BA model replacements - Page 26

BA model replacements

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Aether_0001
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Re: BA model replacements

Post by Aether_0001 »

I WILL HELP TEST AND ADVERTISE TO MY SCHOOL OLOLOLO
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Petah
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Re: BA model replacements

Post by Petah »

I would love to provide web development, hosting and a domain when required.

Just let me know what you need in a website and I can build it right away.
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triton
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Re: BA model replacements

Post by triton »

Pm me if you want help for testing and balance suggestions.
Regret
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Re: BA model replacements

Post by Regret »

triton wrote:Pm me if you want help for testing and balance suggestions.
And the vultures descend!
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Neddie
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Re: BA model replacements

Post by Neddie »

Pretty sure this thread is about art assets, not balance.
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Mr. Bob
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Re: BA model replacements

Post by Mr. Bob »

K just got back.

Woah look at all dem testers. Uh, what I mostly meant was testing to see if all the models don't get bugged. I'm not really interested in balance changes, as I wouldn't have any idea, and I'm not in charge in any way.

So, hold your horses on the testing offers till everything is closer to done.

Also, what format do you want the buildings in?
P1h3r1e3d13
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Re: BA model replacements

Post by P1h3r1e3d13 »

Thanks for reading my essay, Bob. I didn't think anyone would top that post length, but I have to tip my hat to you.

My point about the symmetry wasn't that I need to see which way a solar collector is facing, but that I want to be able to tell a solar collector from energy storage (or whatever). You're right, though, on second thought; stuff where the direction doesn't matter (like solars) should have 90-degree rotational symmetry. So never mind that, I guess.

I'm excited to see the arm theme!

I like the sound of your plan. Count me in for testing.
I agree about simplifying the lobby, maps, etc. The relative complexity of setting up BA kept me from trying it for years (and I'm a sometimes linux user!). It needs to be one .exe that leaves you with a ready-to-play game.
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Mr. Bob
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Re: BA model replacements

Post by Mr. Bob »

Uh, still gonna need to know what format is needed before I release guys. :D
luckywaldo7
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Re: BA model replacements

Post by luckywaldo7 »

Spring is compatible with .obj format, so probably that: http://springrts.com/phpbb/viewtopic.php?f=9&t=22635
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Mr. Bob
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Re: BA model replacements

Post by Mr. Bob »

Ok here it is. 1 down 3 to go. D:

Tada12thumb.png
Tada12thumb.png (36.28 KiB) Viewed 1104 times
[/url]

Core Building Pack by Mr. Bob, Pyra is licensed under a Creative Commons Attribution-NonCommercial 3.0 Unported License.

http://www.mediafire.com/?66ejbto146w0711
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Tada12.png
(5.15 MiB) Downloaded 2 times
Last edited by Regret on 09 Mar 2011, 02:45, edited 1 time in total.
Reason: Added a thumbnail, 5mb is huge :c
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smoth
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Re: BA model replacements

Post by smoth »

very fucking cool bob.

Questions: how long does it take you to uv map? does uvmaping to an atlas texture help speed you up?
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Mr. Bob
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Re: BA model replacements

Post by Mr. Bob »

Oh, we forgot to add the other texture files.

Before we do that, what determines specularity? I know that red = glow, green = reflect etc.

EDIT: Woops, completely missed your question. Sorry bout that.

Uh, it depends. I would say working with the atlas generally makes it go faster for me, but if its a model with bunches of different parts instead of a lot of the same parts, it gets slower.
Last edited by Mr. Bob on 09 Mar 2011, 00:46, edited 1 time in total.
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Beherith
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Re: BA model replacements

Post by Beherith »

Bob those are absolutely wonderful!
I patched up jK's shader system so that green=reflect, blue=specularity, while the alpha channel of the normal map is the damage texture.
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Mr. Bob
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Re: BA model replacements

Post by Mr. Bob »

Would you guys consider adding a bloom effect to the game? And making it only apply to parts that are self illuminated? I'm pretty sure the shader is already out there. I dunno. Thought it would make all the glowing parts look better.
Regret
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Re: BA model replacements

Post by Regret »

Great work there Mr. Bob. :regret:
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Aether_0001
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Re: BA model replacements

Post by Aether_0001 »

Can't stop jizzing
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KaiserJ
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Re: BA model replacements

Post by KaiserJ »

bloom is available

models look great
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Mr. Bob
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Re: BA model replacements

Post by Mr. Bob »

So here is a quick draft of what the kbots will look like. It's an ak. (Don't worry its not final or anything. Just playing around with styles.)
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Tada1.png
Tada1.png (72.96 KiB) Viewed 1025 times
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Beherith
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Re: BA model replacements

Post by Beherith »

It's possible to add bloom to unit shaders, but doing it on the entire game may be very expensive (afaik current bloom implementations half fps)

The kbot looks fantastic!
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Gigamez
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Re: BA model replacements

Post by Gigamez »

:shock: Outstanding: absolutely stunning job :!:

A question: your models, when finished, will be integrated directly in a BA package?
I can't wait to play with your wonderful units! :o
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