Balanced Annihilation Reloaded - Page 4

Balanced Annihilation Reloaded

Balanced Annihilation with remade Units

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TradeMark
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Joined: 17 Feb 2006, 15:58

Re: Balanced Annihilation Reloaded

Post by TradeMark » 24 Feb 2010, 01:33

yeah and avoid doing it like this:
Image Image

xDDD

all i see is the nazi flag lol

(the "no image" buildpic has nothing to do with the mod)

PURE did some good job:
Image
although its way too one color. but easily distinguishable objects.

TA excess looks good too:
Image Image
i think this is what regret wants to make? looks like OTA units but they arent.

Image Image
looks great and simple

you can learn a lot by just browsing modinfo buildtree feature
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Neddie
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Re: Balanced Annihilation Reloaded

Post by Neddie » 24 Feb 2010, 01:58

Way to post images from 2007. Lossy fail jpeg as well.
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TradeMark
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Re: Balanced Annihilation Reloaded

Post by TradeMark » 24 Feb 2010, 21:06

whats your point...? the worser the quality, the better you see how a bad design fails...
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Machete234
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Re: Balanced Annihilation Reloaded

Post by Machete234 » 26 Feb 2010, 14:57

I like the TA excess ones, they look like oldschool (SVGA) command&conquer.
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NOiZE
Balanced Annihilation Developer
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Re: Balanced Annihilation Reloaded

Post by NOiZE » 26 Feb 2010, 22:32

I Logged in to say that i think this project sucks. BA does not need to be TA-IP free!
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FireStorm_
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Re: Balanced Annihilation Reloaded

Post by FireStorm_ » 26 Feb 2010, 23:07

I Logged in to say that i think this project is awesome. BA LIBRE!!!
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Regret
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Joined: 18 Aug 2007, 19:04

Re: Balanced Annihilation Reloaded

Post by Regret » 26 Feb 2010, 23:10

NOiZE wrote:I Logged in to say that i think this project sucks. BA does not need to be TA-IP free!
no u
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TheFatController
Balanced Annihilation Developer
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Joined: 10 Dec 2006, 18:46

Re: Balanced Annihilation Reloaded

Post by TheFatController » 27 Feb 2010, 00:21

NOiZE wrote:I Logged in to say that i think this project sucks. BA does not need to be TA-IP free!
Normal BA will carry on, these guys couldn't afford the rent on their own subforum :(
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TradeMark
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Re: Balanced Annihilation Reloaded

Post by TradeMark » 27 Feb 2010, 01:32

Its a trap. Once he finishes it, he will switch the name to CA.
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FireStorm_
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Re: Balanced Annihilation Reloaded

Post by FireStorm_ » 27 Feb 2010, 01:40

Competition does not always prod innovation. Teamwork is greater than the sum of its parts.

Being able to implement your own ideas motivates spring/game/mod development like nothing else can. Creating original content offers this opportunity to people.

point is: There are reasons to liberate BA. For me personally it because BA is the most inbred springmod out there, and intuitive i feel or think that diversity is better.

no insults intended, just sharing some opensource ideology.
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FireStorm_
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Re: Balanced Annihilation Reloaded

Post by FireStorm_ » 27 Feb 2010, 12:02

and ultimately alot of ca's gameplay is inspired by the artwork
Examples? also: ultimately a lot of ca's artwork is inspired by the gameplay.

There must be multiple ways to make units visually more conform with each other. Ideas like this might be helpful:
http://springrts.com/phpbb/viewtopic.ph ... hilit=lego
I dont really want...
Don't really want What? Don't want to see, don't want to play, don't want to work on? I think the real challenge for most mods is organising those who are willing and able.

All games/mods are traps, some more than others. Get caught in a nice one.

