BA Experimental V1.01 (BA695)

BA Experimental V1.01 (BA695)

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YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

BA Experimental V1.01 (BA695)

Post by YokoZar » 16 May 2009, 02:54

BA Experimental is a place for all the great community-generated replacement models to go. Once BA Experimental has a complete set of replacement units, looks nice, and is free of bugs, TheFatController has said he will begin to merge it into the official BA.

I will put out a release every 2 weeks, on Friday. Please feel free to point out any models that are good candidates for inclusion as replacements. If you are considering creating a model, absolutely please do so, however here are some guidelines:

1) We don't want to change the feel of the game. So a replacement model should visibly fill the same role that the original did; in most cases this means it will be immediately recognizable.
2) That said, don't copyright infringe - it's fine to be inspired to make your own version of a model, but don't import the original textures or object file.
3) It's ok if you have a work in progress, or need scripts, or texturing, whatever - post what you've got and we'll try and help.
4) Try to use a similar style as other units in the faction, especially for common rank and file units.
5) These guidelines may be relaxed a bit for units that are currently buggy or very rarely used and may need changing anyway, like the transport ship.

Thank you!

-----
New release! http://spring.jobjol.nl/show_file.php?id=2101
Changes in V1.01
1.01:
* Rebase off BA 6.95
* Switch to Mr D's Core Gator
Textures:
- corgator1.dds
- corgator1_512.dds
- corgator2.dds
- corgator2_512.dds
Scripts:
- corgator.bos
- corgator.cob
- constants.h
Model:
- corgator.s3o
- corgator_512.s3o
* Add Mr D's Core Leveler
Textures:
- corlevel1.dds
- corlevel1_512.dds
- corlevel2.dds
- corlevel2_512.dds
Scripts:
- corlevlr.bos
- corlevlr.cob
Model:
- corleveler.s3o
- corleveler_512.s3o

Pictures will be posted soon.


Please link to promising models in this thread, however keep discussion about their particulars within the original threads. This includes licensing questions.
Last edited by YokoZar on 06 Jun 2009, 03:57, edited 4 times in total.
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TheFatController
Balanced Annihilation Developer
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Joined: 10 Dec 2006, 18:46

Re: BA Experimental V1.00 (BA692)

Post by TheFatController » 16 May 2009, 03:32

YokoZar wrote:TheFatController has said he will begin to merge it into the official BA.
This is not correct, I have only said that once the project is complete I would consider this (or possibly whole sets of units eg. all air units) and provided that :-

- They are improvements on the old models.
- They are improvements, which means not just detail of the model but also the scale, footprint and texture keeps them distinctly recognisable.

I have a commitment to not mess up BA (apart from people's UI's :P) but genuine fixes to stuff like this:
Image

and this:
Image

Has potential to greatly improve the mod...
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Beherith
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Re: BA Experimental V1.00 (BA692)

Post by Beherith » 16 May 2009, 03:42

Add all of mr ds core stuff and im sold.
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very_bad_soldier
Posts: 1371
Joined: 20 Feb 2007, 01:10

Re: BA Experimental V1.00 (BA692)

Post by very_bad_soldier » 16 May 2009, 14:50

This is a great approach!! I hope it finds players.
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BaNa
Posts: 1561
Joined: 09 Sep 2007, 21:05

Re: BA Experimental V1.00 (BA692)

Post by BaNa » 17 May 2009, 03:49

would it work if we added the new models as a modoption and players could play with old units or new units as they chose? Is it even possible for different players to play against each other using 2 different set of models?
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el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: BA Experimental V1.00 (BA692)

Post by el_matarife » 17 May 2009, 06:06

TheFatController wrote:I have a commitment to not mess up BA (apart from people's UI's :P) but genuine fixes to stuff like this:
Image
Geeze which unit is that?
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YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: BA Experimental V1.00 (BA692)

Post by YokoZar » 17 May 2009, 10:04

BaNa wrote:would it work if we added the new models as a modoption and players could play with old units or new units as they chose? Is it even possible for different players to play against each other using 2 different set of models?
Unfortunately this isn't really workable - the game doesn't really like having different models within the same mod sharing values and names and such. It's far easier to just replace things with a mutator.

