TA:WD - Page 2

TA:WD

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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Poll of the week: Should NATO and Mospact be devided into seperate countries?

Poll ended at 14 Jul 2006, 20:26

Yes, let's have 20.000 different races and a million units!
3
7%
Yes, but only split the up in factions like US and Canada, UK and Germany, etc.
24
56%
No! the sides need to say Binary! keep as it is.
6
14%
No, just make seperate factories for Bombers, Fighters and Helicopters.
4
9%
Yes, give the player a choice what country to play in game.
6
14%
 
Total votes: 43

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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

So far as I know, there's only one WW2 mod that has actually released anything.

Unless you count that one with the time machine and stuff :shock:
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

there is loads of mods and units out there with machineguns :)
maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

aTTacK wrote:ok i composed a music theme for TAWD:

http://www.chryys.galacticgate.de/nKK/T ... 0theme.mp3

--------------------------------------------------------------------

and here are new sample buttons i made... @GZ do u like this style ?

version 1 (newer version)
http://www.chryys.galacticgate.de/nKK/TAWD/apache.bmp
version 2
http://www.chryys.galacticgate.de/nKK/TAWD/mig31.bmp

they worked in spring (i tested)

maybe it is possible to change the hole GUI in this style...

[edit] like this:
http://www.chryys.galacticgate.de/nKK/TAWD/fake2.bmp

--------------------------------------------------------------------

i hate it.. why there isnt the 1:1 buildpic in spring -.- (62:46)
the buttons are empty... u can imagin how they look like with the buttons "mig31.bmp" or "apache.bmp" ^

http://www.chryys.galacticgate.de/nKK/TAWD/fake3.bmp

both pictures are fakes

[edit] sorry for the big bmps.. im short of time .. next time they will be jpg
No, thx
that looks not suitable with theme, I prefer rendered, colorful pics like now
maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

Min3mat wrote:Nice! Please PM me or post some more info on this mod since i haven't even played it before (e.g. Tech Tree, what resources r etc) :lol: looks like a budding game :-)
there is no techtree, coz we make what we likes without any planning (The development is like this : I saw a pics of tank X or plane Y from A/B/etc variant and it looks good --> I make it the next day)
the tree grows naturally, there is no planned techtree at all
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aTTacK
Posts: 90
Joined: 23 May 2005, 13:00

Post by aTTacK »

maestro wrote:
aTTacK wrote: [...]
No, thx
that looks not suitable with theme, I prefer rendered, colorful pics like now
and whats about the menubackground ?

here the a-10:
http://www.chryys.galacticgate.de/nKK/TAWD/screen2.jpg

the vertical lines on the wings are dirt... i dont like those totaly clear planes.. its unrealistic.. ok maybe i overdid it a littlebit^^

another thing:

pleaaze can we do all units in same camoflage ?
its ok when highflying aircraft like f-16 is grey camoflaged... but its totaly unrealistic that there are units like ADATS or the abrams tank in camoflage for desert missions...
i didnt say that there must all look like the same .. but desertstyle-camo together with greentanks are very ugly

i know this would be lot of work.. but i could support u in making the new textures


[sry for bad english... its hard to express what i want to say]

the commander-tank could be an exeption
Last edited by aTTacK on 12 Jun 2005, 03:09, edited 1 time in total.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Good lord! :shock:

I need a texturer like that!

If you have any interest in WW2 and the Cold War... :P
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aTTacK
Posts: 90
Joined: 23 May 2005, 13:00

Post by aTTacK »

FLOZi wrote:Good lord! :shock:

I need a texturer like that!

If you have any interest in WW2 and the Cold War... :P
yes... interested but
i think i got enough work with tawd for the next.. hum .. 10years ? ^^
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Damn, the pic didn't work, broken link...ICQ it :)
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

Is it possible to make the textures based on the map for proper camouflage?
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aTTacK
Posts: 90
Joined: 23 May 2005, 13:00

Post by aTTacK »

Doomweaver wrote:Is it possible to make the textures based on the map for proper camouflage?

would be very nice and i would support it... but i dont think that it works

so 3 themes: desert / normal / ice



can somebody explain me how i can include new textures ? i created a new bmp file in the tatex directory (phantomwingC00.bmp) and then i added it with "import textures" @3do builder
... but it dont works ingame :/

[edit]
ok there are two ways:
1. i resign the hole model with new textures and more detail... in this case if have to know how to create new textures and it will take long time to redesign every unit

