BA model replacements
Moderator: Content Developer
Re: BA model replacements
Will there be a moving part seen when looking at the tidal from above?
Re: BA model replacements
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.
Re: BA model replacements
Here's some more.
Screamer
Air Repair Pad
Nuke Silo (Closed)
Anti Nuke Silo (Open)
Tactical Silo (Closed)

You know what its time for... Factories. Oh dear...
Screamer
Air Repair Pad
Nuke Silo (Closed)
Anti Nuke Silo (Open)
Tactical Silo (Closed)
You know what its time for... Factories. Oh dear...
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- Tada5_mr Shader Element.png
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Re: BA model replacements
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
looks cool as always anyway :)
and no, now its time for units ! :D
Re: BA model replacements
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.
- Aether_0001
- Posts: 228
- Joined: 25 Feb 2008, 03:41
Re: BA model replacements
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
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
Re: BA model replacements
Yeah both of them look sort of generic.
Re: BA model replacements
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!
Keep up the awesome work man!
Re: BA model replacements
just to make sure; you arent actually making 2 models for the open/closed states, right?
great stuff anyway
great stuff anyway
Re: BA model replacements
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.
Re: BA model replacements
lovely
should look excellent
should look excellent
Re: BA model replacements
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.
Re: BA model replacements
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.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.
Re: BA model replacements
Ah ok good.Johannes wrote: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.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.
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.
Re: BA model replacements
Oh also, is it possible to make the unit be built higher up on the model and then walk off a ramp? Like this:


- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: BA model replacements
yes. but you have to morph the ground under it to fit the ramp, so no hollow spots under the ramp
Re: BA model replacements
Here is the t1 kbot lab. Open and closed versions.

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- Tada3.png
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Re: BA model replacements
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
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

Re: BA model replacements
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)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
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.
- Aether_0001
- Posts: 228
- Joined: 25 Feb 2008, 03:41
Re: BA model replacements
It looks like a vehicle lab to me 
