AATA Beta 0.9
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Well, I was half joking. But if you'd like to take a crack at it it's all yours - though eventually I'd suggest it needs to be redone from the ground up.
Unfortunatly I don't have the nerfed hounds (and nor does he)... I have been working on improving the Sdkfz250/9 for the germans though (It will now take out a greyhound with 3 shots of its auto-cannon, but only at long range, up close the greyhounds walk all over them
(of course this could be a good thing) ).
You can catch me on MSN most of the time. Should be a little MSN button on my forum information
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Unfortunatly I don't have the nerfed hounds (and nor does he)... I have been working on improving the Sdkfz250/9 for the germans though (It will now take out a greyhound with 3 shots of its auto-cannon, but only at long range, up close the greyhounds walk all over them
You can catch me on MSN most of the time. Should be a little MSN button on my forum information
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- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
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Warlord Zsinj
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
I'm being practical!smoth wrote:It is not a teeny smoth scale thing.
It is trying to see if it will fit correctly or not in the current system. you can be beligerent if you want but I am offering help.
Guess: here it is in 3ds
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
CZTA = no progress due to wierded up animation bugs (nothing will animate for some reason - no piece movement! Haven't a clue as to whats causing it. I'll poke Benito into looking at it, as CZTA infantry = base for Epic Spring infantry, so if the CZTA infantry don't work at all, neither will Epic's)FLOZi wrote:Go pick on G_Z (WD), Gnome (SW), Guessmyname (CZ) and SpikedHelmet (CNC) if you must!
- All (lvl1) Psychasi Infantry are in 3do format
- All (lvl1) Psychasi buildings are in 3do format, two ingame and working (factory + solar panel)
- Finalised Tessarin styles, some infantry, some vehicles and a building 3do'd
- Some GHE stuff...
If anyone can be bothered fixing it: http://www.fileuniverse.com/?p=showitem&ID=2444
CZ-Spring = not being made till CZTA is working etc (and a few new features are in Spring)
I'm UVing the centurion now. You'll have to skin it though Flozi, as I cannot skin right well and don't know what centurions look like anyways...
EDIT: Russian vehicle models? Russian vehicle models! (Armoured car needs optimization - made on a whim)


Uhh Flozi.. this model is really screwed up... Lots of Malformed faces and the very end barrel piece is two bits
EDIT: I'm sorry Flozi, but wings3d doesn't support deleting faces (In wings you put the _hole material on non-visible faces and they get ignored when you UV it). Whatever modelling program you use does however, and it breaks the wings UV process. I can't unwrap it. I get an "Internal Error: badarith" message
Last edited by Guessmyname on 05 Mar 2006, 15:22, edited 1 time in total.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
I'm sorry Flozi, but wings3d doesn't support deleting faces (In wings you put the _hole material on non-visible faces and they get ignored when you UV it). Whatever modelling program you use does however, and it breaks the wings UV process. I can't unwrap it. I get an "Internal Error: badarith" message
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
From what I've read, Wings isn't a very good environment to do UV mapping in in the first place - but maybe what I've read is outdated or inaccurate, I don't know.
If I could figure out the UV mapping process, I'd be more than happy to spend some spare time converting AATA's models to S3O format. However, UV mapping in any of the programs I've tried - Wings, Blender, and LithUnwrap (?) - seems to be unnecessarily complex and rather obfuscated.
Also, if I could figure out UV mapping, I could start making some more progress on No Man's Land (my currently paused WW1 mod). Alternatively, I could make features that would go with AATA's scale (so we don't have to submit to smoth's bullying).
Regardless, smoth, we do have a reason for making AATA the scale that it is. You really have no right to expect mod makers to submit to your "correct" scale just because you think it is "correct". I would anticipate that AATA would have some AATA-specific maps bundled with it, for scale reasons and for other reasons. If I could get off my lazy arse and figure out what I screwed up with the map I tried to make, then AATA would already have at least a test map customized to the mod.
If I could figure out the UV mapping process, I'd be more than happy to spend some spare time converting AATA's models to S3O format. However, UV mapping in any of the programs I've tried - Wings, Blender, and LithUnwrap (?) - seems to be unnecessarily complex and rather obfuscated.
Also, if I could figure out UV mapping, I could start making some more progress on No Man's Land (my currently paused WW1 mod). Alternatively, I could make features that would go with AATA's scale (so we don't have to submit to smoth's bullying).
Regardless, smoth, we do have a reason for making AATA the scale that it is. You really have no right to expect mod makers to submit to your "correct" scale just because you think it is "correct". I would anticipate that AATA would have some AATA-specific maps bundled with it, for scale reasons and for other reasons. If I could get off my lazy arse and figure out what I screwed up with the map I tried to make, then AATA would already have at least a test map customized to the mod.
while I want to keep this discussion out of this thread as much as posisble, I do have a few more points:
AATA has always had its own maps, so it's really not that big an issue.
AATA has a meaningful scale to me, the modder, which is easy to stick to (TACW models are accurate to within a cm of length/width)
I also know of a technical method to determine scale in TA but... ah well.
AATA has always had its own maps, so it's really not that big an issue.
AATA has a meaningful scale to me, the modder, which is easy to stick to (TACW models are accurate to within a cm of length/width)
I also know of a technical method to determine scale in TA but... ah well.
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SpikedHelmet
- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
That depends. ATM, we're focusing on a complete breakdown and rebuild. There are simply too many issues stemming from the switch from TA to Spring. So we are going to focus on simply rebuilding it from scratch, using any salvagable material but also including new material, such as better models, better textures (UV mapped), better scripts, etc.
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SpikedHelmet
- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