2. i take maestros textures and make them in 16 with colourfades etc... but no new details (because maestro often used the same texture for different things... the a-10 had some t-80 textures before i edited it... in normal ta no problem.. but in spring u can zoom...)
this could be done in a few days
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

The A-10 so didn't have T-80 textures on it...it had a few OTA textures.
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aTTacK
Posts: 90
Joined: 23 May 2005, 13:00

Post by aTTacK »

ah sry u made the a-10 ?

open the a-10 3do and look at the right site (under the wing think)
there are t-72 textures.. im sure
i think it was a mistake...
(there are ota textures too... i know)

->
maybe u can answer my question how to create new textures, because i´ve got much freetime atmoment but this will change in 1-2 weeks
maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

hi Attack,sorry if i misunderstood u about the background icon, coz i have trouble with dl ing latest spring... beside ill wait the next update, once the custom weapon model issue solved ill began a full scale developmt...

btw your textyre no longer use TA old palette ? do you have any tool to do that ? coz my tatexturepacker refuse to compile 16bit bitmap and 3dobuilder dont like it either....

please please... how to make texture for spring ? im experienced in TA texturing but spring will be different afaik
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aTTacK
Posts: 90
Joined: 23 May 2005, 13:00

Post by aTTacK »

hm i edited the bmp files in the tatex dir, converted them to 16bit and packed them with HPI packer to a ufo in the spring dir

i converted them recently in 256colours to adjust them in 3do builder.. but only recently.. i backuped the old 16bit files

.. but how to create NEW textures ?
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

You will probably have to create dummy texture that will be read by 3dobuilder, the trick will be to give them the filenames of the .BMPs that will have identical names to the dummy textures.

The A-10 indeed had T-72 textures on the side of the fuselage, those were a better shade than the original A-10 textures for the side, has no impact on gameplay and the difference is barely noticable if at all.
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aTTacK
Posts: 90
Joined: 23 May 2005, 13:00

Post by aTTacK »

GrOuNd_ZeRo wrote:You will probably have to create dummy texture that will be read by 3dobuilder, the trick will be to give them the filenames of the .BMPs that will have identical names to the dummy textures.
thx g_z .. now it works

my next unit will be the f-18 and the phantom for texturing

[edit]
hmpf problem:
Image

i think you know my prob... any options how to fix it ? where does it come from ?
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

OTA didn't have this problem and it was a shame it was a problem in Spring, I don't know how to fix this, I could make a new wing model that has the control surfaces on it.

Also, the Phantom should not be an American Phantom, a German Phantom would probably be better.

America has phased out the F-4 for a while now, they are still used for training purposes and target drones, maybe there are some in the national guard.
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aTTacK
Posts: 90
Joined: 23 May 2005, 13:00

Post by aTTacK »

GrOuNd_ZeRo wrote:OTA didn't have this problem and it was a shame it was a problem in Spring, I don't know how to fix this, I could make a new wing model that has the control surfaces on it.

Also, the Phantom should not be an American Phantom, a German Phantom would probably be better.

America has phased out the F-4 for a while now, they are still used for training purposes and target drones, maybe there are some in the national guard.
ok i deleted the new phantom textures (same difficulties as the f-18)

i will texture easier units first (like buildings, mrls etc)

i hope u can fix the problem with the textures :/

here some artwork^^:
Image


[edit] i had a idea... maybe it is possible to texture the unit only with camoflage and add details with decals like in "hammer" ... the Halflife editor (i made a few maps with it...)
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aTTacK
Posts: 90
Joined: 23 May 2005, 13:00

Post by aTTacK »

mrls green (maybe a bit to colorful/contrast):
http://www.chryys.galacticgate.de/nKK/T ... sgreen.jpg
http://www.chryys.galacticgate.de/nKK/T ... green2.jpg

mrls desert:
http://www.chryys.galacticgate.de/nKK/TAWD/mrlsdes.jpg

mrls snow coming soon

[edit]
i know... the wheels are ugly.. but thats because of the model
-> i got an idea to fix this...

[edit²]
i reduced the contrast of the green version
and made the snow version:

http://www.chryys.galacticgate.de/nKK/TAWD/mrlssnow.jpg

-- question.. the player color (the ugly blue thing..) it is defined by the color (0/0/256 for example) or defined by the texture (i think this is a ota tex) ??

~gn8
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

That's defined by the texture.

The best way to place the side colors is where it's not too obvious but still noticable.

The textures are looking good so far! try to use a perspective tool to point the track wheels in an inward angle like in OTA and it may look better :)
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