TA:WD - Page 41

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.

Moderator: Moderators

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

maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro » 23 Nov 2006, 04:04

Hello, I found Upspring always inverted left right when applied UV, will the model inverted in Spring too ?

I have to flip the 'UN' text in this model... and some panel flipped left right

Image

ps : texturing not yet finished, and I havent paint the exhaust tube.....

WD one would be camoed, and there will be no UN text painted :P
0 x

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

Post by SpikedHelmet » 23 Nov 2006, 07:06

Depending on the graphics format you use (ie, .dds is right-side-up, .png needs to be flipped). If you load the model up in-game and the texture is retarded, flip it in Upspring, and it should show up fine in-game.
0 x

User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle » 23 Nov 2006, 10:23

I found that everything but DDS needs flipping. Only one of the reasons why I prefer working with DDS. There's a Photoshop plugin available on the nvidia site which adds DDS as save format.
0 x

User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh » 23 Nov 2006, 10:27

And DDS is also far more efficient, rendering-wise. Use it :-)
0 x

raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune » 23 Nov 2006, 11:04

:shock: **cries vaguely into palms** why can't i model/texture like that...... actually why can't i do either of those things at all :wink:
0 x

User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle » 23 Nov 2006, 12:11

Oh maestro, use the show UV function somewhere from the menu in upspring, you can flip and mirror the UV map so you don't have to mirror your textures.
0 x

maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro » 25 Nov 2006, 07:12

raikitsune wrote::shock: **cries vaguely into palms** why can't i model/texture like that...... actually why can't i do either of those things at all :wink:
Actually you only need lightwave's 'basic tutorial' to make such model :?
see... it is actually soooo flat....

Image

And @6 hours@ 70+ layers you maybe can make texture better than mine....:)
It is more about how many time you willingly 'waste' for it
0 x

User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo » 25 Nov 2006, 07:16

Just beautiful stuff there Maestro.

That actually gives me some more motivation to start on my WD stuff again.

Maestro did you draw that picture? it's sweet LOL!

I have a question to WD fans.

Would you be interested in donating money and computer equipment to support development? both Maestro and I are running outdated systems and money would help our almost depleted motivation.
0 x

maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro » 13 Dec 2006, 08:17

soon to be mospact asset
:?:
Image :twisted:
0 x

raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune » 13 Dec 2006, 09:44

was just looking at design pictures for that. 152 mil double cannon 16 rounds + per min. :lol: Jesus Christ that things a behemoth

Image

By the was as far as i can see the one in your picture is the testbed version the final product will have a slightly different turret design (as seen in the line drawing) and be mounted on the ob. 195 chassis.
0 x

User avatar
Strategia
Posts: 575
Joined: 06 Apr 2006, 18:32

Post by Strategia » 13 Dec 2006, 15:12

Get me. One of those. NOW.
0 x

User avatar
yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Post by yuritch » 14 Dec 2006, 07:48

Where did you found that one and what's its name? It looks much more like something from a sci-fi book than a real fighting vehicle. AKAIK double gun design wasn't used on Russian tanks since KV-1 prototype (which had 1 76.2mm and 1 45mm guns, production version lost the 45mm).Image
BMPT, on the other hand, is already being supplied to the army. It's basicly a tank designed to support main battle tanks by killing things they have troubles with (such as infantry). Better add it than some 2-gun behemoth.
Image
BMPT photos.
0 x

maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro » 15 Dec 2006, 05:25

dont worry about BMPT....
It will be in WD too (I already have detailed line drawing of it)

the artillery is real. It seems Russian finally get better funding.... Usually they will try to sell the design and boasting to everyone about it but the artillery prototype made rather sneaky. lile in SOviet era. No one heard about it till it materialized. The hull and overall concept is taken from the T-95 prototype. I dont understand why they dont really produce T-95 though.

