Mines, dragons teeth and other... - Page 2

Mines, dragons teeth and other...

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Mines, dragons teeth and other...

Post by smoth »

I still don't know why yours are not used, they looked good to me.
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Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Re: Mines, dragons teeth and other...

Post by Machiosabre »

I think you could walk right through a wall of the new dt if you clicked enough.
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Mines, dragons teeth and other...

Post by Hoi »

no becaus they have the same footprint, But I did a few changes to the model though, it's done but crashes for some reason when finished building.
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Mines, dragons teeth and other...

Post by manolo_ »

will the glow in the dark? :)
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Mines, dragons teeth and other...

Post by Gota »

looks good but cartoonish.
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MDV
Posts: 94
Joined: 27 Apr 2008, 09:54

Re: Mines, dragons teeth and other...

Post by MDV »

manolo_ wrote:will the glow in the dark? :)
Yeah.)

I scripted AA "mine"!

How it works:
1. Before attack:
Image
2. Mines attack enemy air scouts:
Image
3. After shot every mine glows during 5-10 seconds and usually explodes after that, not always.
Image
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Hobo Joe
Posts: 1001
Joined: 02 Jan 2008, 21:55

Re: Mines, dragons teeth and other...

Post by Hobo Joe »

Soo.... It's a cloakable AA tower, then?
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MDV
Posts: 94
Joined: 27 Apr 2008, 09:54

Re: Mines, dragons teeth and other...

Post by MDV »

Hobo Joe wrote:It's a cloakable AA tower, then?
It's a single shot AA tower. That's why it's classified as mine.
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Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Re: Mines, dragons teeth and other...

Post by Machiosabre »

it'd make more sense as a missile, so the mine can shoot itself up and be gone
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Mines, dragons teeth and other...

Post by smoth »

wow, just wow and not in a good way..
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MDV
Posts: 94
Joined: 27 Apr 2008, 09:54

Re: Mines, dragons teeth and other...

Post by MDV »

Lol. It will be Particle Projectile Mine better. :mrgreen:
Machiosabre wrote:it'd make more sense as a missile, so the mine can shoot itself up and be gone
I'll try. :roll:
daan 79

Re: Mines, dragons teeth and other...

Post by daan 79 »

yeah that would be nice

good luck
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Tribulexrenamed
Posts: 775
Joined: 22 Apr 2008, 19:06

Re: Mines, dragons teeth and other...

Post by Tribulexrenamed »

MDV, you sir are made of win. Put yourself onto the official Spring Board of Minelayers and Associated Defense Offices.
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Mines, dragons teeth and other...

Post by REVENGE »

lul at those laser mines, now the fucking nubs have an excuse to porc without air patrol. :cry:
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Mines, dragons teeth and other...

Post by rattle »

I did DTs with a 128 skin
For something spammable as this I'd go even lower. A 128x128 texture for all mines together perhaps.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Mines, dragons teeth and other...

Post by Saktoth »

Yeah real shame arghs dt isnt used in CA it should be.

Oh wait it is!

If you release the mines they might get used, but its not like mines are particularly high priority difficult to do models or anything. The models were are using are already not OTA ones AFAIK.

Also, the exact place of mines within the game is up in the air (morphables, deployables etc).

As to the anti-air mines and new mine ideas..

Uhh, thats cute! Thanks for the suggestion, we might have to decline.
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MDV
Posts: 94
Joined: 27 Apr 2008, 09:54

Re: Mines, dragons teeth and other...

Post by MDV »

Thx all. Working now. 8)
Also an idea: maybe it will be more interesting if Podger/Spoiler can transport mines and build it such way as Nuclear Silo->Nuclear Missiles. Of course unload no 100-200 mines at once but 5-10. :roll:
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Mines, dragons teeth and other...

Post by REVENGE »

MDV wrote:Thx all. Working now. 8)
Also an idea: maybe it will be more interesting if Podger/Spoiler can transport mines and build it such way as Nuclear Silo->Nuclear Missiles. Of course unload no 100-200 mines at once but 5-10. :roll:
Hmm, not a bad idea at all. Might work well together with deployable minefields packs, so that the minelayer wouldn't have to stop to construct any mines, rather just drop them down.
Saktoth wrote:CA does not want
Oh, and Saktoth, CA-centric threadcrap much? :roll:
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Mines, dragons teeth and other...

Post by AF »

Why does the DT for CA have to be an identical remake fo the TA version?
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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Re: Mines, dragons teeth and other...

Post by yuritch »

Anti-air mine, hmm. That's actually not that strange - there are anti-helicopter mines IRL, not very widespread though. Of course they are only useful against low-flying things (hence anti-helicopter) and don't shoot lasers :)
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