Random WIP 2006-2011 - Page 236

Random WIP 2006-2011

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

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smoth
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Joined: 13 Jan 2005, 00:46

Re: Random WIP

Post by smoth »

Image

Wow, so like I have all these old models from when grts was a beta... I have like 100 models in this huge file, I think I am going to use them for features later. This is pretty cool.

I have a few more generic buildings, pipes to do and a few more props then I can start the uv for all of this. I am going to put all these buildings on 1 1024X1024.
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: Random WIP

Post by Saktoth »

Its a missiles silo, which will behave like a factory. It can construct a range of missiles, moving the factory pad between the 4 spots, so it can hold up to 4. Missiles will be static, 1-shot buildings. A way to combine EMP and tacnuke for 1faction. It will also feature other missiles, such as anti-terraform Siesmic missiles, Napalm missiles, probably stockable anti-nuke missiles (replacing anti) and possibly things like recon satellites (replacing owl) etc.

At least thats the plan, as long as there are no complications (like players bandboxing the factory and just telling all missiles to fire at one target, i want this to be easy to use).
smoth wrote:Wow, so like I have all these old models from when grts was a beta... I have like 100 models in this huge file, I think I am going to use them for features later. This is pretty cool.

I have a few more generic buildings, pipes to do and a few more props then I can start the uv for all of this. I am going to put all these buildings on 1 1024X1024.
Going to release then under a non-restrictive licences, smoth? :)
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smoth
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Re: Random WIP

Post by smoth »

Of course anything that isn't bandai's property will be pd
Saktoth
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Re: Random WIP

Post by Saktoth »

Image
Ingame.
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Tribulex
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Re: Random WIP

Post by Tribulex »

sak thats actually an awesome idea.
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wilbefast
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Re: Random WIP

Post by wilbefast »

sweet model :mrgreen:

You seem to be planning more missile than you have holes though :?
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Neddie
Community Lead
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Re: Random WIP

Post by Neddie »

d_b wrote:sak thats actually an awesome idea.
It is pretty cool. Yep.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Random WIP

Post by Saktoth »

wilbefast wrote:sweet model :mrgreen:

You seem to be planning more missile than you have holes though :?
Its like a factory that builds immobile units. It could possibly build anything- antinukes, siesmic missiles, MIRV's, ion satellites, etc. It can hold 4 missiles at a time, of any type.

If you get your mits on the 1faction SVN you can see what i mean (though its buggy).

The major problem i'd say though, is how to select and fire the missiles in a way that is intuitive and easy. Might have been easier if the missiles were lined up rather than being stacked 2x2, or if there was 1 missile per silo (though this would sort of ruin any efforts to stockpile). Probably some kind of lua solution, like the factory buildmenu having current stockpile numbers and a fire button for each missile, or something.
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smoth
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Re: Random WIP

Post by smoth »

man I am sleepy, had a busy day so I have barely gotten anything done so here is where I am...

Image
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Tribulex
A.N.T.S. Developer
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Re: Random WIP

Post by Tribulex »

smoth wrote:man I am sleepy, had a busy day so I have barely gotten anything done so here is where I am...

Image
hrmmmmm shipyard?
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Neddie
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Re: Random WIP

Post by Neddie »

What might have given you that idea?
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wilbefast
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Re: Random WIP

Post by wilbefast »

Saktoth wrote:
wilbefast wrote:sweet model :mrgreen:

You seem to be planning more missile than you have holes though :?
Its like a factory that builds immobile units. It could possibly build anything- antinukes, siesmic missiles, MIRV's, ion satellites, etc. It can hold 4 missiles at a time, of any type.

If you get your mits on the 1faction SVN you can see what i mean (though its buggy).

The major problem i'd say though, is how to select and fire the missiles in a way that is intuitive and easy. Might have been easier if the missiles were lined up rather than being stacked 2x2, or if there was 1 missile per silo (though this would sort of ruin any efforts to stockpile). Probably some kind of lua solution, like the factory buildmenu having current stockpile numbers and a fire button for each missile, or something.
I see... my first thought was "easy!" but now that I've put my head to it I reckon it might be rather tricking to present all that in an intuitive manner (4 stockpiles, 4 fire buttons...)
Maybe you just have a bunch of "build missile X" (1 for each missile type) buttons which get swapped for "fire missile X" buttons when missile X is ready. And when you had 4 missiles in total the other build buttons would be greyed out ("silo full")... I dunno. Happy hunting :P

My horsey is in game and I've animated a breath cycle: I wish I knew how to make videos - looks groovy :-)
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Pxtl
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Re: Random WIP

Post by Pxtl »

I love the "multifunction-missile-launcher" thing Sak.

I want one to deploy units. You know, launch it to spawn a Jack or a Decomm at the target.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: Random WIP

Post by FLOZi »

Probably some kind of lua solution, like the factory buildmenu having current stockpile numbers and a fire button for each missile, or something.
S44 aircraft work like this, you build stockpile units in the normal way and then there is an additional icon which has the stockpile text over it which acts like a command button which you then place on the map, and the aircraft spawns in and attacks that position.
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Pxtl
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Re: Random WIP

Post by Pxtl »

I was thinking just have the building place immobile missile-units in random unoccupied locations surrounding the "factory". Missile units have an "attack" command that makes the unit suicide and launch the missile-weapon.
Saktoth
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Re: Random WIP

Post by Saktoth »

Pxtl wrote:I was thinking just have the building place immobile missile-units in random unoccupied locations surrounding the "factory". Missile units have an "attack" command that makes the unit suicide and launch the missile-weapon.
Replace 'random' with 'specific' and 'sorrounding' with 'inside' and thats exactly how it works currently. Its just hard to select the missile you want, because they're rather closely packed.
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Tribulex
A.N.T.S. Developer
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Re: Random WIP

Post by Tribulex »

FLOZi wrote:
Probably some kind of lua solution, like the factory buildmenu having current stockpile numbers and a fire button for each missile, or something.
S44 aircraft work like this, you build stockpile units in the normal way and then there is an additional icon which has the stockpile text over it which acts like a command button which you then place on the map, and the aircraft spawns in and attacks that position.
WAIT, NO MORE AWESOME LANDING AND TAKEOFFS?


:cry: :cry: :cry: :cry:
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smoth
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Re: Random WIP

Post by smoth »

Image
Since sak wanted to see as I did crapola..

I have added a tent radar dish and all the brown stuff is actually uv mapped.
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Neddie
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Re: Random WIP

Post by Neddie »

Maps are too small for that, Trib. Lo siento.
hamsate
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Joined: 21 Jun 2007, 00:25

Re: Random WIP

Post by hamsate »

I did something small. :P
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