plus it has a giant minigun, when that thing fires I am sure flocks of birds would fly away

Thanks for the compliment on the ammo drum, I was worried such a detail would be wasteful as most wouldn't care about such things.
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Could you desynchronize a bit the left and right animation? It would look more natural if one shoulder basket started turning a few instants before the other.smoth wrote:video of animations
possible yes. There are many reasons to not do such a thing. Chiefly bieng that it would require exhaustive amounts of work.kurlie wrote:Is it possible to make a unit's texture change based on the terrain, so it changes as the unit moves from one terrain to another, kind of like active camo?
I could but I won't for a ground unit such a scheme is not smart. Not up for debate.PicassoCT wrote:could you do a sort of orca camo for mechas? basically from above looking like grass from below like part of the sky..
I was polite enough to move out of random wip so I would not dominate that thread, don't try and derail my thread.PicassoCT wrote:Everyone line up: its free NO U time in smoths thread.
So now they look like the left or right arm has a malfunction? C'mon Z, you are not thinking this through. People will think the units are bugged.zwzsg wrote:Ah, then don't make it random!
Have the delay between left and right basket movement be a fixed constant.
Fun fact, FLOZi/Spiked and I repeatedly discussed rolling out different texture sets for different environments in 1944, but even Spiked wasn't mad enough to actually do that with historical models.smoth wrote:possible yes. There are many reasons to not do such a thing. Chiefly bieng that it would require exhaustive amounts of work.kurlie wrote:Is it possible to make a unit's texture change based on the terrain, so it changes as the unit moves from one terrain to another, kind of like active camo?
Just a minor note panda and I are on vacation. I am just testing my international data plan posting and what not
Nope. Sorry mate but no. Maybe desert valley or cooked well but stuff like gantelope, river nix or anything like that where there are many colors, a random pixel selection is clumbsy. Doesn't matter, I am not doing it. It doesn't matter what "great" idea you have, this is the line in the sand and I am not doing it. You are welcome to do it for your own project but I am not becoming CA2Pressure Line wrote:Its should be easy enough to randomly select a few dozen pixels of the map texture at game start and obtain an average RGB value for the map, then use that value to determine what colour scheme to use. Easy to also add a user override to force it to be a certain scheme.
it isn't that hard once you have a system setup.Neddie wrote:Aye, we knew it was possible then. We didn't implement it because of the time and effort involved in mapping period accurate camo on a unit by unit basis for each variety.![]()
And this is why we need opencv bindings for Spring!anything like that where there are many colors
Have a beer, chill out!smoth wrote:Nope. Sorry mate but no. Maybe desert valley or cooked well but stuff like gantelope, river nix or anything like that where there are many colors, a random pixel selection is clumbsy. Doesn't matter, I am not doing it. It doesn't matter what "great" idea you have, this is the line in the sand and I am not doing it. You are welcome to do it for your own project but I am not becoming CA2Pressure Line wrote:blah blah blah
Just making sure to put a definitive no. I don't plan on being CA where many ideas are inserted resulting in years of design clashes. I also want to be very clear about where I stand with regards to implementing requests. That is to say, I always have held strong to the concept of how I envision my visuals and am not really interested in people shoving ideas on me. This is mainly because i have seen people get very sour about their idea or concept NOT getting implemented. I had years of bitching during the development of gundam about how I ruined this or that. So I am trying to illustrate a solid stance on what I will or won't do.Pressure Line wrote:Have a beer, chill out!smoth wrote:Nope. Sorry mate but no. Maybe desert valley or cooked well but stuff like gantelope, river nix or anything like that where there are many colors, a random pixel selection is clumbsy. Doesn't matter, I am not doing it. It doesn't matter what "great" idea you have, this is the line in the sand and I am not doing it. You are welcome to do it for your own project but I am not becoming CA2Pressure Line wrote:blah blah blah
I wasn't suggesting that you *should* do anything of the sort, only that it is possible and relatively easy.
And yes, random sampling would not work well on all maps, easy enough to rectify with a config.
Come back to s44 so I can feel like I need to texture better!SpikedHelmet wrote:Robots.