Need modeler for Evolution RTS - Page 9

Need modeler for Evolution RTS

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

Moderators: MR.D, Moderators

User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Need modeler for Evolution RTS

Post by Forboding Angel »

MOAR!!!

Explorer Mex, kaiser

Image Image
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Re: Need modeler for Evolution RTS

Post by aGorm »

MORA!!!

aGorm
mechstest2.jpg
(28.13 KiB) Downloaded 69 times
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Need modeler for Evolution RTS

Post by Forboding Angel »

Holy shit. Those look fucking awesome!

Too much win... ./heartattack
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Need modeler for Evolution RTS

Post by smoth »

/pees on the dead body then takes forbs stuff to sell it.

LOOT LOOT LOOT
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Need modeler for Evolution RTS

Post by MidKnight »

Now you need groundplates. goooouuuundplaaaates... :P
SPRKH
Posts: 38
Joined: 12 Mar 2009, 00:13

Re: Need modeler for Evolution RTS

Post by SPRKH »

*groooouuuundplaaaates
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Need modeler for Evolution RTS

Post by Forboding Angel »

It's being discussed :-)

Umm ok I have a bit of an announcement to make. As of about 15 minutes ago Evolution RTS is under a new license.
Creative Commons wrote:
Attribution-Noncommercial-No Derivative Works 3.0 United States
You are free:

* to Share ÔÇö to copy, distribute, display, and perform the work
*

Under the following conditions:

*

Attribution. You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).

Attribute this work:
What does "Attribute this work" mean?
The page you came from contained embedded licensing metadata, including how the creator wishes to be attributed for re-use. You can use the HTML here to cite the work. Doing so will also include metadata on your page so that others can find the original work as well.

*

Noncommercial. You may not use this work for commercial purposes.
*

No Derivative Works. You may not alter, transform, or build upon this work.
* For any reuse or distribution, you must make clear to others the license terms of this work. The best way to do this is with a link to this web page.
* Any of the above conditions can be waived if you get permission from the copyright holder.
* Nothing in this license impairs or restricts the author's moral rights.

Disclaimer
Disclaimer

The Commons Deed is not a license. It is simply a handy reference for understanding the Legal Code (the full license) ÔÇö it is a human-readable expression of some of its key terms. Think of it as the user-friendly interface to the Legal Code beneath. This Deed itself has no legal value, and its contents do not appear in the actual license.

Creative Commons is not a law firm and does not provide legal services. Distributing of, displaying of, or linking to this Commons Deed does not create an attorney-client relationship.


Your fair use and other rights are in no way affected by the above.
The actual license is available here: http://creativecommons.org/licenses/by- ... /legalcode

Now before we have any uproar about the ND portion I want to very publicly state that the only thing we are concerned about protecting is models, textures for said models, and artwork.

Specifically this applies to the following directories within the game structure:

bitmaps/loadpictures
objects3d
unittextures

I can waive the above conditions as I see fit (we don't intend on restricting official forks, it's just that we want to know about them and approve of them which isn't unreasonable). Therefore to avoid any fallout or misunderstanding...

In writing, I am officially and publicly stating that:

You are welcome (and even encouraged) to use, modify, distribute any of the files NOT found within these directories within the game file (including svn):

bitmaps\loadpictures
objects3d
unittextures

Any files not found in the above directories is fair game and you may do what you wish with those files


Sorry about the loud text, I just wanted to make sure that our intentions are very clearly understood. As always, you may contact me directly via pm for other written documentation. I was requested for a license change by several members of the team in order to protect their work and have complied accordingly.

Even though this sounds restrictive, that doesn't mean that we intend to be ultra restrictive with it, it's just for our protection. Don't be afraid to ask if permission for certain items can be granted. :-)
Last edited by Forboding Angel on 22 Apr 2009, 00:07, edited 1 time in total.
SPRKH
Posts: 38
Joined: 12 Mar 2009, 00:13

Re: Need modeler for Evolution RTS

Post by SPRKH »

omg i h8 u
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Need modeler for Evolution RTS

Post by Pxtl »

Awesome. Can we then reuse the models for our own projects if we use them as-is?

If so, are the Evolution models pretty much standard Spring models? That is, they're not dependent on any weird Lua code to work?
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Need modeler for Evolution RTS

Post by Forboding Angel »

@sprkh, why? Besides, don't hate me lol, hate the guys doing all the "REAL" work ;p

@pxtl technically no, because said project would constitute a derivative work, however, that can always be waived, however I would prefer to keep this stuff in-house until we make our release, at which point a lot of derivative stuff is actually going to be encouraged, we even have plans for official forks as well.