Speak about Russian scifi-like stuff, Beriev 2500 coming soon!
0 x

User avatar
yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

More strange stuff

Post by yuritch » 15 Dec 2006, 18:48

Speaking of strange Russian vehicles: have you heard about TOS-1 Buratino? English description (no pics), photos and a link to Russian article. That thing is in use in Russian army.
Weird tank design: Obj. 279. This one got cancelled, but it surely was strange.
0 x

maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro » 16 Dec 2006, 06:56

I have the line drawing already (front projection ,side projection, munition firing sequence and turret base).
The only 'new' thing I havent had the pic is 2S-25, but Andrei said this is not yet pass state test so no pic available now
0 x

maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro » 16 Dec 2006, 07:02

Now this one is really looks like sci-fi :-)
the old kaspian monster....

Image
0 x

raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune » 16 Dec 2006, 12:15

maestro wrote:Now this one is really looks like sci-fi :-)
the old kaspian monster....
Man that thing was wrong. so cool but so wrong. Hah i'd love to see a cold war mod done at some point. of course i'd like to see WD finished first :P
0 x

User avatar
MadRat
Posts: 532
Joined: 24 Oct 2006, 13:45

Post by MadRat » 17 Dec 2006, 01:47

Any word on if you are going to port over more of the old TA models you had for tanks? We don't realistically need the .s3o models in all their alpha channeled shaded glory. It would be nice to see the ground units broken into several tiers, too, so that its necessary to actually build half of the units.

Suggested additions/usages:

[Mospact]

ZPU-2, ZPU-4, or S-60 (for early game low-level AAA)
KS-12 or KS-19 (for early game high-level AAA)

GP (for ultralight field gun, 76mm)
M-1938 or M-30 (for early game light art.)
D-1 or ML-20 (for early game mid-weight art., 152mm)
S-23 or M-1931M (for early hvy. art., 180mm or 203mm resp.)

2S1 or D-30 (for mid-game light art., 122mm)
M-46 (for mid-game light extended-range art., 130mm)
2S3 or D-20 (for mid-game mid-weight art., 152mm)
S-23 or 2S7 (for mid-game hvy. art., 180mm or 203mm resp.)

T-44/54 (for early game inexpensive slow tank, 85mm or 100mm resp.)
T-10/IS-10 (for early game slow heavy tank, 122mm)
T-54/Type 59 (for early game spam tank, 100mm)
T-62 (for early game main battle tank, 115mm)
T-64 (for early game overpriced tank, 125mm)
PT-76 (mid game, 76mm)
T-72 (for mid-game spam tank, 125mm)
T-80 (for mid-game main battle tank, 125mm, dev't off T-64)
T-84 (for mid-game overpriced tank, 125mm, dev't off T-80)
T-90 (for late game spam tank, 125mm, dev't off T-80)
Black Eagle (for late game main battle tank, 125mm)
T-94 (for late game overpriced tank, 125mm)

Also might just break sides up into more sensible regions, like:

Ruso-Slavic Bloc (Russia, Ukraine, plus aligned neighbors)
Red Asia Bloc (China, NK, plus)
Free East Asia Union (Japan, SK, plus)
Eur-Asia Union (NATO w/o US and UK)
Oceania (US, UK, Canada)
Sandland (Saudis, Jordan, Iran, Isreal)
Indo-Aus Union (India, Australia, New Zealand, plus)
Braziland (Brazil, Argentina, plus)
Pan-Americo Union (non-US/Brazil members)

And from there you could have sides start with multiple 1st level plants, say the Eur-Asia Union could have separate German, French, Italian, Swede plants. As the levels progress you have Franco-German, Italio-German, etc consolidations.
Last edited by MadRat on 17 Dec 2006, 02:02, edited 1 time in total.
0 x

User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6109
Joined: 29 Apr 2005, 01:14

Post by FLOZi » 17 Dec 2006, 01:53

Much of that list is *way* out of service these days.

You would have enjoyed TACW. :cry:


I would like to see WD split up into nations however.
0 x

User avatar
MadRat
Posts: 532
Joined: 24 Oct 2006, 13:45

Post by MadRat » 17 Dec 2006, 02:02

TACW?
0 x

Post Reply

Return to “Game Development”

cron