New Mod/Conversion: GEAR COMMANDER - Page 14

New Mod/Conversion: GEAR COMMANDER

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Mars Keeper
Posts: 240
Joined: 25 Jan 2005, 21:00

Post by Mars Keeper »

Is there an ETA until I can get my hands on that heli :P

Really nice 8)
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centurion-1
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Joined: 31 Jan 2006, 20:53

Post by centurion-1 »

FLOZi wrote:
Question for centurion, do you have animated tracks?
Hmm, no, not yet atleast. I suppose you mean animated trough hiding and showing differant parts? The wheels move, obviously, but I haven't looked into animated tracks yet. I'm not that good at the whole scripting thing really but i manage for simpler things. In normal gameplay it's not something you notice really anyway.
Is there an ETA until I can get my hands on that heli
Hehe well not really. August is upon us and well it is rather uncertain if I can finish a public beta before the 25th, when i leave for a weeks vacation in Crete. The beginning of September will be pretty hectic no doubt with school starting, going back to Sweden etc etc so I'd say that perhaps late September / Early October with a 25% chance of earlier, possibly as early as the end of august... Still, to make that I'd have to begin closed beta tests soonish and well I dont feel the mod is quite there yet, still alot of missing features and units. Progress is quite fast on the other hand with bob helping out and all.

Also I'd like to thank you all for your supportive comments, It really helps motivate me to carry on with this thing :P

-centurion 1 out
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Post by FLOZi »

http://aata.tauniverse.com/downloads/video2.mpg

Like so. I'll show you how I did it if you're interested (scripting credit must go to Argh)
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TA 3D
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Joined: 12 Nov 2004, 06:08

Post by TA 3D »

I so wish I had a copy of 3DS MAX right now.... Wings 3D can be really annoying. :evil:
centurion-1, yes I will be UV'ing and texturing the model myself, as well as scripting it.

Here is an update. The missle pods are seperate pieces so I can easily go back and make cannon mounts for the "Long Fang" version. Also the large axle piece on the back of the lower leg is where the stablizers will attach(again for the cannons). The side sensors will be able to rotate so they can change postion between walk mode and wheel mode. I am thinking of leaving the missle ends showing, but through scripting will make them disapear one by one when fired, until it reloads, then they all come back.

I still have lots of tweaking to do and more parts to make left, however.... I have to help paint the family house.... Yes texturing this bad boy would be a sinch compared to our 2 story house. :(

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Egarwaen
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Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Unfortunately, most of the really good art is only in the books. Looking at that model, it becomes quite obvious that the Naga mini has some proportion problems.

Oh well. Still looks cool. My one suggestion would be to make the actual "missile" points bigger.
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

it looks good! if youre going to script/ texx it and you want to have it included in this mod, you might go with some guidlines so it atleast can fit in with the rest of the mod.
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TA 3D
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Post by TA 3D »

Egarwaen, thanks for the commits, i'll fix those. By the way I did a search for images through google of the naga, and it came back with 1 cartoon drawing, and the 2 mini models.

bobthedinosaur, exactly what are you refering to when you say guidelines? I was planing at first just to make a script where it walks, fires, reloads. I am textuering according to what centurion-1 has specified. After all that is ironed out, I was going to go back and play with things such as transtion to wheel mode, movement via wheel mode, and a 80% damage modifyer that casues one leg to colapse and the unit become inmobilized until repaired.

centurion-1, I have a few requests.
1) Could you send me the model of the anti-tank missile and a infintry. I need the infintry model so I can scale the model to the right size, and the anti-tank missile so I can finish the missile pods.

Also can you send me a sample of the camo texture you want on this for the Southern Team. Thanks
Egarwaen
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Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Image

Probably a bit small, but should give you a better idea of the "action art" proportions.
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bobthedinosaur
Blood & Steel Developer
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Post by bobthedinosaur »

cool, cant wait to see it ingame!
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TA 3D
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Joined: 12 Nov 2004, 06:08

Post by TA 3D »

centurion-1 & bobthedinosaur, have you seen this page? I has all the camo patterns for each side. It might be of interest to you in regards to texturing.
http://www.dp9.com/Products/HGCamo.htm
Egarwaen
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Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

The sample paint jobs for the new miniatures might also work:

http://dp9forum.com/index.php?showtopic=2236
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TA 3D
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Post by TA 3D »

Here is a test with texturing using one of the southern camo patterns as a referance. This is a quick and dirty rendition, but the final texture once the model is complete will be whole lot better. I am planing on using a 512x512 texture. And I have a wonderfull idea on how to make the reflectivity look right... 8)
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This is what I came up with. This is simply a test. Not entirely finished, nor is the UV map right(accedently forgot to flip a few faces on the underside).
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Hunter0000
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Joined: 04 Nov 2004, 00:33

Post by Hunter0000 »

If/When Beta testing comes around I'd be glad to help test!

Looking great!
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centurion-1
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Joined: 31 Jan 2006, 20:53

Post by centurion-1 »

It looks quite good so far. I wont budge from my camo pattern tho, even if its not a official DP9 one I find it easy on the eyes and matches all my criterias (good looking, not too contrasty, stretching-tolerant, not too seamy). I'm very particular about my camo schemes, see :wink:

Still, with a layered PSD file changing out camo patterns is no biggie. I've so far used the size 256x256 but you can work in 512 and then if needed it can be minimized later.

I'm quite busy right now, I'll be back later with more text and perhaps new stuff
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Post by bobthedinosaur »

probably best to go with 1024s and then rescale for the mod, that way you got a higher def backup if you need to bring it up or if maybe some people want to play with some higher res textures...
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centurion-1
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Joined: 31 Jan 2006, 20:53

Post by centurion-1 »

Update at last:

The Jaxxon rocket artillery system is ingame:
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Getting there slowly now 8)
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I'd like to see some bases. Cause what I saw of your buildings, they looked really cool. Very 'millitray' looking. Cuase in real life millitary means sandbags around some tents. It you're there long enough, you build larger fortifications, like more sand bags, trenches ext.
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Quanto042
Basically OTA Developer
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Joined: 22 Feb 2006, 03:01

Post by Quanto042 »

This mod seems to be coming along very well, i'm looking forward to the playable version. I've been watching it for a while, (not posting) but i just wanted to throw in my support here. I really like what i see!
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TA 3D
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Joined: 12 Nov 2004, 06:08

Post by TA 3D »

centurion-1 & bobthedinosaur, unfortunately life has first priority over fun. From having to paint the family house(which mind you is still not done) and having to get ready for school which starts in less then two weeks. Yes it├óÔé¼Ôäós off to the university for me. So that means packing and moving into a university dorm. That and having to move all my stuff to a different computer. But I should have something to show you in a couple of weeks once I get settled in. So until that time my Naga Strider model is going to have to wait on the back burner. :(

Though as they say all work and no play makes Jack a dull boy. I will be back at it as soon as I can. :wink:
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centurion-1
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Joined: 31 Jan 2006, 20:53

Post by centurion-1 »

Hey all, been really busy, as TA3D said life has priority. I dont think im gonna make the august release date but im working whenever i can to minimize the delay. Im also faced with moving back to my school and apartment but its not that big of a deal this time round, all the furniture and all that stuff is already there thank god.

Today I got the turrets (tech level 2) done, behold the Heavy Rocket Pack turret and Heavy Autocannon turret:

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Model: Bob
Tex&UV:Me
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