Arm Flashtank Ortho
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- thesleepless
- Posts: 417
- Joined: 24 Oct 2007, 04:49
Re: Arm Flashtank Ortho
really like that texture stuff!
unfortunately we don't have any LOD yet =(
unfortunately we don't have any LOD yet =(
Re: Arm Flashtank Ortho
can be LOD driven by unit script? or Lua? ... something like disable "this" objects when unit is "this" distance. Maybe the distance can be calculated by engine and script will just use this to enable (switch) objects or animations.thesleepless wrote:really like that texture stuff!
unfortunately we don't have any LOD yet =(
anyway the texture looks realy good, maybe it is too looking like painting ...
- Wolf-In-Exile
- Posts: 497
- Joined: 21 Nov 2005, 13:40
Re: Arm Flashtank Ortho
I agree with this one, the longer front areas matches the orth view better, and gives it a more aggressive profile.Hoi wrote:imo:
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Re: Arm Flashtank Ortho
i'd prefer more visible teamcolor from topdown view.
Re: Arm Flashtank Ortho
I agree. The front should be more pointy and aggressive. My textures generally look too painted, although I often scale down and clean up squiggly later. Perhaps the central light beige strip could be blue, like a dash marking the heading of the tank.
How big are the TA units? I know the Krogoth was supposed to be silly big but it really wasn't ingame. It's scaled up in Spring as I've understood it (and there's a newer model).
The trees might be an indicator, and the fact that the arm units might be piloted. The factories must have a rapid cloning facility in that case.
For my own project I'm thinking
L1 KBot is 4-6m tall or so.
Commander = 2.25 * KBot (9~13.5m)
Krogoth = 2.25 * Commander (20~30m)
It might be blasphemy to mention CnC3 here, but I really like what they used the city environments to provide scale. Of course in the TA universe all civilizations were probably obliterated thousands of years ago.
How big are the TA units? I know the Krogoth was supposed to be silly big but it really wasn't ingame. It's scaled up in Spring as I've understood it (and there's a newer model).
The trees might be an indicator, and the fact that the arm units might be piloted. The factories must have a rapid cloning facility in that case.
For my own project I'm thinking
L1 KBot is 4-6m tall or so.
Commander = 2.25 * KBot (9~13.5m)
Krogoth = 2.25 * Commander (20~30m)
It might be blasphemy to mention CnC3 here, but I really like what they used the city environments to provide scale. Of course in the TA universe all civilizations were probably obliterated thousands of years ago.
Re: Arm Flashtank Ortho
there were city maps, your estimates are probably not too far off.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: Arm Flashtank Ortho

afaik the scale is correct (more or less, the buildings are probably a little on the short side).
Re: Arm Flashtank Ortho
Oy? Official city maps? New to me. I don't have any Expansion packs, just a few extra units from CC. Actually, I do recall seeing a city map with really wide roads, but there were no intact buildings.
I'm guessing the Kbots are around 5-20 tons. I made a little clay K-Bot (although not nearly as 'fat' as a PeeWee) and used a program I made.
This guy was Commander-shaped. A PeeWee is more bulky and might be some 20 tons according to my program. Edit: The reason why I don't pick a higher density is because (unlike tanks which are just big blocks) K-Bots have limbs flailing about, and their feet have less surface area than tracks and shouldn't sink into the ground. An MBT is some 50-65t.
I'm thinking they probably have some thick but relatively lightweight armour (not DU), but are pretty solid inside (tech and not air filled compartments).
I'm guessing the Kbots are around 5-20 tons. I made a little clay K-Bot (although not nearly as 'fat' as a PeeWee) and used a program I made.
Code: Select all
DIMENSIONS
LengthM: 5.00
= AverageDensityKGM: 1398.95
Cube: 2.75
SURFACE
SurfaceSQM: 30.00
SurfaceThicknessM: 0.10
SurfaceDensityKGM: 2000.00
INTERNAL
InternalDensityKGM: 800.00
VOLUMES
= TotalVolumeM: 6.01
= SurfaceVolumeM: 3.00
= InternalVolumeM: 3.01
WEIGHTS
= SurfaceWeightKG: 6000.00
= InternalWeightKG: 2408.41
= TotalWeightKG: 8408.42
I'm thinking they probably have some thick but relatively lightweight armour (not DU), but are pretty solid inside (tech and not air filled compartments).
Last edited by Arne on 24 Jun 2009, 10:23, edited 2 times in total.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: Arm Flashtank Ortho
Ahh, there was an 'abandoned city' tile and feature set that came with CC. from memory, a flash is about the size of a contemporary MBT.Arne wrote:Oy? Official city maps? New to me. I don't have any Expansion packs, just a few extra units from CC. Actually, I do recall seeing a city map with really wide roads, but there were no intact buildings.
Re: Arm Flashtank Ortho
Hi AF.
Only vaguely related... I just found out that we actually have built really large walking stuff. Walking draglines - a form of excavators. They sit on a disk which allows them to spin 'fast', then there are long feet on the sides for nudging it around. The largest one was probably Big Muskie.
They remind me of the Sumo.
A Big Berta with the same mechanic could be interesting.
Only vaguely related... I just found out that we actually have built really large walking stuff. Walking draglines - a form of excavators. They sit on a disk which allows them to spin 'fast', then there are long feet on the sides for nudging it around. The largest one was probably Big Muskie.
They remind me of the Sumo.
A Big Berta with the same mechanic could be interesting.
- Stealth870
- Posts: 166
- Joined: 13 Sep 2004, 00:25
Re: Arm Flashtank Ortho
The trees in OTA are 2d sprites, and this begs the question of 'which tree?' Trees of the same species can vary wildly in size. Bonsai tree versus redwood pine GO!!!
Arne, I wouldnt copy OTA itself, you already have a perfectly good basis for all of this written out with a storyline and everything. Discard the 'inferred cavedog fluff' and let yourself run free, your more than capable of designing your way, and Ive always admired your blogposts with the new concepts and designs of old games.
Arne, I wouldnt copy OTA itself, you already have a perfectly good basis for all of this written out with a storyline and everything. Discard the 'inferred cavedog fluff' and let yourself run free, your more than capable of designing your way, and Ive always admired your blogposts with the new concepts and designs of old games.
- Wolf-In-Exile
- Posts: 497
- Joined: 21 Nov 2005, 13:40
Re: Arm Flashtank Ortho

Planned to do the tex at 512x256 so I left some space for a second pair of guns or what ever else comes up my mind
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: Arm Flashtank Ortho
dear god. you can fit 5 tanks in there...
Re: Arm Flashtank Ortho
Looking good. Perhaps I should finish up my texture so it can be frankensteined onto an UVmap.
I installed and played Spring (BA) on my old Laptop. Runs at 1-10 fps, with a bunch of texture flicker bugs. Still, fun to zoom around and just look at stuff.
AF> My story was written specifically for TA. I've written a new one which is unrelated, and also worked out some new units and building concepts. I might post something later if I don't derail.
I installed and played Spring (BA) on my old Laptop. Runs at 1-10 fps, with a bunch of texture flicker bugs. Still, fun to zoom around and just look at stuff.
AF> My story was written specifically for TA. I've written a new one which is unrelated, and also worked out some new units and building concepts. I might post something later if I don't derail.
- thesleepless
- Posts: 417
- Joined: 24 Oct 2007, 04:49
Re: Arm Flashtank Ortho
err, why is the image square?rattle wrote:512x256