I hate putting myself in this position because it feels to me like I'm all of a sudden pushed into being overlord over content that I myself didn't even make, but on the other hand, their concerns were valid, and Whatever they want goes (regarding permissions) as far as I'm concerned.

I'm sure that models/textures used as is would be fine with them as long as you waited until we do our initial release (at which point Officially we would send you a message saying yes, blah, blah).

Edit: Oh and no there isn't any additional crap needed to use them, pretty standard stuff.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Need modeler for Evolution RTS

Post by Forboding Angel »

Wheee! More pretty pictures!

Explorer Heavytank, kaiser

Image Image
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Need modeler for Evolution RTS

Post by Forboding Angel »

Explorer Missiletank, kaiser

And a family photo of all the explorer units so far:

Image Image Image
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Need modeler for Evolution RTS

Post by smoth »

have a few more square things like the one 2nd from the right as there are too few in that style.
User avatar
KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: Need modeler for Evolution RTS

Post by KaiserJ »

smoth wrote:have a few more square things like the one 2nd from the right as there are too few in that style.
your wish is my command, my liege!
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Need modeler for Evolution RTS

Post by bobthedinosaur »

so where is evolution going, game dynamic wise?
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Need modeler for Evolution RTS

Post by Forboding Angel »

Well, as you're prolly pretty aware, a lot will change simply because of the fact that the models are being changed, that said...

I'm kind of changing explorers a bit to be more about crowd control, and aoe sorts of damage, which will work well vs terra, I'll be interested to see how this changes the dynamic of explorer vs explorer as their armor amounts are massive comparitively.

That said there is plenty of defensive structures that have different effects. For example, the heavyturret which shoots a fairly fast projectile with massive aoe, damage, and kickback. Or perhaps the executioner cannon.

As far as global gameplay changes, one thing we have been kicking around is research, but not typical researching.

Basically in this type you would start with the very basics, the minibase of course, but your unit choices would be extremely limited. For example in your factory you would have, a lighttank, a mediumtank, and an airscout.

Your engineer would have similarly few options of things to build. You would have, solar, mex, factory, lightturret and light aa.

Now in researching, here is where things get interesting.

In your research tree you would have 4 or 5 categories (we've been arguing about how many internally :-)).

researching eco would get you all the economy related stuffage
researching tanks (whatever you wanna call this one) would get you the entire vehicle buildtree
researching air would get you the entire air buildtree
and researching defenses would get you the entire defense buildtree
but things to add to that list, could be perks
like 20% more los/radar for all units, etc

Essentially you would have a research panel with buttons to click which would research that particular field. The beauty is that no intense gui micro would be needed, nor would you have to build 15 different structures in order to research different paths.

Now, cost for researching wouldn't be too great, simply enough to keep you from researching everything by 10 minutes into the game and still being perfectly viable as an opponent.

This opens up some really interesting strategic elements. For example, in a 3v3 you could have one player eco whoring the entire game, setting is shares to nearly maximum, while another player goes defenses and another goes for planes and tanks, or you could mix it up in any number of different ways. Especially in small games and even large ones, but particularly in small games, the research path that you and/or your allies choose (and when you chose it) would largely impact the endgame.

In longer games I don't see why players would have not have everything researched.

On the subject of perks, those would be significant;y more expensive, cause it is essentially a global buff to all of your units in one shot.

As you can see there are a million ways we can go with this, but what I've given you above is a very brief overview of what we've been tossing around.


And with that, how bout some eyecandeh?!

Explorer Light Turret, kaiserj

Image Image Image
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Need modeler for Evolution RTS

Post by Warlord Zsinj »

These units remind me a lot of the Cybran race in SupCom
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Need modeler for Evolution RTS

Post by bobthedinosaur »

please no ridiculously giant robots... or we will send ewoks to trip them with logs, for 0 M and 2 E a pop
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Need modeler for Evolution RTS

Post by Argh »

Giant robots are awesome.

Anyhow, looks great guys, very happy to see this moving at such a good pace!
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Need modeler for Evolution RTS

Post by Forboding Angel »

MOAR! Terra lighttank, modeled by bumblebee and textured by kaiserj

Image Image Image
Post Reply

Return to “Art & Modelling”