NanoBlobs 0.64

NanoBlobs 0.64

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Argh
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NanoBlobs 0.64

Post by Argh »

Spring 0.74 has been released. Go here to get the GPL version, which includes NanoBlobs 0.64 Final :-)


If you downloaded the XTA version of Spring by mistake, or just want a seperate download of NanoBlobs 0.64, click here.


BTW, for those new to the mod, or wondering how 0.64's gameplay differs from prior versions here is a demo file.




Features:

1. New particle FX of all kinds and flavors.
2. Dynamic lighting. Ok, it's faked, but... you'll see.
3. The New Nuke.
4. Yet more nifty things.

Image
Last edited by Argh on 29 Nov 2006, 10:57, edited 4 times in total.
espylaub
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Post by espylaub »

Oh. My.

:shock:

All hail Argh!
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Deathblane
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Post by Deathblane »

Whats with the red dots?

(That's not to say that this judgement day esq image doesn't rock :P)
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rattle
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Post by rattle »

They're 224(?) polygon spheres on top of each unit to represent the team they belong to instead of team colour on the unit.
imbaczek
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Post by imbaczek »

This looks seriously good.
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Argh
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Post by Argh »

The AutoFac finally gets a halfway-decent model and animation.

Image
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MadRat
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Post by MadRat »

Looks better than your previous versions. Keep up the good work.
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Argh
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Post by Argh »

Faked dynamic lighting. It looks fairly decent while animating. Not perfect, but it's what we have right now.

Image
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KDR_11k
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Post by KDR_11k »

That's not war, that's ice cream land!
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Argh
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Post by Argh »

Lolz... nah, it's the attack of the Mile-High-Cotton-Balls!

More random screens... almost done, just tweaking a few last things as usual...

Image
Image
Image

I must say, I really like that last shot. It's too bad that was an AI-controlled Demon, I wanted to blow up his buddies and re-frame him against that sky. Ah well.
Last edited by Argh on 19 Nov 2006, 17:11, edited 1 time in total.
Chojin
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Post by Chojin »

Those look really awesome!
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LordMatt
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Post by LordMatt »

Looking forward to it!
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Dragon45
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Post by Dragon45 »

That is an extremely intelligent use of particle FX to fake dynamic lighting, mate...
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Argh
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Post by Argh »

I suspect a lot of folks will want to try that or variants of it out. There is a lot of new code in this version. No new units (unless one counts the much-needed rework of the AutoFac, which I completed over a two-hour chunk this morning), but then again, that's never really been the point of the mod.
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KDR_11k
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Post by KDR_11k »

The fire on the knights shot needs a bit more blending between the flames and smoke and the flames themselves could use more adding and less solid color to avoid giving it a SNES sprite look.
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AF
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Post by AF »

I quite like the old effect and feel that a much better version of that style could be done that looks like glowing gas, and the new fire effect just looks plain odd, especially with the smoke columns.

I love the new autofac, and those explosions that look like big towering pillars of fire look amazing!

And I love the idea of faking the dynamic lighting, perhaps you could use it to yellow out the centre bit of the autofac?
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Argh
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Post by Argh »

Just trust me... the fire looks fine while it's animating. It looks a little strange in stills, but it's quite nice when moving.
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Shadowsage
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Post by Shadowsage »

me want. You give.

NOW!


(AKA: I love how it looks, keep it up!)
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Muzic
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Post by Muzic »

Release it :(
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Felix the Cat
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Post by Felix the Cat »

Image
Borat say, "niiiiiiiiice!"

One concern, the colored spheres. It looks like they are quite high-poly... in my humble opinion, a simple cube suspended so that a corner is at the top would suffice, wouldn't sacrifice looks too much ("diamond" looking cubes are cool), and would cut the poly count by 250 per unit.

Edit: looked more closely at the spheres and did some calculations. The spheres are 256 faces each.
Last edited by Felix the Cat on 20 Nov 2006, 04:54, edited 1 time in total.
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