Random WIP 2014+
Moderators: MR.D, Moderators
Re: Random WIP 2014+
it wasn't until cs3:extended that you could load models in photoshop and do what I did. It was also this version that had true 16bpp channel support.
Re: Random WIP 2014+
Everyone is a copy of me?smoth wrote: "but your new art took you soo long!" Not really, it took all of 6 hours of me playing in photoshop to get this far:
I for once still remember vividly the trouble i had with getting that upper/Lower-case matter at entering the world. Nothing ever comes easy. I want the default to have acceptable results, without having to become me.
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Re: Random WIP 2014+
<3 Daishi <3
... the right one is a Daishi, right?
... and the Madcat, ugly as ever ^^ Is the scale correct? Shouldn´t the Direwolf with its 100t be taller than the Timberwolf(75) ?
the Elemental (?) looks a bit lost infront of the giants
... the right one is a Daishi, right?
... and the Madcat, ugly as ever ^^ Is the scale correct? Shouldn´t the Direwolf with its 100t be taller than the Timberwolf(75) ?
the Elemental (?) looks a bit lost infront of the giants
Re: Random WIP 2014+
Daishi is 'thicker', that's where all the weight is.
And yes, it's an Elemental!
And yes, it's an Elemental!
Re: Random WIP 2014+
wee finally.. somebody remembers the good ol infantry :) great work
Re: Random WIP 2014+
woah, that close-up shot of the elemental looks really nice :) mind sharing the tri-count?
will it have a working Battle Claw for close combat?
will it have a working Battle Claw for close combat?
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- Joined: 22 Aug 2014, 21:05
Re: Random WIP 2014+
Why do some games on the spring engine have much higher detail, while others such as Balanced Anahilation have modles with very small ammounts of vertecies? (Vertexes?) Is this a performance choice or lack of care?
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: Random WIP 2014+
It's largely determined by the way in which the game came into existence. Balanced Annihilation grew (via a long line of changes) out of a project that was closely connected to OTA and still shares many of the same models. Its been a long standing project, soon to be completed, to replace the BA models and UI with something modern - here's a screenshot of that wip http://imolarpg.dyndns.org/trac/balates ... /Load6.jpg.
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2700
- Joined: 25 Aug 2004, 13:31
Re: Random WIP 2014+
Flozi, are you going to use universal camouflage patterns on the mechs? It would be cool for making some kind of rendering script that assigns camouflage styles (similar to mw4) from team color picks. Or maybe choosing the camoflauge style at the game start? I know it is difficult to texture each on of those anyways so a camouflage system might be better than gun metal and team colors, and could a secondary texture could do the glass and darken weapon ports?
Re: Random WIP 2014+
Sounds like a good idea to steal Smoth's materials system. If anything, mechs are army-paintable.
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Re: Random WIP 2014+
@silentwing. In what sort of time frame can we expect these newer modles for BA, and will these new modles make you rethink the unit's current traits or weaponry?
Re: Random WIP 2014+
Such an approach has been discussed, no decisions.Anarchid wrote:Sounds like a good idea to steal Smoth's materials system. If anything, mechs are army-paintable.
Re: Random WIP 2014+
Well it is there when someone needs it but the engine is still not ready and it has an issue with stealth still
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Sometimes i wonder how long you are allready in this chicken and egg game, smoth. You do not request stuff- you close ears and eyes and trample down your path, and bitching players and coders will press that issue onward.
Re: Random WIP 2014+
Wohoo, i can into maps!
(no ssmf yet and the emission texture doesn't seem to work super well either)
Re: Random WIP 2014+
That brokken geode thing is beautifull.. wish i had that idea myself back when it was mapping..
Re: Random WIP 2014+
I can into beautiful trees, too!
Now to figure out what to use instead of featureplacer because that thing doesn't want to randomize rotations.
Featureplacer discussion continues here
Now to figure out what to use instead of featureplacer because that thing doesn't want to randomize rotations.
Featureplacer discussion continues here
Re: Random WIP 2014+
Wow, that terrain looks godly Behe, nice effects.