Search found 2665 matches
- 09 May 2013, 12:17
- Forum: Game Development
- Topic: "Playing SimCity"
- Replies: 51
- Views: 15931
Re: "Playing SimCity"
I think if you look at Greenfields you get a pretty good simbase type of game. The economy is still exponential, but you don't fight for the first part of the game. You build a big base, you try and build it faster than the enemy, and then you clash only once you've reached epic artillery, shields a...
- 03 Dec 2012, 17:24
- Forum: Art & Modelling
- Topic: Random wip 2012+
- Replies: 734
- Views: 223477
Re: Random wip 2012+
Well unity does mesh deformation, obviously.
- 26 Nov 2012, 16:52
- Forum: Modelling & Texturing Tutorials & Resources
- Topic: Gritty industrial panel atlas
- Replies: 3
- Views: 9021
Re: Gritty industrial panel atlas
I was thinking of using this fairly extensively for Zero-K. It could help a lot with getting more consistent building models.
- 12 Nov 2012, 18:12
- Forum: Art & Modelling
- Topic: Random wip 2012+
- Replies: 734
- Views: 223477
Re: Random wip 2012+
If you're going to be making this for BA:R I'd suggest cutting the categories down. Zero-K seperates the categories the way it does because everything can build everything and these are the exact number of categories we need to fit everything in one panel: If you're only taking up half the page you ...
- 29 Oct 2012, 02:05
- Forum: Zero-K
- Topic: Looks like they are still developing this..
- Replies: 2
- Views: 6740
Re: Looks like they are still developing this..
He has put in engine changes, but there are a few things like the gestural selection (rather than box selection) which might be interesting.
- 20 Jul 2012, 08:01
- Forum: Tournaments
- Topic: Zero-K 1v1 Tournament for mid 2012
- Replies: 2
- Views: 6432
Re: Zero-K 1v1 Tournament for mid 2012
Using a custom image will allow me to paste in the usernames with flag/clan/faction/rank data.
- 20 Jul 2012, 02:52
- Forum: Tournaments
- Topic: Zero-K 1v1 Tournament for mid 2012
- Replies: 2
- Views: 6432
Zero-K 1v1 Tournament for mid 2012
Tournament applications are closed! The format is double elimination, best of 3. Players will be seeded by ELO. Players will have a week to play their games each round. You can still apply for the reserves, who will replace any players who do not compete their first round or their first losers brack...
- 19 Jun 2012, 10:35
- Forum: Art & Modelling
- Topic: Random wip 2012+
- Replies: 734
- Views: 223477
Re: Random wip 2012+
Smoths untextured models he just posted are actually a really good example of this on the gross scale, as all they have right now is the large areas colored-in without any detail painted on top of them yet. side comment, clever of you catching what I was doing with that. It is exactly as you said. ...
- 18 Jun 2012, 10:19
- Forum: Art & Modelling
- Topic: Random wip 2012+
- Replies: 734
- Views: 223477
Re: Random wip 2012+
Re-using texture space (like the barrels here, or the legs) is always good, and while a naive auto-UV might lead to some odd dark patches where they shouldn't be, cleaning it up a little bit by hand isn't hard. If you look at Crems models they all reuse UV space and have heavy AO baking. Anyway Benz...
- 13 May 2012, 18:03
- Forum: Game Development
- Topic: The indefinite shutdown of gundam rts.
- Replies: 11
- Views: 4729
Re: The indefinite shutdown of gundam rts.
To be fair, American IP holders own the rights to Total Annihilation too... and... yeah. There is a chance, with new ownership (and you don't know who these people are, really) that you can finally get some communication going. Japanese companies pay very, very, very little attention to their foreig...
- 13 Apr 2012, 12:22
- Forum: Map Creation
- Topic: Free tool for making heightmaps
- Replies: 6
- Views: 2830
- 06 Apr 2012, 17:04
- Forum: Balanced Annihilation
- Topic: BA model replacements
- Replies: 1290
- Views: 221942
Re: BA model replacements
What exactly do you mean? Sorry, to be clear, I'm responding to this: While you legally have every right to do with them what you will, I'd rather they be used for a single project. Reason being; when people see the game for the first time, I'd rather not they see multiple versions of what looks (a...
- 05 Apr 2012, 08:23
- Forum: Balanced Annihilation
- Topic: BA model replacements
- Replies: 1290
- Views: 221942
Re: BA model replacements
You know, given how many people are telling you to 'Ask Sak', you might try asking Sak. :) The Packo is a GPL model I found and mashed up. Not Crems. The AA ship is ENTIRELY Cremuss's. He left the texture 'uncompleted' though, which is why it doesn't look as good. I polished it up a little for ZK, a...
- 05 Apr 2012, 07:35
- Forum: Balanced Annihilation
- Topic: nuke animation
- Replies: 13
- Views: 3532
Re: nuke animation
This was made by Quantum, for CA. 'AA' (Nixa's version?) nicked it and branded it and people STILL call it the 'AA' nuke- credit where appropriate please: that is Quant's nuke! And yeah, it's the nuke in Zero-K, which means it's free to nick for whatever purposes. One problem though is that it obscu...
- 05 Apr 2012, 07:29
- Forum: Balanced Annihilation
- Topic: All the good players?
- Replies: 112
- Views: 26401
Re: All the good players?
You know it's funny, we get this kind of thing it seems every 'generation' or so. I've never even heard of 90% of the players mentioned here. Really high level 1v1 died out eons ago, when Day and Andy, the last of the old 1v1 comet players, then slowly anyone who could even keep up with them, left S...
- 05 Apr 2012, 06:45
- Forum: Game Development
- Topic: Challenge Mod
- Replies: 15
- Views: 3148
Re: Challenge Mod
AA (and OTA?) has just never thought in round numbers, it's only natural that derivatives like this don't think in round numbers either. Since all the damages, costs, incomes, bp's, bt's, etc are ALL non-round, there doesn't appear to be a reason to round the numbers, because it won't help you compa...
- 28 Mar 2012, 10:54
- Forum: Zero-K
- Topic: Bring back the old low RoF banisher!
- Replies: 31
- Views: 18795
Re: Bring back the old low RoF banisher!
Tank does not need more artillery.
Koda and Panther probably do need a further look at in the future.
Koda and Panther probably do need a further look at in the future.
- 21 Mar 2012, 13:57
- Forum: Map Releases
- Topic: Map: Sand Castles
- Replies: 20
- Views: 5659
Re: Map: Sand Castles
No, that black was deliberate, because the walls are perfectly straight, any texture would warp as the walls got slopier, picking up more and more of the texture from the water area. If its all black, no warping. New version is going to have sloped eges, -with- texture. Thus: http://i.imgur.com/6lya...
- 20 Mar 2012, 05:59
- Forum: Map Releases
- Topic: Map: Sand Castles
- Replies: 20
- Views: 5659
Re: Map: Sand Castles
Yeah, i mucked it up (I don't even know how so many people managed to actually see the correct version, or maybe they are just juding from the pictures). I'll be releasing a new version soon, where jumpers cannot jump onto the turrets from the low ground, the middle hills are slightly flatter, the m...
- 19 Mar 2012, 05:20
- Forum: Zero-K
- Topic: Radical metal spot suggestion.
- Replies: 40
- Views: 23646
Re: Radical metal spot suggestion.
Oh smoth I love you so much. Map devs cannot be expected to balance this kind of value, not for every game, this was the same decision we made with wind gens. But wind gens pissed so many map devs off... But there are many maps where mexes are more or less abundant, and make more or less than 2.0. T...