Random WIP 2006-2011 - Page 329

Random WIP 2006-2011

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

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smoth
Posts: 22298
Joined: 13 Jan 2005, 00:46

Re: Random WIP

Post by smoth » 26 Sep 2010, 04:58

bobthedinosaur wrote:chickens vs gundam?!? :shock: noooo
I have a modified version that spawns mobile suits. you can set it to zeon or federation.

Image
related to the earlier visual discussion. From my standard play height. I really need to model some cars and street signs.
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Gota
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Re: Random WIP

Post by Gota » 26 Sep 2010, 08:08

Johannes wrote:
Beherith wrote:5 minutes? Talk is cheap.
http://www.springfiles.com/images/735/P ... height.jpg

That's basically 6 different hill shapes recurring plus the big hill, their placement doesn't seem to be too exactly thought out. Maybe I exaggarated, and couldn't make something similar that fast but either way I prefer spending an hour or 2 to properly think and detail the layout through :D
Here are a few reasons why making Painted desert with a new awesome texture is better than making something new from scratch that is similar.

1)Painted desert has some historical value,We enjoy things with a history behind them,with some depth.
That's why you see fenchises go on an on because people get attached to these things somewhat and feel more connected to them than to some new lore/story/idea.

2)painted desert has a nice simple proven concept.
Overcomplicated heightmaps tend to fail,especially with Spring's pathing.
Overcomplicated unfocused heightmaps also get lost when you look at them.
You have to have just a few thing or even just one feature that stand out and are easy to remember and focus on otherwise it takes much longer to get used to a map visually.
Excellent example is avikko,check it out if you don't remember it.

3)it's much less time consuming to tweak a heightmap a bit than to create a new concept and redraw everything from scratch.
The bottom line is gameplay and visual quality.
Painted desert provides the first but fails miserably at the second.

I am not sure what program Beherith is using but if he got the template over with I dont think it would take a lot of time to just lay it on an existing heightmap.
Of course time is time is time but i think many people inclduing me would be interested in playing Painted desert so maybe its worth his time which is why i offered the idea.
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Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: Random WIP

Post by Warlord Zsinj » 26 Sep 2010, 17:29

New Work > Remake, IMO. PD was a brilliant map back in the day, and I had many long slugfests on it (I think it was where I managed to finally defeat one of the gnugs...) back in OTA days. But it's heightmap was really quite flat, though tall enough to be significant in TA terms. It would be easy enough to port it if you just wanted to play on that, but new designers should have an opportunity to learn from that work but bring their own ideas and make something new.

I think the most important parts of PD were the resource distribution - there was a reasonable amount of metal but it was always widely distributed and in the most contested spots. Holding the middle was always tricky but very valuable. There were a lot of rocks around, and most of the more serious players had power strats worked out using the rocks, but I was never a fan of that sort of rote-learnt strategy. Also the fact that it was really open and not porcy at all (until MT forests popped up) which made for some epic slugfests...

If you're making a PD remake behe, you should make an IW version and stick some tattooine features ;)
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Re: Random WIP

Post by FLOZi » 26 Sep 2010, 18:00

Tatooine Tunisia themed features are also appropriate for S44 maps. :wink:
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smoth
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Re: Random WIP

Post by smoth » 26 Sep 2010, 18:26

smoth wrote: Image
here (click for larger)
is what painted desert really looks like as a height field. I could do a more appropriate texture but I did this one for illustrative purposes
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Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: Random WIP

Post by Warlord Zsinj » 27 Sep 2010, 03:32

Tattooine scenes were filmed in Tunisia, so I think we can keep all parties happy ;)
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Pressure Line
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Joined: 21 May 2007, 02:09

Re: Random WIP

Post by Pressure Line » 27 Sep 2010, 08:47

Warlord Zsinj wrote:I think we can keep all parties happy ;)
I seriously doubt anything could possibly keep everyone in the rampaging mob that is the Spring community happy.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Re: Random WIP

Post by Neddie » 27 Sep 2010, 09:50

Master-Athmos wrote:The "problem" about that screen is that it's sort of a "glamor shot". You don't look at them this way ingame. There they just make up a brownish brick with some teamcolors. The missing tracks on the terrain probably are missing due to being a WIP shot I guess...
Limited teamcolours in Gundam RTS. Also, Smoth probably does look at them this way ingame.
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smoth
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Re: Random WIP

Post by smoth » 27 Sep 2010, 14:17

I do and any moment I have idle periods I fly down to look at things up close :P.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: Random WIP

Post by rattle » 27 Sep 2010, 15:29

Image
512x256 texture, paintjob by masse
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SanadaUjiosan
Conflict Terra Developer
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Joined: 21 Jan 2010, 06:21

Re: Random WIP

Post by SanadaUjiosan » 27 Sep 2010, 17:36

I dig it. The little machine gun animation is subtle but a nice touch.
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KaiserJ
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Re: Random WIP

Post by KaiserJ » 27 Sep 2010, 17:58

:3 is there chocolate in this egg

i liek it
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manolo_
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Re: Random WIP

Post by manolo_ » 27 Sep 2010, 18:34

i like the simple layout
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rattle
Damned Developer
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Re: Random WIP

Post by rattle » 27 Sep 2010, 21:19

KaiserJ wrote::3 is there chocolate in this egg

i liek it
it's full of meat... SPACE JEW MEAT
tricount = 828 .. texture's still in a WIP stage


if spring had a proper animation system and/or I'd know how to rig shit then perhaps...
Image
(click for bigger)
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smoth
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Re: Random WIP

Post by smoth » 27 Sep 2010, 21:31

give it a swivel torso, spin+lua spin effect = lol you win
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Warlord Zsinj
Imperial Winter Developer
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Re: Random WIP

Post by Warlord Zsinj » 28 Sep 2010, 04:59

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Hobo Joe
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Re: Random WIP

Post by Hobo Joe » 28 Sep 2010, 05:33

fapping spheregun?


awesome.
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KaiserJ
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Re: Random WIP

Post by KaiserJ » 29 Sep 2010, 06:54

Image

one grillion triangles
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Argh
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Re: Random WIP

Post by Argh » 29 Sep 2010, 06:56

Very nice :-)
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smoth
Posts: 22298
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Re: Random WIP

Post by smoth » 30 Sep 2010, 08:05

Image
<2 hours
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