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Re: CORE Copperhead +1

Posted: 03 May 2008, 12:49
by Pressure Line
need Screwy Louie's from Carmageddon ^_^

Re: CORE Copperhead +1

Posted: 03 May 2008, 20:21
by Abaddon
Hint: name of this "screwdriver" is "Dildozer" :)

Re: CORE Copperhead +1

Posted: 03 May 2008, 21:29
by Wolf-In-Exile
Image

Re: CORE Copperhead +1

Posted: 03 May 2008, 23:15
by rattle
Idiocracy, isn't it? Damn I'm good...

Re: CORE Copperhead +1

Posted: 20 May 2008, 05:35
by Evil4Zerggin
A quick script by me. Used rattle's Ravager script as a reference for animation. Note that I added an aim point and renamed the root piece to base.

Re: CORE Copperhead +1

Posted: 20 May 2008, 19:02
by rattle
I usually add an empty object for the root and swap it

Re: CORE Copperhead +1

Posted: 21 May 2008, 07:45
by MR.D
Thats for the bouncy recoil and damage hit thing they got going in CA right?

Re: CORE Copperhead +1

Posted: 21 May 2008, 10:24
by Evil4Zerggin
The CA Copperhead uses the standard RockUnit and HitByWeapon functions atm, although I did write some custom rocking scripts for some other units. In any case, the version I got from Quantum had two pieces named turret so I changed the name of one of them.

Re: CORE Copperhead +1

Posted: 29 May 2008, 02:03
by MR.D
I know its late, but here are some renders of the Copperhead since they never got put up.

Image
Image
Image

Re: CORE Copperhead +1

Posted: 29 May 2008, 04:23
by Warlord Zsinj
I want to see some action shots with it firing at aircraft!

Re: CORE Copperhead +1

Posted: 29 May 2008, 12:07
by 1v0ry_k1ng
it looks slightly cartoony, i think because of the teamcolour placement
I otherwise think its awesome, especially the wheels/tracks

Re: CORE Copperhead +1

Posted: 29 May 2008, 12:08
by [Krogoth86]
Screens need moar AA... :wink:

And well - when seeing it ingame that pure black on the track's sides really takes away any depth on that part. Although meh - you won't see that too clearly ingame anyway... :-)

Re: CORE Copperhead +1

Posted: 29 May 2008, 12:17
by rattle
The lines which go from wheel to wheel look odd

Re: CORE Copperhead +1

Posted: 29 May 2008, 13:45
by daan 79
and any fish?

Re: CORE Copperhead +1

Posted: 29 May 2008, 15:29
by smoth
got any fish that are 5 feet tall? It would be hard to make out fish past things like whales and great whites.

Re: CORE Copperhead +1

Posted: 29 May 2008, 17:34
by MR.D
I dunno Smoth, a simple particle system for the water could do the trick for schools of fish.

Something similar to the nanoparticles would be the simplest option, just so it creates a cloud basically that keeps a shape.

Just find a way to intelligently have it bump around the edges and change directions in the water randomly with movement attributes like acceleration and stuff.

Who knows, it could be neat.

Re: CORE Copperhead +1

Posted: 29 May 2008, 17:44
by smoth
no doubt, schools of fish can be simulated with particles but I was saying the the fish would still be extremely small and next to unseeable unless they were large fish. Hell birds would be specs.

Re: CORE Copperhead +1

Posted: 29 May 2008, 20:23
by FLOZi
By *your* scale.

Re: CORE Copperhead +1

Posted: 29 May 2008, 20:24
by MR.D
Maybe specs is enough, and appropriate.

Not that something with an LOD wouldn't fix.

A little ambiance never hurt anything.

Re: CORE Copperhead +1

Posted: 29 May 2008, 20:27
by smoth
FLOZi wrote:By *your* scale.
no doubt s44/IW could use it flozi but anything that takes spring's current scale won't see much. When pine trees are as tall as a commander it is hard to see a large mouth bass as visible scale/level of detail for the world.