Random WIP 2006-2011 - Page 354

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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SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Random WIP

Post by SpikedHelmet »

Image

ugh
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Random WIP

Post by PicassoCT »

Well, i there are three steel atoms on the right which completely debalance your fine model, my good spiked. I would recommend beginning from scratch :)
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Random WIP

Post by knorke »

omg thread split. :shock:
Wombat wrote:so, any new cool WIP's anyone ? KNORKOR AMAZE US
HOLY MILK SHITTING BATMAN
Here comes the shitmobile and ITS BACK ON TRACKS
is that some gif? THANKS CAPTAIN OBVIOUS you bet it is and now better stop your porn dl so it does not take ages to to load because YOU WILL NOT NEED THE PORN
Image
OH MY GOD did you just JIZZ YOUR PANTS over a 100 pixel gif of some unfinished jaggy animation.
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Random WIP

Post by rattle »

no suspension? boo
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d-gun
Posts: 126
Joined: 03 Jan 2010, 18:32

Re: Random WIP

Post by d-gun »

wheels arent spinning either
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FireStorm_
Posts: 666
Joined: 19 Aug 2009, 16:09

Re: Random WIP

Post by FireStorm_ »

Cool! I can already imagine the vehicle running of its tracks when they break, although that might be expecting to much.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Random WIP

Post by knorke »

rattle wrote:no suspension? boo
Image
quick 5 minute test because someone talked about rocking units in lobby.
probally will not use though.
wheels arent spinning either
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upspring :regret:
vehicle running of its tracks when they break
as long as the vehicle travels in a straigt line its easy but with turning it gets tricky. hm. probally wont do, sorry.
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Random WIP

Post by Wombat »

knorke wrote: OH MY GOD did you just JIZZ YOUR PANTS over a 100 pixel gif of some unfinished jaggy animation.
i finished fappin 1 min before i noticed this gif :(

but ye its epic ! humanity is proud of u
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Random WIP

Post by knorke »

Image
science.
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Random WIP

Post by manolo_ »

nice knorke, do u have any plans about the mod?
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Random WIP

Post by knorke »

well, a bit.
But I am only slowly getting more certain if I really want to finish this. ie had the units-breaking-apart thing not worked out for whatever reason, that would have ended it.
Also everything I have right now is this + some Lua:
Image
No use to write big plans when all there is are 5 50% done units.

but ok:
overall it should play fast&fun but not choatic spam.
Not quite as simple as Kernel Panic, maybe a bit like Broodwar on small maps like Bloodbath etc.
Everything that happens should be "there." ie should there ever be a slow firing cruise missle thing (example) it will not have a reload progress bar. Instead it will have a reload animation.
Probally C&C style harvesting. One kind of tank instead of 5 different ones. One resource as I do not have any idea i like what a second resource could be good for or be like.
Ideas for units or gameplay are welcome but yeah.
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FireStorm_
Posts: 666
Joined: 19 Aug 2009, 16:09

Re: Random WIP

Post by FireStorm_ »

Knorke, you're awsome! :-)
There will be so much i can stea...ehm, learn form this.

And C&C style harvesting? Guess you're also gonna need a lego minecraft Knorke-land map heavy with feature models that will shatter into blocks one can harvest, when it is destroyed. But thats probably me just dreaming again. :-)
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Random WIP

Post by zwzsg »

quick 5 minute test because someone talked about rocking units in lobby.
I was discussing it with Godde for 30mins and going nowhere, meanwhile you started, coded, tested, got it working. Plus your code is better than mine, since instead of having rotation proportional to acceleration liked I would have*, you threshold the acceleration and turn a fixed amount, which makes it a ton more easy to configure and precisely control the result.
*By law of physics rotation should be equal to arctan of acceleration/gravity. But since in Spring engine units have a constant acceleration, there's not need to keep on measuring the acceleration at run time, but only to know if the unit is one of the three phases: accelerating / braking / neither, like you did.
No use to write big plans when all there is are 5 50% done units.

Everything that happens should be "there." ie should there ever be a slow firing cruise missle thing (example) it will not have a reload progress bar. Instead it will have a reload animation.
I like your spirit!
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: Random WIP

Post by Guessmyname »

knorke wrote:Everything that happens should be "there." ie should there ever be a slow firing cruise missle thing (example) it will not have a reload progress bar. Instead it will have a reload animation.
Whilst this is a nice idea... you might want to lay off on the 'animate everything' until you've got the balance down tight-ish. Otherwise adjusting reload times (for example) is going to be a bitch.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Random WIP

Post by zwzsg »

In a Lua animation, fetching the reload time from the weapondef, and the weapondef from unitdef, is easy enough.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Random WIP

Post by FLOZi »

zwzsg wrote:In a Lua animation, fetching the reload time from the weapondef, and the weapondef from unitdef, is easy enough.
It's easy enough in COB for one weapon, too; even in OTA. :wink:
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KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: Random WIP

Post by KaiserJ »

primary resource : bricks
secondary resource : paint
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Hobo Joe
Posts: 1001
Joined: 02 Jan 2008, 21:55

Re: Random WIP

Post by Hobo Joe »

Don't forget glue
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KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: Random WIP

Post by KaiserJ »

idk, these cubes are here to fight, not to huff glue out of old rags down in the viaduct

unless theres another use for glue, but if there is, i certainly have never heard of it
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Random WIP

Post by PicassoCT »

A Challenger appears.

Image
Its solving Abilitys are supereffective. With every hit, a Brix is split.
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