BA model replacements - Page 15

BA model replacements

Classic game design, maintained to please you...

Moderator: Content Developer

User avatar
Johannes
Posts: 1265
Joined: 17 Sep 2010, 15:49

Re: BA model replacements

Post by Johannes »

Will there be a moving part seen when looking at the tidal from above?
User avatar
Mr. Bob
Posts: 357
Joined: 11 Mar 2010, 09:05

Re: BA model replacements

Post by Mr. Bob »

Well, there are big gaps in the top mesh, so as long as the water is at least semitransparent you should see it fine. The parts that move are, the spinning turbine thing, and the entire bottom half will face the wind. The trouble is, balancing between it being open enough to see the turbine, and having enough central mesh to be able to hit with bombers/ships.
User avatar
Mr. Bob
Posts: 357
Joined: 11 Mar 2010, 09:05

Re: BA model replacements

Post by Mr. Bob »

Here's some more.

Screamer
Air Repair Pad
Nuke Silo (Closed)
Anti Nuke Silo (Open)
Tactical Silo (Closed)

Image

You know what its time for... Factories. Oh dear...
Attachments
Tada5_mr Shader Element.png
(1.37 MiB) Downloaded 2 times
User avatar
Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: BA model replacements

Post by Wombat »

nuke looks like old moho mines, could be bit more massive for a basicly most powerful weapon in game (well, buzz is more like lolcannon) bit less symethrical maybe ?

looks cool as always anyway :)

and no, now its time for units ! :D
User avatar
Mr. Bob
Posts: 357
Joined: 11 Mar 2010, 09:05

Re: BA model replacements

Post by Mr. Bob »

I'm afraid factories come first in this case, being as I am trying to basically release 4 packs, 1 for units and 1 for buildings for each faction. Don't worry, it wont take long. Obviously, I wont be able to finish all of them in 2 hours though. Probably, a good 4 days of work. We'll see how they turn out.
User avatar
Aether_0001
Posts: 228
Joined: 25 Feb 2008, 03:41

Re: BA model replacements

Post by Aether_0001 »

IMO, screamer looks a bit off, and so does nuke silo. I <3 the air repair pad though.

Eh, I'll save my feedback for when you're done with the rest of the models. My feedback doesn't mean I don't full approve of what you're doing, though. :D
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: BA model replacements

Post by Gota »

Yeah both of them look sort of generic.
User avatar
Hobo Joe
Posts: 1001
Joined: 02 Jan 2008, 21:55

Re: BA model replacements

Post by Hobo Joe »

My only thought is that the screamer might be a bit short (balance, shooting over stuff, etc.), otherwise, everything looks amazing.



Keep up the awesome work man!
User avatar
KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: BA model replacements

Post by KaiserJ »

just to make sure; you arent actually making 2 models for the open/closed states, right?

great stuff anyway
User avatar
Mr. Bob
Posts: 357
Joined: 11 Mar 2010, 09:05

Re: BA model replacements

Post by Mr. Bob »

No, its one model with moving parts. The nuke silo and the tactical just have 2 doors on top that open, and the anti nuke has those 4 corner things the close up.
User avatar
KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: BA model replacements

Post by KaiserJ »

lovely

should look excellent
User avatar
Mr. Bob
Posts: 357
Joined: 11 Mar 2010, 09:05

Re: BA model replacements

Post by Mr. Bob »

So, I am trying to keep these factories within the predefined yardmaps for the obvious balance reasons, but is it ok if the closed versions of these factories are not walkable at all? Would be immensely helpful in the design process.
User avatar
Johannes
Posts: 1265
Joined: 17 Sep 2010, 15:49

Re: BA model replacements

Post by Johannes »

Mr. Bob wrote:So, I am trying to keep these factories within the predefined yardmaps for the obvious balance reasons, but is it ok if the closed versions of these factories are not walkable at all? Would be immensely helpful in the design process.
Walkable, you mean like if it's ok that when closed, you cannot walk into inside them? If that's what you mean then yes definitely the way it should be.
User avatar
Mr. Bob
Posts: 357
Joined: 11 Mar 2010, 09:05

Re: BA model replacements

Post by Mr. Bob »

Johannes wrote:
Mr. Bob wrote:So, I am trying to keep these factories within the predefined yardmaps for the obvious balance reasons, but is it ok if the closed versions of these factories are not walkable at all? Would be immensely helpful in the design process.
Walkable, you mean like if it's ok that when closed, you cannot walk into inside them? If that's what you mean then yes definitely the way it should be.
Ah ok good.

I should finish a factory or two tonight by the way. And, seeing as its the last buildings before I release the first model pack, I am going to go ahead and UVWrap them up.
User avatar
Mr. Bob
Posts: 357
Joined: 11 Mar 2010, 09:05

Re: BA model replacements

Post by Mr. Bob »

Oh also, is it possible to make the unit be built higher up on the model and then walk off a ramp? Like this:

Image
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: BA model replacements

Post by bobthedinosaur »

yes. but you have to morph the ground under it to fit the ramp, so no hollow spots under the ramp
User avatar
Mr. Bob
Posts: 357
Joined: 11 Mar 2010, 09:05

Re: BA model replacements

Post by Mr. Bob »

Here is the t1 kbot lab. Open and closed versions.

Image
Attachments
Tada3.png
(499.91 KiB) Downloaded 2 times
User avatar
Johannes
Posts: 1265
Joined: 17 Sep 2010, 15:49

Re: BA model replacements

Post by Johannes »

I don't know if that's a good design for gameplay functionality actually. The arch can make it hard to see what's being built by or passing thru in it.
And the raised platform is also bad - while yes it is technicaly possible to deform the ground into that shape, it's got bad side effects. Heightmap changes anywhere are always visible to everyone, so just by viewing the enemy start location you can see what lab they build where and when, without sending a scout. Also I don't know how nicely it works to instantly deform ground back when the lab is reclaimed or killed, but maybe that isn't an issue.

It does look nice though :(
User avatar
Mr. Bob
Posts: 357
Joined: 11 Mar 2010, 09:05

Re: BA model replacements

Post by Mr. Bob »

Johannes wrote:I don't know if that's a good design for gameplay functionality actually. The arch can make it hard to see what's being built by or passing thru in it.
And the raised platform is also bad - while yes it is technicaly possible to deform the ground into that shape, it's got bad side effects. Heightmap changes anywhere are always visible to everyone, so just by viewing the enemy start location you can see what lab they build where and when, without sending a scout. Also I don't know how nicely it works to instantly deform ground back when the lab is reclaimed or killed, but maybe that isn't an issue.

It does look nice though :(
Well, I will definitely remove the hump in that case and add some mesh that is barely off the ground. (Or just use a ground texture)

As far as the arch is concerned, its hard to see in that pic but its actually fairly far back on the building. The main part is actually wide open.
User avatar
Aether_0001
Posts: 228
Joined: 25 Feb 2008, 03:41

Re: BA model replacements

Post by Aether_0001 »

It looks like a vehicle lab to me :(
Post Reply

Return to “Balanced Annihilation”