TA:WD - Page 4

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.

Moderator: Moderators

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

Post by GrOuNd_ZeRo »

That looks incredible Attack, kudos.


Whenever you want to send over those textures, go ahead.
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aTTacK
Posts: 90
Joined: 23 May 2005, 13:00

Post by aTTacK »

thanks for the commendations (thx2 http://dict.leo.org/ for this word xD)

for the future i will make the "green" and the "snow" textures only... the desert textures will follow if everything is done.. at this moment this is too much work for me sry

i dont think that it is playable atm.. tomorow i will write a chemistry-test and the day after tomorow mathematics.. i will go on texturing on wedn.
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

I MUST INSIST THAT YOU HURRY. WD is probably the coolest of the TA mods I have seen. And TA:FF comes a close second.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I wont Rush TA:WD, but I think I could releash a beta version right now for Spring and OTA.

Thanks for the kind words BlackLiger :) it's people like you that make it all worth it.
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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

196 size textures are WAY to big for Spring.

Other than that, I look forward to playing this. :-D

-Buggi
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aTTacK
Posts: 90
Joined: 23 May 2005, 13:00

Post by aTTacK »

Buggi wrote:196 size textures are WAY to big for Spring.

Other than that, I look forward to playing this. :-D

-Buggi
i used mostly less than 128x128px text.
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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

See my post in ART on how best to use unit textures.

-Buggi
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aTTacK
Posts: 90
Joined: 23 May 2005, 13:00

Post by aTTacK »

ok this textures suck^^

i hate it when the hole thing is textured with only ~6 different textures... sometimes i add some and change the direction in the textures in the 3do files... so please base on my edited units G_Z to remodel them

normal view:
http://www.chryys.galacticgate.de/nKK/TAWD/cobra1.jpg

cobra "fighting"
http://www.chryys.galacticgate.de/nKK/TAWD/cobra2.jpg


├óÔÇÜ┬¼dit: ahh i forgot:
here are sum textures i didnt used... the camo was too tiny and it looked odd ingame so .. feel free to use them (@texturer):

http://www.chryys.galacticgate.de/nKK/T ... ark200.BMP
http://www.chryys.galacticgate.de/nKK/TAWD/AH1Zdk00.BMP
http://www.chryys.galacticgate.de/nKK/T ... grad00.BMP
http://www.chryys.galacticgate.de/nKK/TAWD/AH1Zlt00.BMP

there are 100% handmade
Last edited by aTTacK on 29 Jun 2005, 21:43, edited 1 time in total.
User avatar
chillaaa
Posts: 234
Joined: 16 Mar 2005, 00:12

Post by chillaaa »

The cobra shot is teh sex, keep up the awesome work aTTacK!!
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Attack, the textures look good and that screenshot looks awesome, however, I picked the tan desert camo because of this pic:

Image

All pictures of the AH-1Z I have seen are like this, in Desert Tan, and I liked the way it looked so I emulated it in TA:WD as far as I could.

Some artistic license isn't bad but make sure the camoflage schemes do exist :) alot of games use fictious gamo schemes (Act of War, F-22 Lightning 3, etc)
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aTTacK
Posts: 90
Joined: 23 May 2005, 13:00

Post by aTTacK »

i know.. i googled a lot and viewed many ah-1s too (and i looked at other games like battlefield how they textured their units)
here examples:
http://impc-jp.web.infoseek.co.jp/2001/ ... ah1-02.jpg
http://www.page.sannet.ne.jp/sae9/jsdf/ ... 95/Ah1.jpg
http://www5.airnet.ne.jp/sky-f/soukaen99/AH1-1.jpg
http://www.impc-jp.net/2004/041003/ah1-11.jpg

i think this is more a question of taste

i will make a desert style for the ah-1... maybe it will be better
i think u are right... sry


ps. at next wedn. i will write my last test this year @school... then i will have more time

[edit] btw.. who made model for the ah1 ? its really great
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aTTacK
Posts: 90
Joined: 23 May 2005, 13:00

Post by aTTacK »

hungry cobra^^

Image
better ? (~4hours of work; 25 textures.. mostly less than 64²px)
the textures are based on the following photo:
http://www.chryys.galacticgate.de/nKK/TAWD/00000006.jpg

├óÔÇÜ┬¼dit: how to edit these orginal textures used on the rotor for example ?

when i create a file called "blablaotatext00.bmp" in my texture directory, spring never uses the textures from tawd, but from the original ota text.

ps. no i cant improve the "MARINE" text .. its a problem with the wireframe of the texture

[edit²] here is the 3do model for adding ground plates groundzero:
http://www.chryys.galacticgate.de/nKK/TAWD/AH1cobra.3do
maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

Hi, Personally I think that 64x64 would be sufficient (most people wouldnt close up their unit often except they want to lost), even 128x128 is better it suck 4x the resource

Also Attack, could u send me the texture of MLRS ? I can use the track and some other parts on the new T-80 model
my email
spmaestro2000@yahoo.com

or ifu have trouble with this
http://www.maestro_setiawan@lycos.com
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aTTacK
Posts: 90
Joined: 23 May 2005, 13:00

Post by aTTacK »

maestro wrote:Hi, Personally I think that 64x64 would be sufficient (most people wouldnt close up their unit often except they want to lost), even 128x128 is better it suck 4x the resource
u are right.. my textures ARE <64x64... except some old ones i didnt rezized yet
256 colors are ok too if u dont use the TA-256-Palette (see screens.. they are all 256colors)
maestro wrote: Also Attack, could u send me the texture of MLRS ? I can use the track and some other parts on the new T-80 model
-> email (my adress: vinchy@t-online.de)
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[K.B.] Napalm Cobra
Posts: 1222
Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

Wow, thats some really good texturing you guys have got there.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Looks great, however, the picture dipicts a AH-1W Super Cobra which is an older 2 bladed version opposed to the new AH-1Z King Cobra in TA:WD which has 4 blades.

I'm sure there will be choppers with all sorts of decals added by the pilots once the AH-1Z is fielded and used on the battlefield.

Excellent work though, i'm just nit-picking :)
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aTTacK
Posts: 90
Joined: 23 May 2005, 13:00

Post by aTTacK »

f-16 fighting falcon

Image

to the model: when u zoom in (more than this screen) the textures get ugly because of the 64x64px format... but its ok imo

btw most views in MOD forum .. letz celebrate xD

dont comment on things i cant change (for example texturewire troubles -.-)

@ground zero and maestro: DONT change the models i already retextured.. putting the textures on the model is more work than creating the bmp files
SO if u want to for example add a ground to the helicopters .. base on MY textured models !! (i can send them to u...)
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

HURRY. I WANNA SEE THIS IN ACTION ON SPRINGGGYYYYY!
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Wow, looks awesome! keep it up!

you can send me this in a compiled package, atleast the models that need it, I still have the AH-1 model sitting here to have a bottom added, damn I feel bad now for leaving the bottom out...
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aTTacK
Posts: 90
Joined: 23 May 2005, 13:00

Post by aTTacK »

thanks for the commendations

@g_z i upload it tomorow.. today i have to learn a bit english (4school)
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