TA:WD - Page 47

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

User avatar
HildemarDasce
Posts: 74
Joined: 13 Nov 2005, 12:06

Post by HildemarDasce »

Is that avatar from Subterrania?
Indeed it is :)
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I am modernizing the graphics first and I really would like to make some convincing looking infantry s3o's.

I would love to have ships but due to their complex models and scripts I am kind of reluctant to work on it, also these things are huge, it would be alot like SupCom's scale, it would sure be cool though.

I will fix the spelling errors and other such little things and I will try to implement fuel too...hopefully I will have something I can release in a few weeks.
User avatar
HildemarDasce
Posts: 74
Joined: 13 Nov 2005, 12:06

Post by HildemarDasce »

Alright, good to hear GZ. Sounds like a plan to start with the models.

Another thing that struck me: I tried S1944 yesterday, and I noticed that certain buildings would randomize between different models. More specifically, the depot would come out as either a fixed position truck, a tent, or a pile of boxes when built. And I figured could that be possible for units as well?
Would be really cool to see randomized details on units, like some soldiers having backpacks, and some tanks having equipment (like bags and rolled up camo nets) attached to the turret (kind of like that: http://www.fas.org/man/dod-101/sys/land ... 1L-003.jpg).
Just an idea.
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Post by REVENGE »

You know, it would be great if we had a combined s44 / WD team working on a double feature.
User avatar
slayer98k
Posts: 5
Joined: 18 Dec 2007, 09:00

Post by slayer98k »

hey ground zero i had orrigonally started a forum on a new mod for modern warfare but you have already started one so ill be willing to help in any way that i can so feel free to touch bases and see what we can do to get this mod finished if your not to busy running up and down hills :-)
HyperNut
Posts: 21
Joined: 24 Apr 2007, 23:24

Post by HyperNut »

We need an autohost program so we can get some servers up.
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I am always willing cooperate, I played S1944 and I liked many things in it, esspecially the randomized features which I wanted to implement for a long time but I could never get it to work very well.

BTW anyone good at modeling a basic looking human? I am not very skilled with modeling humans.
User avatar
HildemarDasce
Posts: 74
Joined: 13 Nov 2005, 12:06

Post by HildemarDasce »

GrOuNd_ZeRo wrote:BTW anyone good at modeling a basic looking human? I am not very skilled with modeling humans.
I could give it a shot. What format do you want? And how many polys would be appropriate?
Have to finish an essay before Christmas, but I can have a go at it in a few days.
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

the current standard is the US Army soldier so any gear such as the IBA body armor and ACH helmet are a must, I can do the texturing but if you have a UV-map (if you plan on S3O) that would be outstanding

I appriciate your willingness to help
User avatar
HildemarDasce
Posts: 74
Joined: 13 Nov 2005, 12:06

Post by HildemarDasce »

GrOuNd_ZeRo wrote:the current standard is the US Army soldier so any gear such as the IBA body armor and ACH helmet are a must, I can do the texturing but if you have a UV-map (if you plan on S3O) that would be outstanding

I appriciate your willingness to help
I'll try to get it as true to reality as I can, and I'll see what I can do with the UV map (I haven't got so much routine with them yet). I'll start with a US Army soldier, and if it turns out well I'll try having a go at a a Russian one as well. And I'm happy to help! :)

(EDIT)

I've started now actually, and I was thinking, because of the preferably low polycount, you wont really be able to 'model' the body armour and equipment, I think those will only really show in the textures. The exception would the helmet, since it has a bit more of a distinct shape.

I'll post screens here as soon as I have something that's worth showing.
User avatar
HildemarDasce
Posts: 74
Joined: 13 Nov 2005, 12:06

Post by HildemarDasce »

Alright, here we go:

Image

Okey, this is the first draft (only spent an hour on it, so go easy on me).
It's not very optimized (lots of faces could be removed), so it's sits at 454 faces at the moment.
Let me know if it's along the lines you would like, or if it should be altered.
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Triangulate it, I am pretty sure it is more than ~450 faces.
User avatar
HildemarDasce
Posts: 74
Joined: 13 Nov 2005, 12:06

Post by HildemarDasce »

Snipawolf wrote:Triangulate it, I am pretty sure it is more than ~450 faces.
Ah, thanks for the hint, I thought it sounded a bit low as well. I'm pretty (very) new at modelling for games, so all tips are accepted greedily!


(edit)

Yeah, 888 faces. Ouch!
Maybe make infantry extremily overpowered, and costsome? ;)

I did a very low poly version from the beginning, but it turned out very similar to the current WD infantry. And hence this more detailed one. But yeah, almost a thousand faces for something that will be spammed aint gonna fly.

How many faces would be about right?
HyperNut
Posts: 21
Joined: 24 Apr 2007, 23:24

Post by HyperNut »

Producing infantry as squads would be a good idea. Right now lots of infantry can cause a game to become unplayable due to lag and unit limits, this is one of the problems with bots.
User avatar
KingRaptor
Zero-K Developer
Posts: 838
Joined: 14 Mar 2007, 03:44

Post by KingRaptor »

Infantry don't need large polycounts to look good, it's the script (and to a lesser extent, the texture) that's gonna make them shine.
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Re: TA:WD

Post by GrOuNd_ZeRo »

I admit that the scripts for the infantry currently are rather crude, they looked so much better in the TA engine.

The model looks real good, it's just the face count that may have to be lowered.

I will import the weapon models my self so I just need a template model, I am kinda anal when it comes to weapon models :P

BTW, I need beta testers pretty soon, I just want to add a few more things and I will need some people to look over what I got so far.
User avatar
HildemarDasce
Posts: 74
Joined: 13 Nov 2005, 12:06

Re: TA:WD

Post by HildemarDasce »

GrOuNd_ZeRo wrote:The model looks real good, it's just the face count that may have to be lowered.
Good to hear that you like it! I'll try to make a new, low poly version as soon as I have time, but I'm going away over new years so it might be a week or two.
GrOuNd_ZeRo wrote:I will import the weapon models my self so I just need a template model, I am kinda anal when it comes to weapon models :P
I figured as much, since you actually run around with the things in your hands and all :)
GrOuNd_ZeRo wrote:BTW, I need beta testers pretty soon, I just want to add a few more things and I will need some people to look over what I got so far.
Sign me up! I'd love to take it for a spin and provide feedback.
User avatar
BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Re: TA:WD

Post by BlackLiger »

Sign me up for beta test too, if you want.
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Re: TA:WD

Post by GrOuNd_ZeRo »

It's funny how much more attention to detail you get when you get into the Army and actually understand alot more about the equipment.

As soon as I have a decent amount of progress and have some trivial things squared away I will upload the public beta, I have some crash bugs I can't particularly attribute to anything.
Stigern
Posts: 20
Joined: 03 Sep 2006, 14:27

Re: TA:WD

Post by Stigern »

This looks very promising!
Post Reply

Return to “Game Development”