TA:WD - Page 40

TA:WD

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Poll of the week: Should NATO and Mospact be devided into seperate countries?

Poll ended at 14 Jul 2006, 20:26

Yes, let's have 20.000 different races and a million units!
3
7%
Yes, but only split the up in factions like US and Canada, UK and Germany, etc.
24
56%
No! the sides need to say Binary! keep as it is.
6
14%
No, just make seperate factories for Bombers, Fighters and Helicopters.
4
9%
Yes, give the player a choice what country to play in game.
6
14%
 
Total votes: 43

SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1945
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet » 13 Oct 2006, 15:56

What do you need, o Brother?
0 x

SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1945
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet » 13 Oct 2006, 16:46

Image

Like that?
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maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro » 21 Oct 2006, 09:16

Did you really check poly counter on that object ? with head and all ? :shock:

Also GZ, what is the ceiling of polycounts of soldier ? they can seize considerable cpu power (WD inf tend to built in hundreds....)
Also did rifle detail necessary ? I even use stick as rifle on Armor typhoon.
Nobody noticed :twisted:


Anyway, Ill try to model one or two, like this :
Russian frogmen + IDA-71 rebreather/underwater scooter/underwater rifle
Image
DOnt worry if they looks like robot, t should looks more human after textured
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SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1945
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet » 21 Oct 2006, 19:22

Lol that's so cool!

There were tests done by someone awhile ago that showed that high poly counts don't really matter all that much. Having more pieces on your model matters more..
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bobthedinosaur
Blood & Steel Developer
Posts: 2695
Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur » 21 Oct 2006, 21:19

will there be a nato counter?
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger » 21 Oct 2006, 23:27

bobthedinosaur wrote:will there be a nato counter?
THE SBS! Dahdahdah,dahdahdah!

Navy Seals and Special Boat Service. Takes the 1 unit and splits its roles, so SBS guy is a better infiltrator, with more demo options, while the SEAL is a better overall assault and vehicle combat soldier... :)
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng » 23 Oct 2006, 01:08

Nato would use trained navy dolphins to counter russian divers.
I dont like the way rifleman can rifle a tank to death.
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maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro » 23 Oct 2006, 13:12

1v0ry_k1ng wrote:Nato would use trained navy dolphins to counter russian divers.
I dont like the way rifleman can rifle a tank to death.
uhmmm dont NATO already have navy seal ?

I agree on tank too. Personally I would put '0' to rifle damage effect to tank, but GZ do made the infantry so he decide....
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo » 24 Oct 2006, 01:30

0 damage is rounded up to 1, so make sure you use 0.00000000001 everywhere you want zero damage to be dealt
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maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro » 25 Oct 2006, 12:53

thx 4 info....
could be useful if oneday i resurrect the armored typhoon project :-)
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo » 20 Nov 2006, 07:34

But Maestro, it just looks so cool, those rifles with full detail :D

The model looks cool Maestro.

.:really needs to get back into WD development:.
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maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro » 20 Nov 2006, 13:09

hi GZ... had u succeed with the new uspspring ?
it is much better now :-)


would you like navy seal like this :?: :twisted:
Image

pic by me :-)
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maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro » 21 Nov 2006, 08:09

Hi everyone, Minor progress here
raw model of MOSPACT armor column is finished :)
Image

gonna start texturing now. Ill use the BTR-80 as tutorial example so do both WD and Upspring tutorial at once : :lol:

still along way to go but at least we can really make model with Upspring now...
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo » 22 Nov 2006, 03:53

nice models! I can't wait to see them textured!
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raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune » 22 Nov 2006, 10:37

Blimey good looking models. Looking forward to this mod as usual
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm » 22 Nov 2006, 11:56

They look realy good , but dont ruin them with 4 sided turrets!! PLEASE!! Please make them 6 so they get smoth shaded... else they will look liek square turets in game.. :( Which would sux.

aGorm

PS, of course its totaly up to you what you do, I would just realy love it if you did do 6 sided ones.
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger » 22 Nov 2006, 18:03

aGorm wrote:They look realy good , but dont ruin them with 4 sided turrets!! PLEASE!! Please make them 6 so they get smoth shaded... else they will look liek square turets in game.. :( Which would sux.

aGorm

PS, of course its totaly up to you what you do, I would just realy love it if you did do 6 sided ones.
... They have 8 sides...
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6109
Joined: 29 Apr 2005, 01:14

Post by FLOZi » 22 Nov 2006, 19:23

He probably meant barrels. :wink:
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle » 22 Nov 2006, 19:35

At least rotate them by 45°.
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SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1945
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet » 22 Nov 2006, 20:13

With new Upspring even 4-sided squares will be smooth-shaded and look round.
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