.
@Textures: I really can't seem to get the hang of these, all my stuff ends up looking really sloppy and w/o much detail. Thanks to a few tutorials and (mostly thanks to) Andrej, I have a weak grasp on the technical aspect, i.e.- I can make a texture and apply it properly. I just can't seem to make it match what I see in my mind.
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