BA model replacements - Page 40

BA model replacements

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Mr. Bob
Posts: 357
Joined: 11 Mar 2010, 09:05

Re: BA model replacements

Post by Mr. Bob »

CORE_wreck by Pyra, Mr. Bob is licensed under a Creative Commons Attribution-NonCommercial 3.0 Unported License.

Thanks pyra!

http://springrts.com/phpbb/download/fil ... ew&id=5970
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: BA model replacements

Post by Beherith »

Thanks, very nice!
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crazy dave
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Joined: 17 Aug 2010, 21:39

Re: BA model replacements

Post by crazy dave »

when you do make t2 units make the core tanks just as big as the counterparts as some ie

bulldog looks way to big when they come across there core counterpart the reaper

and so to when the core crock comes across the arm amphibious tank
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: BA model replacements

Post by Beherith »

Ive been busy:

Image


Image

All 80 wrecks done :)

Pyra, your wreck texture looks awesome, I just added some deform and shear.
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: BA model replacements

Post by MidKnight »

Beherith, I can't decide if you're a beast or a machine.
Either way, you're pretty fearsome. :P
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: BA model replacements

Post by Beherith »

Of course these are procedurally generated by a python script, PM me if interested.

All props here goes to Mr Bob though - without whom all this would be impossible.
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knorke
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Joined: 22 Feb 2006, 01:02

Re: BA model replacements

Post by knorke »

nice.
maybe you could rotate/move some parts a bit, the barrels of the flak gun (?) at bottom could point in slightly different directions as if broken from the pivots etc.
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Mr. Bob
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Joined: 11 Mar 2010, 09:05

Re: BA model replacements

Post by Mr. Bob »

Actually, in this case, all props go to pyra. Sadly, I can't texture at all. His texture skills are more than impressive though, as always.

Also, sorry for the delay. Should be done in a bit.

EDIT: (With the tanks and ships I mean.)
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faceleg
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Joined: 26 Apr 2011, 11:43

Re: BA model replacements

Post by faceleg »

These new models look incredible, I cannot wait to see more!

Thanks for all your hard work guys :)
P1h3r1e3d13
Posts: 4
Joined: 04 Mar 2011, 06:47

Re: BA model replacements

Post by P1h3r1e3d13 »

Is that just the wreck texture in the picture? If that includes the morph, color me disappointed. I was imagining half of the parts gone and the rest all turned around relative to each other.

I'll have to go look at BA or OTA to see if I'm making that up, but these just look (at first glance, which is critical in battle) like darker live units.

Am I missing something?
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Mr. Bob
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Joined: 11 Mar 2010, 09:05

Re: BA model replacements

Post by Mr. Bob »

If they get too morphed, it will look weird when it explodes into a completely different shape.
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smoke_th
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Joined: 25 May 2010, 13:15

Re: BA model replacements

Post by smoke_th »

ya know for me this is looks not like wreck but like camo... man you just created imperial forces of wh40k :D
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knorke
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Joined: 22 Feb 2006, 01:02

Re: BA model replacements

Post by knorke »

agree, needs more destruction.
Atm looks too much like a player with black team color.
Mr. Bob wrote:If they get too morphed, it will look weird when it explodes into a completely different shape.
to avoid this the unit script could hide certain parts in the Killed() animation.
ie make the turret of a tank explode and only the chasis remains.
Make a turret fall over and and make the wreckage tilted too.
The explosion/weapon impact effect will hide most strangeness anyway.
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: BA model replacements

Post by Beherith »

I'm working on something similar to what knorke is saying. Ill have a gui with tickboxes for the death animations, and the wreck maker will read the script file for missing pieces on explode.

But as of yet, the script can easily be expanded to add more distortion, more skew or shear or anthing.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: BA model replacements

Post by Pxtl »

Beherith wrote:I'm working on something similar to what knorke is saying. Ill have a gui with tickboxes for the death animations, and the wreck maker will read the script file for missing pieces on explode.

But as of yet, the script can easily be expanded to add more distortion, more skew or shear or anthing.
Could you rotate it or compress part of the chassis vertically to make it look sunk on one side?
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Johannes
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Joined: 17 Sep 2010, 15:49

Re: BA model replacements

Post by Johannes »

Mr. Bob wrote:If they get too morphed, it will look weird when it explodes into a completely different shape.
That's unavoidable, for example when a live units turret can face any direction but the wrecks turret is always the same facing.
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: BA model replacements

Post by Beherith »

Pxtl: sink sounds like a good idea, ill investigate.
Johannes: If you don't want the massive load associated with wrecks from multiple pieces, then you'll be happy with and love single piece wrecks with odd facing turrets.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: BA model replacements

Post by smoth »

Bob, I am waiting with baited breath for your next work! P.S. You totally should hit me up if you are in lobby!
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Johannes
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Joined: 17 Sep 2010, 15:49

Re: BA model replacements

Post by Johannes »

I didn't mean that you should do multiple wrecks based on the positions of parts. But that one shouldn't worry about unit -> wreck changing shape too quickly as it's bound to happen anyway.
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Wombat
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Joined: 15 Dec 2008, 15:53

Re: BA model replacements

Post by Wombat »

i dont want to whine but...

some time ago TFC said that he is ready to include aa spider if someone give him good model. i still think its good idea.
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