builders_war mod(beta) - Page 2

builders_war mod(beta)

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

YES POLYCOUNT ABOUT 2000 FACES
but it s maybe a commander
question if the commander is the best unit in game why his building menu is the poor and weak of alls???

anothers questions:
why not fog of war and darkness in taspring ?
and where are the flare in 3do models ?


Image

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i m know that i m morron but it s really possible to texture with upspring .1 or .9b2 ???
maybe a tutorial somewhere ?

to be continued
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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

karlmortar preview
add a nanolat and mg in release

Image
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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

karl mortar canceled for cause bad script(cmercrwsl.cob)
will try to re_use 3dparts

searching tutorial for texture units.3do under spring format
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

http://www.fileuniverse.com/?p=showitem&ID=305

This and the ta are all you need for basic texturing.
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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

thanks
but i already use it and can t fix corupted texture (i use 3dobuilder2.02 for this!)
and not use my custom texture in spring after extract it .bmp in ..\taspring\unitextures\tatex(always "patchwork"texture[generic])
and upspring seems not usefull as 3dobuilder or maybe i need a tutorial
...
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emmanuel
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Joined: 28 May 2005, 22:43

Post by emmanuel »

Image


http://fileuniverse.com/?p=showitem&ID=2227


so never later....
not karl wheeled
i m sad it s lookeed nice
but i will script ....later

yo this unit is a old script xenota (cubic style) where i change the sumo look commander ,for a warrior builder ,long legged alternativ triopd ,with a gigantic mortar 800mm krupp ,but is self armor can t resist
!
and i m sorry because spring not have a not friendly fire feature ...

and i add later nuclear sheels SURE!

builders_wars is probably in cruise speed now ...if i found corects scripts for work
info i found 33 commander or (rare)worker_warriors in all mods
but 10 are corcom or armcom not modified(ex:armdecom cordecom)

rare wheeleds or more than 2 leegeds units
really i search a fido style(runner) nano+weapon

is spring67b3 haven t camera turn in middle mouse ???
whyyyyyyyyyyyy
kod128
Posts: 1
Joined: 24 Jan 2006, 22:04

Post by kod128 »

Where I can download your mod?

It looks be excellent!!
duffus
Posts: 30
Joined: 24 Aug 2004, 07:37

Post by duffus »

KIK AZZ... WHEN AND WHERE CAN WE DOWNLOAD. BUILDERS WAR LOOKS AWESOME..
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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

my "mod" is ready but energy metal cost and build time need seting...and i found only 30 units script as builder_warrior and many scripts are same commanders with diferents 3d parts
for now i have modeling with wings 3d (see the first picture) about 10 unit but no satisfact me
then i finsh 2 or 3 units but it seem the polycount is very high and i want a 1000 unit in game playable mod ...
for now too the economiq structure is reduced to factory with 3d original but i ll change too
i can realease this week because weapons menu and unit info are easy for me but my problem is about the weapon speed/range (mini 400 max 700) in first i want a grenade launcher 250pix/s and a ATshell 1200pix/s but with the 250 the range is 100max and with 1200 the range is =+/- 600mini
for info i do high economic with reduced build time heavy nano construc and high energy and metal colectors
in ota we count 45minutes for build resource factory (mega nucreactor with converter) i try to do this in 10 mnute for a nonstopwar with possibility of "second chance"
...to later
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emmanuel
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Post by emmanuel »

todaywork :

Image
duffus
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Joined: 24 Aug 2004, 07:37

Post by duffus »

THATS THE WAY MY BUDS AND I PLAY. WE HATE STARVATION OF RESOURCES.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

emanuel

there was a kbot builder for a ta mod i can really recall where.

it was a tall kbot, called commander.

it had a really cool machinegun (bestest machinegun ive seen for ta).

it was mean, strong, and very dangerous, appart from mad nanolather.

it would suit here perfectly. luck finding it.

it was one mod where there was a bot called "monstro" too... utasp or some incarnation of it?
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emmanuel
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Joined: 28 May 2005, 22:43

Post by emmanuel »

thanks
i have utasp since 1998 and monstro too
but really some great unit liked i want use for a "demantial" concept of gameplay where each unit can rebuild for 10cent a economy and restart the game
my idea is the last commander with a jammer and in game in giant map
i supose all players OTA know the search and destroy the little of the battle for ended the game...
my concept is the "virus" style where all unit can be a restarting game !
for this i need a super unit with cool animation look radar jammer nano pop up and jet or walking legs or wheel fonctionnal
the boat are well exempl for this idea a seaplane factory mobile with weapons and jammers

is someone know if a factory script(for units on plate) can be in same unit with a nano_builder script(for structures on ground)
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emmanuel
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Joined: 28 May 2005, 22:43

Post by emmanuel »

Image

now working with 12 modded commander and 3 factory (only 3or 4 unit fully completed)
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emmanuel
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Joined: 28 May 2005, 22:43

Post by emmanuel »

ARM & CORE :
the little opening movie in total annilation said (in french) CORE transfert mind in machines
so CORE is robotic ...and ARM human crew or remote ...so we must see human in ARM side
we see in WD or SW and know in BUILDERS_WARS too !





Image

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IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

wow.
that looks seriously nice.

But is it possible that something went wrong with the texturing of the pilot?
He seems very shiny and aliased...
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

emmanuel wrote:ARM & CORE :
the little opening movie in total annilation said (in french) CORE transfert mind in machines
so CORE is robotic ...and ARM human crew or remote ...so we must see human in ARM side
...
Yes but the units of ARM can be controled by remote control, no!? No need for people to, actually, be inside the robots, risking beeing dead.

Anyway, in the TA scale, a car is smaller than the foot of a commander. So a human shouldn't be that big.
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emmanuel
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Joined: 28 May 2005, 22:43

Post by emmanuel »

it seems total annilation scale is 2 pixel per meter : for me the size is related to the tree highest

remote control sound like jamming and electronic war i thing to this but i m not coder

for texture sorry i don t know about : i try to add my that work in ota and i try to extract it s wrong ...

i will resiz my crew in low but it seem limit to footprint=1 (green box)
some talk about bad pathfinding in footprint 5 or great but with 0.5 is problem ???

and i don t care about your gameplay and "nostalgy" for better old time in my mod the ARM units have visibl crew or door,windows...

i hate goldorak and humanoid robot
the good way for me is star wars ap-at (bike legged )or half sized mechwarrior and the rares 4 or 6 leggeds
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mecha
Posts: 98
Joined: 30 Sep 2005, 09:53

Post by mecha »

how is that first release coming along?
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BeeDee
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Joined: 16 Mar 2005, 03:17

Post by BeeDee »

PauloMorfeo wrote: Yes but the units of ARM can be controled by remote control, no!? No need for people to, actually, be inside the robots, risking beeing dead.
Arm forces use cloned human pilots for their units. Really, they aren't much different from Core - Core patterns people, Arm clones them. Neither side actually loses anyone in battle, only when a major world falls and civllians get hosed in the chaos. IMO this is the main reason the war's gone on for so long, and why it's so tragic - both sides have demonized the other to such an extent they just can't grasp the similarities.

Has anyone ever played a game where they entered negotiations with the enemy player and come to a peaceful settlement instead of blowing the crap out of each other? I tried it once and it didn't work very well. Most of the time I can't even get my opponent to accept a surrender when it's clear I've been defeated, they just keep marching and firing and slaughtering. If the troops weren't mass-produced from stored templates it'd be horrific.
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