Texture collisions of Arm con. kbots

Texture collisions of Arm con. kbots

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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Texture collisions of Arm con. kbots

Post by Caydr »

Something that's irritated me with Spring has been the texture collisions on the upper sections of the arm construction kbot and adv construction kbot.

To alleviate this in Absolute Annihilation, I redesigned these conflicting sections. For the adv con kbot, I shrunk the dimensions of the internal "box" where the nano pods are. For the L1 con kbot, I had to remodel the entire upper section.

I don't know how many people are giving AA a try, but probably not a lot of people have noticed this change I made. It certainly contributes a lot to the realism, not having 2 different textures competing for surface area, and the arm one being completely blue.

Anyway, I decided I'd post these here if anyone wants to include them in their mod. Just please give credit where it's due.

http://www.planetannihilation.com/aa/ArmCKs.exe

They're in a self-extracting 7zip, about 1 kb maybe.
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Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Post by Neuralize »

It seems to be an XTA issue, as when I compiled the original OTA content data as a standalone ufo, the textures appeared correctly.

Later..

No, I'm retarded, I've been going back and forth from mods too much. :(

Further amounts of time pass...

As much as this is an obessesive compulsive nit pick fix, Good job, I shall intregrate into the uhm, thing, er.. stand alone OTA content. (That will never be released because of a very angry frenchman who has dedicated his life to making sure I never release it due to the utter chaos and destruction it will cause, regardless, here we get to the real meat of the parentheses; mad props will be given to Cadyr, although, being a very mighty creature and knowing it, I don't know why he needs mad props every single moment of his life. Mm.. ego monster need food, I know, I have one too, *Feeds it newspaper and hitler novels*)

I just found out, Switeck's Bugfix should only be used for the original Total Annihilation engine, as very angry tree mites swarmed out of my computer and ate my cat upon using it in Spring. (Also known as breaking my vehicle factories and making units walk funny.)
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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

If I was to use some of the more ridiculous parts of that post in my signature, I'd certainly give you credit... All I want is the same consideration. It did take a while to do...
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Neuralize wrote:Good job, I shall intregrate into the uhm, thing, er.. stand alone OTA content. (That will never be released because of a very angry frenchman who has dedicated his life to making sure I never release it due to the utter chaos and destruction it will cause)
No, if your standlone OTA content is truely better than my OTA patch, I said you should talk the SY into including it as the default data for the next big Spring release. That way everyone would get it at once when upgrading Spring, and my patch will suddenly stop to have a reason to exist.

Also, make sure all the scripts of your stand alone OTA content are as spring-friendly as the XTA scripts. And in case of doubt, take the XTA scripts for use with the OTA rest of the units data.

Also, you may or may not include improved models such as the 153 evolva .3do. I personnaly think that unit stats should be kept exacly like in TA but that moderatly more detailed models could be used.

If the SY really insist of having XTA with spring, here's what I propose: Still keep OTA as the base data, but add XTA has a mod, even as the only mod shipped with spring regular installer, and have the XTA mod be enabled when one run Spring for the first time. The reason is that every TA mod out there use OTA, not XTA, as its base. Yes, that's supposing the mod switching interface is completed, but seeing the rate at which Spring is updated, I'm confident it wil be soon.
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