Page 9 of 61

Posted: 18 Apr 2007, 02:28
by Zoombie
It's neato looking to me. Are those all going to have to be built by the player, or will they be part of the barracks building?

Posted: 18 Apr 2007, 03:06
by Pxtl
VGCats explains realistic colouring:

http://www.vgcats.com/comics/?strip_id=224




To be clear: realism is brown. Pick a tone of brown and let it infect every model - within a landscape, all dirt is the same colour, and every unit will have the same dirt in it's joints, seams, and crevices.

Posted: 18 Apr 2007, 05:34
by Snipawolf
Not real yet? MORE BLOOM! More! More! More!

Posted: 18 Apr 2007, 06:12
by Shadowsage
Not safe for Humanity.

Posted: 21 Apr 2007, 01:00
by SpikedHelmet
Image

GMC 2.5-ton Truck

Posted: 21 Apr 2007, 01:02
by smoth
cool stuff, do not forget we can use 1-bit transparency :)

Posted: 21 Apr 2007, 03:30
by Warlord Zsinj
Those trucks look great; how come the lights are blue, though?

I'd probably put stripes of teamcolour on the back of the truck carriage, or perhaps colour the star to teamcolour.

Posted: 21 Apr 2007, 05:36
by SpikedHelmet
Wtf are you talking about?

The lights are those little yellow dots. See them? The teamcolour is located on the bumper, where it was traditional that units would place unit identification (regiment, division etc) stickers. They're not lights. :P

And there's already teamcolour on the back of the carriage.

Posted: 21 Apr 2007, 19:00
by Warlord Zsinj
Ah; I thought those were the lights. Hopefully the teamcolour will be obvious enough that we don't have to squint at units to work out what side they are on (or be forced to watch icons the whole time).

Team Identification Bumper Sticker:
"If you can see my team colour, you're too close"

;)

Posted: 21 Apr 2007, 22:03
by SpikedHelmet
They're there, but I don't want to make them hideously obvious.

Here's another shot of the recent stuff. In the center is the new vehicle yard, featuring a GMC Truck with open flatbed and oil drums!

Image

I should take a closer look. W/e.

Posted: 22 Apr 2007, 17:08
by 1v0ry_k1ng
show a screenshot of the icon tbh :-)

Posted: 22 Apr 2007, 20:47
by FLOZi
Those units are already using reflection and self illumination

edit: this is in response to SnipaWolfs post 2 posts down. damn forum.

Posted: 22 Apr 2007, 21:20
by SpikedHelmet
Fuck icons!

Posted: 22 Apr 2007, 21:37
by Snipawolf
@Spiked

Hahahah, at the icons argument. Nice looking models/textures, remember to use your second textures, depending, it can make metal things 100% better and prettier looking. (Or tell your texture artist to get to work, it doesn't take but a few mins to make a good secondary texture as long as you keep how reflective it is in mind.)

Posted: 22 Apr 2007, 21:38
by SpikedHelmet
Um... yeah, like Flozi said 3 posts up, which was actually a reply to you SnipaWolf, but somehow shows up almost an hour earlier... all units (except infantry) are using second texture.

Anyway, modelled and finished the German HQ Bunker (see! reflectiveness!)

Image

It's boring and atypical, yes. As usual, there'll be plenty of other bunkers that will add variety. And German HQ bunkers were usually quite squarish and bland. Anyway, ontop is a pillbox with machinegun and the other smaller metal thing is the firing point for the Mortar that the bunker will have. An automatic mortar. Pwnage.

Also, I redid sandbags but i'm lazy to do pictures. There's a problem, though. Infantry machineguns can't really fire past sandbags, particularly German as they'e on their stomachs when they fire. I was thinking of perhaps making a special section of sandbag with a machinegun attached. Did keeping the sandbags as "living" structures fix the problem of not being able to shoot near features?

Posted: 22 Apr 2007, 21:52
by Snipawolf
O.o

This forum is trippin' hard, hehe

Posted: 23 Apr 2007, 00:46
by Warlord Zsinj
How we're thinking of fixing the problem is making sandbags player-controlled (rather then neutral), and then having them have their friendly fire tags off, so that friendly units can fire through them, but enemy units can't. The problem is that it eats up the unit limit, but IIRC, we were seeing about having certain units not count towards the limit.

The bunker is letting down the other things, I think, which are much better. They were blocky, but for the most part they still looked pretty cool, so I think you'd be missing an opportunity if you made the bunker a chamfered square. With the reflectivity, it looks like the pillbox is a different material to the bunker, which I'm guessing it isn't meant to be?

Posted: 23 Apr 2007, 02:56
by SpikedHelmet
It's completely supposed to be a different material. The bunker itself is made of concrete, those pillbox thingies are made of metal.

Posted: 23 Apr 2007, 03:29
by smoth
spiked some helmets/rifles/tires or some sandbags outside of the door would add some detail to the otherwise plain looking bunker.

*edits* damnit, I keep hitting submit rather then preview. I think some subtle team color could be good though, even if it is a slight tint.

Posted: 23 Apr 2007, 04:33
by SpikedHelmet
I changed it a bit. Added an observation slit up on top, and an assymetric protrusion along the front left... no pictures because tbh I can't take Spring anymore atm. It's more fucking unstable and unpredictable than OTA was. Renaming a .cob file suddenly makes cursor graphics vanish? Wtf?