Some art for the loading screen?

Some art for the loading screen?

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

Moderators: MR.D, Moderators

Post Reply
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Some art for the loading screen?

Post by Torrasque »

I've just seen that in the latest CVS, you can add bmp and jpg in spring , and they will be displayed during the loading. (spring choose one randomly in the
\bitmaps\loadpictures directory)

So, does someone has good pics?
Some of those look quite cool : http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1800
User avatar
Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

Ask Neuralize about using some of his renders...they look great.

Screenshots would be okay, but they'd have to be really spiffy ones. As those map shots are (I was amazed when I first saw those...) but it would be nice if the loading shots were something we wouldn't be seeing for the rest of the game.
User avatar
Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

How bout the minimap with the start positions of the players overlayed on it? That could be good. Screenshots are not always that good, have some of the artwork from the art section. Or even just the spring logo.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I've all these:
http://zwzsg.hosted.luckz.de/img/spring/

Amongst which I like:
http://zwzsg.hosted.luckz.de/img/spring ... Bomber.png
http://zwzsg.hosted.luckz.de/img/spring ... Attack.jpg
http://zwzsg.hosted.luckz.de/img/spring ... 20base.jpg
http://zwzsg.hosted.luckz.de/img/spring ... 20Core.jpg

I'll try to remember to press F5 before screenshoting cause the GUI is ugly. And I wish I had a better graphic card to have all the effects.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

i contributethis,if someone likes it can use it in his folder.

e: those models were made by the same guy who did evolva models.
are very cool, disciplus posted that. only bout 15 models, for arm only, and some guys complained that it had too many polys.. haha.

i had a full game (4 hours, very long) with those models enabled, no crash.
well my puter is not very powerfull, but it was playable (with around 1500 units in game, i had bout.. 8-12 decoy commanders).
Last edited by mongus on 11 Aug 2005, 23:27, edited 2 times in total.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Where's that plane from?
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

mongus wrote:i
e: those models were made by the same guy who did evolva models.).
I LOVE those models. I wish we could have all of TA redone like that... (drools)
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

We have talked a bit about having two xta versions in the next release a normal version and a high poly version. If someone would want to assemble all the existing high poly models and make sure they are XTA sized it would be very helpfull.
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

I thought that they were buggy, like the shots didn't fire from the right spot, etc. Or are you saying that's what needs to be done? ("XTA sized")
Gurkha
Posts: 81
Joined: 31 Aug 2004, 01:53

Post by Gurkha »

zwzsg, in the ahspen screenshot, what unit set are you using? (please forgive my ignorance)
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

Hm yes making shots fire from the right pos would be important also but what i originally meant was that for example the xta missile tower is smaller while the xta bertha is larger than the original ones.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Gurkha: Shiny TA from that spring mod pack. It's OTA balance + Evolva models.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

mod definitions should be able to define custom load screens rather than randomly selecting from a central pool, instead it should be definable as based on a race and mod.
Post Reply

Return to “Art & Modelling”