Battle Craft - mod in development - Page 2

Battle Craft - mod in development

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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TheRegisteredOne
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Joined: 10 Dec 2005, 21:39

Post by TheRegisteredOne »

AF wrote:people always set up a build tech tree before they've even posted unit designs. It should be the other way round. You should design your units then build the techtree then modify the units accordingly.
quoted for truth.
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Relinquished
Posts: 126
Joined: 22 Jun 2006, 22:08

Post by Relinquished »

j5mello wrote:i think what AF is trying to get at is that checking to see if ur unit designs can even work in spring is important. Spring has a lot of "unique" features and foibles that a designer needs to know before they set out on trying to make a mod.

For instance i don't think any type of flamethrower weapon will be good as anti-air. I ve never tested it but i have a feeling that they would't be very effective.

Oh HawkMan can new members not use quotes or something? ive noticed in ur posts that u don't actually use the quote function. Much easier to read if u use the quote function.
For the flamethrower as anti air, yes I have tested it. Suprisingly it works perfectly :)
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Relinquished
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Joined: 22 Jun 2006, 22:08

Post by Relinquished »

j5mello wrote:
P3374H wrote:
j5mello wrote:For instance i don't think any type of flamethrower weapon will be good as anti-air. I ve never tested it but i have a feeling that they would't be very effective.
We're only doing the first 5 (all ground based) races for now, we MIGHT (read: probably won't) get to the next 5 anytime soon.
The fire race is one of the top five and u list a flamethrower weapon as an anti-air weapons yes? that is what im talking about. Unless the Fire Specialty Race should be listed there?
flamethrowers work as anti air, I've done it before, trust me.
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Relinquished
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Post by Relinquished »

SwiftSpear wrote:Moved from other thread:

So basically the premise is lots and lots and lots of playable races with small unit/building sets? It's interesting... I'll reserve final judgments until I play it but it's not the kind of project I would be interested in working on...
Basically yah, it's an OTA style if you want to call it that. There are no builders, just your main unit. You can however build some armies and stuff to help out, I can't say how many units it will be based around (10s or 100s) because every race will be different. Some will have much stronger units, but you won't be able to build as many because of costs/time etc., while others will be quite the opposite. Think of it as a mech warrior game with light support units that can distract enemy fire and such.
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Peet
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Joined: 27 Feb 2006, 22:04

Post by Peet »

Ok, we need someone who is vaguely proficient at uv mapping and texturing units.
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Good luck with that, they're nigh impossible to find
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Peet
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Joined: 27 Feb 2006, 22:04

Post by Peet »

Yeah...I got a little pissed off at upspring after it looked like it put my texture through a blender (for the third time)...
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Hahah, I am okayish at it, however, I don't know how to do anything past that part, and would like to make my own mod :(
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Peet
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Post by Peet »

well then...could you do the texturing? You might be able to sneak some of your own ideas into the mod too.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

I dunno, I'll have to think about it...

Edit: For some reason, if i UV in wings it never messes it up...
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unpossible
Posts: 871
Joined: 10 May 2005, 19:24

Post by unpossible »

in Upspring it seems to work best if you use the texture orientation that Wings spits out...but when you get into spring you have to flip it vetically for it to show up properly. reopen this in upspring and the texture is the wrong way round and looks rather messed up.

so: work on the texure as wings gives it to you, use upspring to check it's ok
make a copy of the texture in a copy of your taspring directory and flip it.
check in spring what it looks like
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