CORE Copperhead +1
Moderators: MR.D, Moderators
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: CORE Copperhead +1
need Screwy Louie's from Carmageddon ^_^
Re: CORE Copperhead +1
Hint: name of this "screwdriver" is "Dildozer" :)
Re: CORE Copperhead +1
Idiocracy, isn't it? Damn I'm good...
- Evil4Zerggin
- Posts: 557
- Joined: 16 May 2007, 06:34
Re: CORE Copperhead +1
A quick script by me. Used rattle's Ravager script as a reference for animation. Note that I added an aim point and renamed the root piece to base.
- Attachments
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- scripts.zip
- (2.68 KiB) Downloaded 10 times
Re: CORE Copperhead +1
I usually add an empty object for the root and swap it
Re: CORE Copperhead +1
Thats for the bouncy recoil and damage hit thing they got going in CA right?
- Evil4Zerggin
- Posts: 557
- Joined: 16 May 2007, 06:34
Re: CORE Copperhead +1
The CA Copperhead uses the standard RockUnit and HitByWeapon functions atm, although I did write some custom rocking scripts for some other units. In any case, the version I got from Quantum had two pieces named turret so I changed the name of one of them.
Re: CORE Copperhead +1
I know its late, but here are some renders of the Copperhead since they never got put up.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: CORE Copperhead +1
I want to see some action shots with it firing at aircraft!
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: CORE Copperhead +1
it looks slightly cartoony, i think because of the teamcolour placement
I otherwise think its awesome, especially the wheels/tracks
I otherwise think its awesome, especially the wheels/tracks
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- Posts: 1176
- Joined: 23 Aug 2007, 19:46
Re: CORE Copperhead +1
Screens need moar AA...
And well - when seeing it ingame that pure black on the track's sides really takes away any depth on that part. Although meh - you won't see that too clearly ingame anyway...
And well - when seeing it ingame that pure black on the track's sides really takes away any depth on that part. Although meh - you won't see that too clearly ingame anyway...
Re: CORE Copperhead +1
The lines which go from wheel to wheel look odd
Re: CORE Copperhead +1
got any fish that are 5 feet tall? It would be hard to make out fish past things like whales and great whites.
Re: CORE Copperhead +1
I dunno Smoth, a simple particle system for the water could do the trick for schools of fish.
Something similar to the nanoparticles would be the simplest option, just so it creates a cloud basically that keeps a shape.
Just find a way to intelligently have it bump around the edges and change directions in the water randomly with movement attributes like acceleration and stuff.
Who knows, it could be neat.
Something similar to the nanoparticles would be the simplest option, just so it creates a cloud basically that keeps a shape.
Just find a way to intelligently have it bump around the edges and change directions in the water randomly with movement attributes like acceleration and stuff.
Who knows, it could be neat.
Re: CORE Copperhead +1
no doubt, schools of fish can be simulated with particles but I was saying the the fish would still be extremely small and next to unseeable unless they were large fish. Hell birds would be specs.
Re: CORE Copperhead +1
By *your* scale.
Re: CORE Copperhead +1
Maybe specs is enough, and appropriate.
Not that something with an LOD wouldn't fix.
A little ambiance never hurt anything.
Not that something with an LOD wouldn't fix.
A little ambiance never hurt anything.
Re: CORE Copperhead +1
no doubt s44/IW could use it flozi but anything that takes spring's current scale won't see much. When pine trees are as tall as a commander it is hard to see a large mouth bass as visible scale/level of detail for the world.FLOZi wrote:By *your* scale.