PzSl Development Thread

PzSl Development Thread

100% composite steel

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Karl
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PzSl Development Thread

Post by Karl » 24 Mar 2014, 18:50

dumping pictures and showing off the log yo


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Medium Vehicle 2 Missile Launcher Artillery in action

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one more...
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Karl
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Re: PzSl Development Thread

Post by Karl » 28 Mar 2014, 20:55

Image

now they need a just a light metal synthesizer and I think a few more buildings aswell units... I think I should tune down the texture brightness a bit looks a bit cartoonish
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PicassoCT
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Re: PzSl Development Thread

Post by PicassoCT » 29 Mar 2014, 19:58

actually a little cartoonishness is not bad- i ventured too far on the grim/dark realism side with the centrail.. result.. the troopers are barely visible from orbit..

The problem with realism is, that camo actually works..

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Thus, clever use of anticamo.. (glowing eyes, bright coloured troop insignia) completely wrong camo (snow-camo in dessert, dessert-camo in city)

Its not easy beein green..
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Karl
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Re: PzSl Development Thread

Post by Karl » 31 Mar 2014, 22:57

PicassoCT wrote:actually a little cartoonishness is not bad- i ventured too far on the grim/dark realism side with the centrail.. result.. the troopers are barely visible from orbit..
meh, there is a wupget that gives units a colored "shoot me" circle around their ground as a fake-shadow

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The tank is just a visual replacement of the medium tank 1
and the building is their metul generator
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smoth
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Re: PzSl Development Thread

Post by smoth » 01 Apr 2014, 00:05

the metal gen looks too ota derivative/uninteresting. I would put some work into making it look like a real structure. If the tanks have their current level of detail the buildings will look that much more bland unless you put some time into them
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Karl
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Re: PzSl Development Thread

Post by Karl » 18 Apr 2014, 23:15

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PE Level/Tier-2 constructeur with 50mm cannon
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In case you are wondering no this game is not death, just I dont feel bothered much developing it

and just made a small post to prevent the forum getting locked because I forget posting crap due to slow nature
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stuff left remaining/reminder: tweak stuff, add some level 2 units, maybe more neutral buildings, maybe infantry, more boom boom effect

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http://imgur.com/CqxLt1S,MZzAIMZ

Meh, doing level 2 factory for dem walkers
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Karl
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Re: PzSl Development Thread

Post by Karl » 06 May 2014, 18:38

Bumpy


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http://imgur.com/a/ZmXr1#0

dumdidum....

Walker HQ (WiP shit)
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>tfw when shitty games gets more attention than half-way good made mods/games
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Karl
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Re: PzSl Development Thread

Post by Karl » 09 Jul 2014, 23:33

bump

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replacement model für der Abfänger building
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PicassoCT
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Re: PzSl Development Thread

Post by PicassoCT » 10 Jul 2014, 21:00

missile silo detected :)
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Karl
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Re: PzSl Development Thread

Post by Karl » 06 Aug 2014, 15:22

PicassoCT wrote:missile silo detected :)
wat, thats a missile interceptor

more piccy dump:

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It will be a replacement for the radar tower which is going to be towable as well
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smoth
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Re: PzSl Development Thread

Post by smoth » 06 Aug 2014, 18:06

why do several renders when 1 perspective, front, side and rear image will do.

also what is the dish? Why not a radar dome? That looks like a satcom trailer
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Karl
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Re: PzSl Development Thread

Post by Karl » 06 Aug 2014, 18:43

smoth wrote:why do several renders when 1 perspective, front, side and rear image will do.
hm I do it in the next time then
smoth wrote: also what is the dish? Why not a radar dome? That looks like a satcom trailer
Because it is supposed to be a radar trailer + you cannot watch 10 hours on a radar dome spinning its radars compared to "naked" ones


picture related:
http://i60.fastpic.ru/big/2013/1029/60/ ... b96160.jpg
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smoth
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Re: PzSl Development Thread

Post by smoth » 06 Aug 2014, 21:34

that is a long range directional radar not a radius based one isn't it?
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Karl
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Re: PzSl Development Thread

Post by Karl » 07 Aug 2014, 09:53

smoth wrote:that is a long range directional radar not a radius based one isn't it?
radius based one

my game isn't going to use any sort of gadget for now.

realistically speaking most of the radar is actually directional based but it also depends how it got constructed like multiple radars or just fixed one in 4-8 directions or so
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Karl
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Re: PzSl Development Thread

Post by Karl » 28 Sep 2014, 18:03

dae model test
after messing around with bit I could managed to get this

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I will be going to trash Upspring for my workflow now as it has alot of flaws and not enough direct control compared to Blender

the only problem I have atm is how to get those models scaled properly as they are smaller than a tree now and maybe toying around with the animator export plugin or however it was named again so that the walkers doesn't look like they are skiing

Edit: Figured out how to uniform scaling the models which seems to work very well so far, I still need to figure animations however

For the proper release I will try to keep the unit amount at minimum which should be sufficient enough for T1-2 land battles
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Karl
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Re: PzSl Development Thread

Post by Karl » 21 Dec 2014, 15:29

oy, I toyed around with Krita and seems to be a kinda nice, but it seems to lack plugins/brushes stuffs? oh well.

What I really like about it that it has a wrap around feature which means it is possible to make seamless texture on it directly, and not having to fiddle around with various techniques to make a texture seamless

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hmm I gotta work a bit on the camo pattern, it doesnt look that good


my game is not dead I am just busy doing other stuff, I might make some progress on this christmas I think
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Karl
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Re: PzSl Development Thread

Post by Karl » 01 Jan 2015, 11:25

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ingame:

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damn I like the assimp support, much less hassle compared with upspring, hm I guess it could use on it some animation , some smoothing fixed it by checking the apply modifiers option and unchecking edge angle and a bit better UV alignment.

Panzer Elite tier 1 metal extractor.
From now on I am going to use KaiserJ lego atlas texture, with some modification
which also means it is going to take a while retexturing all the other unit but it should be worth it.
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Karl
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Re: PzSl Development Thread

Post by Karl » 10 Jan 2015, 22:27

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PE's Medium Heavy Tank type A
some change on its weapon:
it will have a 140x200mm HEAT low velocity gun, which fires fast but inaccurate, should work well against light armored target, somewhat against medium armed target and poorly against heavy targets.

And a missile pack of 2x2 instead of 2x1, the missile priority target are Aircraft otherwise ground targets
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Karl
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Re: PzSl Development Thread

Post by Karl » 17 Jan 2015, 18:16

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Light AT Gun Emplacement and Coal Power Plant

The AT Gun Emplacement doesn't have much health so you should spread it around the area and not packing it tight groups so that they arent quickly destroyed by projectiles with large splash damage.

I plan making all gun emplacement to be morphable into a box thing which you can transport it around the area via your vehicles/tanks.


The Coal Power Plant will generate you a steady energy income and can be packed into groups as they dont explode violently when destroyed, it cannot be said the same for the Nuclear Power Plant so you should place them far away from each other, unless you like that they cause a chain reaction.
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Karl
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Re: PzSl Development Thread

Post by Karl » 16 May 2015, 15:45

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Light Armored Fighting Vehicle B1 with 20mm Autocannon; 7.62mm Machine Gun + 3x Light Rocket Launcher (Artillery)
Light Combat Truck A1 with 7.62mm Machine Gun
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