Spring:1944 dev and testing
Moderator: Moderators
VGCats explains realistic colouring:
http://www.vgcats.com/comics/?strip_id=224
To be clear: realism is brown. Pick a tone of brown and let it infect every model - within a landscape, all dirt is the same colour, and every unit will have the same dirt in it's joints, seams, and crevices.
http://www.vgcats.com/comics/?strip_id=224
To be clear: realism is brown. Pick a tone of brown and let it infect every model - within a landscape, all dirt is the same colour, and every unit will have the same dirt in it's joints, seams, and crevices.
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- MC: Legacy & Spring 1944 Developer
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- Imperial Winter Developer
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- MC: Legacy & Spring 1944 Developer
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Wtf are you talking about?
The lights are those little yellow dots. See them? The teamcolour is located on the bumper, where it was traditional that units would place unit identification (regiment, division etc) stickers. They're not lights.
And there's already teamcolour on the back of the carriage.
The lights are those little yellow dots. See them? The teamcolour is located on the bumper, where it was traditional that units would place unit identification (regiment, division etc) stickers. They're not lights.

And there's already teamcolour on the back of the carriage.
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- Imperial Winter Developer
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- MC: Legacy & Spring 1944 Developer
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- MC: Legacy & Spring 1944 Developer
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@Spiked
Hahahah, at the icons argument. Nice looking models/textures, remember to use your second textures, depending, it can make metal things 100% better and prettier looking. (Or tell your texture artist to get to work, it doesn't take but a few mins to make a good secondary texture as long as you keep how reflective it is in mind.)
Hahahah, at the icons argument. Nice looking models/textures, remember to use your second textures, depending, it can make metal things 100% better and prettier looking. (Or tell your texture artist to get to work, it doesn't take but a few mins to make a good secondary texture as long as you keep how reflective it is in mind.)
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- MC: Legacy & Spring 1944 Developer
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Um... yeah, like Flozi said 3 posts up, which was actually a reply to you SnipaWolf, but somehow shows up almost an hour earlier... all units (except infantry) are using second texture.
Anyway, modelled and finished the German HQ Bunker (see! reflectiveness!)

It's boring and atypical, yes. As usual, there'll be plenty of other bunkers that will add variety. And German HQ bunkers were usually quite squarish and bland. Anyway, ontop is a pillbox with machinegun and the other smaller metal thing is the firing point for the Mortar that the bunker will have. An automatic mortar. Pwnage.
Also, I redid sandbags but i'm lazy to do pictures. There's a problem, though. Infantry machineguns can't really fire past sandbags, particularly German as they'e on their stomachs when they fire. I was thinking of perhaps making a special section of sandbag with a machinegun attached. Did keeping the sandbags as "living" structures fix the problem of not being able to shoot near features?
Anyway, modelled and finished the German HQ Bunker (see! reflectiveness!)

It's boring and atypical, yes. As usual, there'll be plenty of other bunkers that will add variety. And German HQ bunkers were usually quite squarish and bland. Anyway, ontop is a pillbox with machinegun and the other smaller metal thing is the firing point for the Mortar that the bunker will have. An automatic mortar. Pwnage.
Also, I redid sandbags but i'm lazy to do pictures. There's a problem, though. Infantry machineguns can't really fire past sandbags, particularly German as they'e on their stomachs when they fire. I was thinking of perhaps making a special section of sandbag with a machinegun attached. Did keeping the sandbags as "living" structures fix the problem of not being able to shoot near features?
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- Imperial Winter Developer
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How we're thinking of fixing the problem is making sandbags player-controlled (rather then neutral), and then having them have their friendly fire tags off, so that friendly units can fire through them, but enemy units can't. The problem is that it eats up the unit limit, but IIRC, we were seeing about having certain units not count towards the limit.
The bunker is letting down the other things, I think, which are much better. They were blocky, but for the most part they still looked pretty cool, so I think you'd be missing an opportunity if you made the bunker a chamfered square. With the reflectivity, it looks like the pillbox is a different material to the bunker, which I'm guessing it isn't meant to be?
The bunker is letting down the other things, I think, which are much better. They were blocky, but for the most part they still looked pretty cool, so I think you'd be missing an opportunity if you made the bunker a chamfered square. With the reflectivity, it looks like the pillbox is a different material to the bunker, which I'm guessing it isn't meant to be?
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- MC: Legacy & Spring 1944 Developer
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25