(or better yet: multiple ones)
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1v0ry_k1ng
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Re: Balanced Annihilation Reloaded

Post by 1v0ry_k1ng » 27 Feb 2010, 17:35

FireStorm_ wrote:ultimately a lot of ca's artwork is inspired by the gameplay.
erm, no, it isnt

most of ca's artwork is someone logging into #ca and saying 'LOL guys, looks what i made: its a flying toastter!!'
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Gota
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Re: Balanced Annihilation Reloaded

Post by Gota » 27 Feb 2010, 19:13

I never saw a flying toaster unit in ca :(
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KaiserJ
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Re: Balanced Annihilation Reloaded

Post by KaiserJ » 27 Feb 2010, 19:48

Image

throw out everything, heres a new unit concept!
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YokoZar
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Joined: 15 Jul 2007, 22:02

Re: Balanced Annihilation Reloaded

Post by YokoZar » 28 Feb 2010, 00:54

Tribulex wrote:
TradeMark wrote:Its a trap. Once he finishes it, he will switch the name to CA.
NOiZE wrote:I Logged in to say that i think this project sucks. BA does not need to be TA-IP free!
I logged in to agree with these posts. Not a very good trap, look at ca and bar, both are pretty much the same goals, with bar wanting to keep ba gampeplay.
Those are completely different. Artwork does not define a game.
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Saktoth
Zero-K Developer
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Re: Balanced Annihilation Reloaded

Post by Saktoth » 01 Mar 2010, 11:56

TradeMark wrote:you dont need to look at the shape of the unit in OTA models because the textures are so different.

looking at shapes takes lots of brain power. looking at colors takes almost none... same as comparing square root and one bitshift operator speeds...
Image

This image, we are talking about? The one with the identical white tracks, the identical black body, the identical teamcolour on the turrets with the grey barrels?

The only difference is shape: Two barrels vs one, long vs short.

Compare:
Image
Teamcolour and grey patterned body, grey turret with black bands, vs high contrast black and white body, teamcolour collar on turret. The difference is MOSTLY colour, rather than shape.

The problem with .s3o is mipmap compression (muddy texture) and normals (dull colour if rescaled). Its mostly technical. Yes, if a texture artist makes the whole unit grey then puts tiny details all over it, it will be very hard to see those details. For Mr.D's models though, this is a non-issue, his are an improvement over the 3do's.
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Tronic
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Re: Balanced Annihilation Reloaded

Post by Tronic » 07 Mar 2010, 05:48

About unit naming: I'd suggest a category based naming, something like ARM_Power_Geothermal, CORE_Airplane_Bladewing, that could be used for organizing build menus, easier tab completion with /give, etc.

Explosions probably shouldn't have faction-specific names at all (because most of them can be shared for both factions), but should weapons still be kept faction-specific? That causes a lot of duplication, but since the projectiles may need different models and the settings are likely to be different, this seems to make sense.

One specific thing that annoys me a lot in BA is the amount of special damages. They are used on pretty much everything and it is easy to miss that modinfo is showing you incorrect DPS because the damage value is just bogus and the usual target of the weapon has different special damage (e.g. flakkers have 1000 damage that is actually not used against fighters, gunships or bombers, but special damages of only 100-200 depending on plane type).
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NOiZE
Balanced Annihilation Developer
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Re: Balanced Annihilation Reloaded

Post by NOiZE » 07 Mar 2010, 11:08

about naming, just keep the names how they are. Ppl should know them by heart!
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TradeMark
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Re: Balanced Annihilation Reloaded

Post by TradeMark » 07 Mar 2010, 12:37

Tronic wrote:About unit naming: I'd suggest a category based naming, something like ARM_Power_Geothermal, CORE_Airplane_Bladewing, that could be used for organizing build menus, easier tab completion with /give, etc.
haahahahahahahahahahahahahahaha


ARM_Water_Advanced_Torpedo_Launcher

ARM_Water_Underwater_Power_Fusion_Reactor

gj (good joke)
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Regret
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Joined: 18 Aug 2007, 19:04

Re: Balanced Annihilation Reloaded

Post by Regret » 07 Mar 2010, 12:48

TradeMark wrote:ARM_Water_Advanced_Torpedo_Launcher

ARM_Water_Underwater_Power_Fusion_Reactor
Including tier designation isn't a good idea I think. It could change eventually or a unit can be in 2 tiers.
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