Similarly, different models for different players will result in a desync.
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YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: BA Experimental V1.00 (BA692)

Post by YokoZar » 17 May 2009, 10:05

el_matarife wrote:
TheFatController wrote:I have a commitment to not mess up BA (apart from people's UI's :P) but genuine fixes to stuff like this:
Image
Geeze which unit is that?
Hint: it's Core, it's very common, and it looks AK from the top down.
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caldera
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Re: BA Experimental V1.00 (BA692)

Post by caldera » 18 May 2009, 17:50

great idea, yoko. Do you have all the models made by cremuss and Mr. D? Mostly they are even scripted so you can put them directly in. I still have them somewhere on my HD if you need them.
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GBscientist
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Joined: 23 Sep 2007, 01:21

Re: BA Experimental V1.00 (BA692)

Post by GBscientist » 18 May 2009, 19:26

Beherith wrote:Add all of mr ds core stuff and im sold.
Seconded. This is one of the main reasons I haven't downloaded BA yet. I really don't like the look of the older models when other *A mods are useing Mr. D's freely available upgraded designs.
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YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: BA Experimental V1.00 (BA692)

Post by YokoZar » 19 May 2009, 01:14

caldera wrote:great idea, yoko. Do you have all the models made by cremuss and Mr. D? Mostly they are even scripted so you can put them directly in. I still have them somewhere on my HD if you need them.
Yeah, I'll have them in by next release.
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YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: BA Experimental V1.00 (BA692)

Post by YokoZar » 06 Jun 2009, 03:56

New release! http://spring.jobjol.nl/show_file.php?id=2101
Changes in V1.01
1.01:
* Rebase off BA 6.95
* Switch to Mr D's Core Gator
Textures:
- corgator1.dds
- corgator1_512.dds
- corgator2.dds
- corgator2_512.dds
Scripts:
- corgator.bos
- corgator.cob
- constants.h
Model:
- corgator.s3o
- corgator_512.s3o
* Add Mr D's Core Leveler
Textures:
- corlevel1.dds
- corlevel1_512.dds
- corlevel2.dds
- corlevel2_512.dds
Scripts:
- corlevlr.bos
- corlevlr.cob
Model:
- corleveler.s3o
- corleveler_512.s3o
Old release:
Changes in V1.00
* First release based on BA 6.92

* Added replacement Arm Wind Generator by Cremuss
Scripts:
- armwin.bos
- armwin.cob
Textures:
- arm_wind_generator1.tga
- arm_wind_generator2.tga
Model:
- armwin.s3o
- armwin.obj
* Added replacement Arm Solar Generator by Cremuss
Scripts:
- armsolar.bos
- armsolar.cob
Textures:
- unittextures/arm_solar1.tga
- unittextures/arm_solar_ground_shadow.tga
- unittextures/arm_solar2.tga
- unittextures/arm_solar_ground.tga
Model:
- armsolar.s3o
- armsolar.obj
* Added replacement Core Weasel by Mr D
Scripts:
- corfav.bos
- corfav.cob
- constants.h
Textures:
- corfav1_512.dds
- corfav2_512.dds
Model:
- corfav.s3o
* Added replacement Core Gator by Pressure Line, based on "angletank"
Scripts:
- corgator.bos
- corgator.cob
Textures:
- unittextures/angletank.tga
- unittextures/angletank2.tga
Model:
- corgator.s3o
- corgator_objs.7z
* Changed the footprint on the arm solar wreck from 5 to 3 so units don't run into an invisible wall
* Known Bugs:
- arm wind generator does not spin with the wind due to a buggy script
- core weasel script complains about a missing "sleeve" part
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clericvash
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Re: BA Experimental V1.01 (BA695)

Post by clericvash » 18 Jun 2009, 11:42

Awesome stuff man!
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