AATA Beta 0.9 - Page 2

AATA Beta 0.9

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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

He doesn't strike me as a pot user, but I haven't really been around long enough to tell.

Back to AATA, I am willing to help get the Russians into the mod.

I've just come across what could potentially be a very good source: http://www.battlefield.ru/index.php?opt ... 49&lang=en

I also have a pair of books, both with side "profile" images of the unit (useful for modelling), plus a brief description/history and spefics (armament, max speed, armour thickness etc). The first deals with AFVs from WWI onwards while the second deals exclusively with WWII planes. I think they will prove very useful.

EDIT: Hell, they even have photos of wrecks and the sort of camo they used! Tres bon! Blueprints too

AATA's irc is #aata right?
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

I think in terms of knowledge, Flozi has the russians covered.

If you really wanted to see the russians appear in AATA:Spring, I think what he would really need would be texturers and scripters.
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Guessmyname
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Post by Guessmyname »

I can script, its just the debugging of complicated ones (ie builders and the like) that are a problem
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Post by FLOZi »

AATA is designed to be particularly script friendly, usually you can just take one script and alter it slightly.

Researchers are welcome, but texture artists really are the biggest issue. :wink: Modellers too, I don't fancy doing that amountof modelling myself.

Of coruse, I'm still not planning to actually go beyond the current beta. :P
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Guessmyname
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Post by Guessmyname »

*pokes Flozi with a poker*

Well I plan on you continuing, so get t work! :P

Seriously though, if you ever consider continuing AATA, give me a yell
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Das Bruce
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Post by Das Bruce »

What sort of polygon limit are you looking at for units?
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

The recently redone Centurion Mk13 model for my Cold War mod is ~340 quads, for the main tank unit... So about that. But that's including proper tracks and roadwheels/idler/sprocket.

Already have a fair few British and Russian models that are AATA relevant.

But I still don't plan to. Not even done anything on this conversion in a week, coursework HELL! But I'm finished at Uni come the 9th, so I will certainly get something done then inbetween drinking and eating chocolate.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

Random US screenshots!

Image
A basic US base

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And from another angle

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Infantry

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Light vehicles

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And another angle

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And another...

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KABOOM! Towed artillery.

Image
And another angle

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Tanks and such

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And another angle

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Self propelled artillery and Tank Destroyers

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And another angle

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And another, TDs firing

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Fighter aircraft

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Ground Attack aircraft

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Medium Bomber and Transport aircraft

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And another angle!

Apologies for the lack of action shots, having some multiplayer issues. :(
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Kuroneko
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Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

....


sex


....
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

lookin sweet flozi keep up the good work

is the towed artillery two seperate units using with one using the transport ability
raikitsune
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Joined: 09 Aug 2005, 15:41

Post by raikitsune »

:shock: very nice. can't wait for this to be out.
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Masse
Damned Developer
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Joined: 15 Sep 2004, 18:56

Post by Masse »

THAT LOOKS... I HAVE NO WORDS FOR THAT ! too good to be truth ? *drool*
mm... beer...

infantry models are only thing that need some improvements but thats really hard to do...
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

j5mello wrote:lookin sweet flozi keep up the good work

is the towed artillery two seperate units using with one using the transport ability
Two units; tractor and gun.

I should point out that of all those units, only the M8 'Greyhound' and P-51 models were done by me, and even those were tweaked considerably by SpikedHelmet (and possibly oasis for the P-51B/D). :P Spiked did all of the textures.
raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune »

none the less supurb work.this tacw and tawd (you feature in 2/3 of them not bad!) all my favs.
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Wow, those textures look really great, same with the models, excellent job...the infantry suck though, no offense :P
submarine
AI Developer
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Joined: 31 Jan 2005, 20:04

Post by submarine »

looks great, since i really liked the ota version im looking forward to playing it :)
btw: could you tell me the internal names of the starting units of the sides? then aai could support aata...
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Delta
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Post by Delta »

But why is the flag upside down? (first pic)
A distress signal? :-)
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

submarine wrote:looks great, since i really liked the ota version im looking forward to playing it :)
btw: could you tell me the internal names of the starting units of the sides? then aai could support aata...
USA: USCOM
Germany: GerCom

Delta:

An intentional easter-egg of sorts that Spiked left in.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

I got a few bugs ironed out yesterday, US ground forces are now nearly bug-free! (Doesn't sound like much of a claim :lol: )

Hopefully it shouldn't be too long before it needs some good testing. So volunteer! Preferably if you have played AATA for TA, I don't want to have a bunch of testers who all go 'How the fark do you play this stupid thing!?!' as A&A is rather radically different from OTA themed mods.
raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune »

**jumps up and down** i'm all for reality based mods (as you may remember) i'd be more than willing to test AAS. (but i won't kiss any toes!)
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