"Freshened Up" TA Units
Moderators: MR.D, Moderators
It rolls backwards with every shot! Nice stuff- both tactically innovative and artistically pleasing 
Seriously though... If the cannon weren't so anime-oversized, or were restyled to be clearly recoilless rifles or whatever, it'd be fine. The bigger problem overall is that what we really need is a proper concept artist to come up with a unified schema for whatever the two sides were eventually called, so that they'd have a coherent look. That's a pretty tall order, really.

Seriously though... If the cannon weren't so anime-oversized, or were restyled to be clearly recoilless rifles or whatever, it'd be fine. The bigger problem overall is that what we really need is a proper concept artist to come up with a unified schema for whatever the two sides were eventually called, so that they'd have a coherent look. That's a pretty tall order, really.
-
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
I know an artist who is exceptionally talented at such things and loves TA.
He is pretty busy though.
EDIT: linked the images so as to save the forum formatting.
Super Cool TA-based desigs
From
[url=http://itchstudios.com/psg/]Super Cool Website[url]
He is pretty busy though.
EDIT: linked the images so as to save the forum formatting.
Super Cool TA-based desigs
From
[url=http://itchstudios.com/psg/]Super Cool Website[url]
Last edited by Warlord Zsinj on 25 Feb 2007, 13:27, edited 1 time in total.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Jesus H Christ, people, take a hint from this guy, he has STYLE! And style, and I say this without wanting to offend anyone, is something Spring really lacks. Having units look like that consistently would amount to Spring having actual art direction and a coherent visual design style, something it really needs.Warlord Zsinj wrote:I know an artist who is exceptionally talented at such things and loves TA.
He is pretty busy though.
EDIT: linked the images so as to save the forum formatting.
Super Cool TA-based desigs
From
[url=http://itchstudios.com/psg/]Super Cool Website[url]
Awesome! Oh, how I wish modellers would start building those things! :D
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Kinda sad how many people haven't seen EE.espylaub wrote:And style, and I say this without wanting to offend anyone, is something Spring really lacks. Having units look like that consistently would amount to Spring having actual art direction and a coherent visual design style, something it really needs.
This guy has an entire layout for a mod, just waiting to be made! Someone should contact him about using all of this:
http://itchstudios.com/psg/main.php?id=batcom
http://itchstudios.com/psg/main.php?id=batcom
-
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
I can name a few. Like that comic book...Warlord Zsinj wrote:Hey, Guessmyname; should you be doing... other things?
Oh and I really like them topdown visual thingies. Unfied, but still very "TAish" and in general quite cool. They look like they fit in a top down side scrolling game where you controll an obscenely overpowered VTOL with lots and lots of guns.
Hi,
after having learned some basics in modeling, I felt the need to create something ^^
After my first model was totally messed up, I didnt like to entirely remodel it, perhaps it will be continued in the future.
Anyway thanks to smoth!
Some time ago I read a post, that the Depthcharge launchers arent used at all by the players.
So I tried to build some a defensive structure as a replacement or addition.
So here's my concept:
Model of structure:

Model of projectile:

So, what is it?
It is planned as an anti-sub/anti.ship equivalent to the Screamer AA Launchbase, so it shall have a long range, make a lot of damage, be very expensive and absolutely useless without radar our LOS of other units,while having a really long reload time.
So this thing should fire heavy torpedos (see second pic on the left ^^), but with the difference to the marine torp launcher, that the torps are carried by a rocket pack, most of the time.
Then, a short way before the target, the rocket pack is blown off and the torp drops into the water.
Before I continue, is this possible through scripting?
But the launch station itself should have no radar and just a very little LOS, so it is useless without radar/sonar support.
What do you think? I am still a total noob and didnt understand upspring to test it or even get through the process of UV-mapping (without thinking of scripting and texturing
)
@smoth: I hope i got some edge loops here
Regards
Caradhras
E2:
Tower: 818 faces
torp: 442 faces
(triangulated)
after having learned some basics in modeling, I felt the need to create something ^^
After my first model was totally messed up, I didnt like to entirely remodel it, perhaps it will be continued in the future.
Anyway thanks to smoth!

Some time ago I read a post, that the Depthcharge launchers arent used at all by the players.
So I tried to build some a defensive structure as a replacement or addition.
So here's my concept:
Model of structure:
Model of projectile:
So, what is it?
It is planned as an anti-sub/anti.ship equivalent to the Screamer AA Launchbase, so it shall have a long range, make a lot of damage, be very expensive and absolutely useless without radar our LOS of other units,while having a really long reload time.
So this thing should fire heavy torpedos (see second pic on the left ^^), but with the difference to the marine torp launcher, that the torps are carried by a rocket pack, most of the time.
Then, a short way before the target, the rocket pack is blown off and the torp drops into the water.
Before I continue, is this possible through scripting?
But the launch station itself should have no radar and just a very little LOS, so it is useless without radar/sonar support.
What do you think? I am still a total noob and didnt understand upspring to test it or even get through the process of UV-mapping (without thinking of scripting and texturing

@smoth: I hope i got some edge loops here

Regards
Caradhras
E2:
Tower: 818 faces
torp: 442 faces
(triangulated)