Cute WW2 tanky - Now with extra McFancy open mod positions! - Page 2

Cute WW2 tanky - Now with extra McFancy open mod positions!

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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Cute WW2 tanky

Post by Otherside »

you could also join the CA team :p (need texturers/modellers) to make an original mod which is based on TA (but is nothing like it)

but if you dont want to its cool.

http://www.caspring.org :p
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Cute WW2 tanky

Post by manolo_ »

Otherside wrote:you could also join the CA team :p (need texturers/modellers) to make an original mod which is based on TA (but is nothing like it)

but if you dont want to its cool.

http://www.caspring.org :p
>_<


nice modell, i liek the idea of a mod for old/low-end -pcs
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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Re: Cute WW2 tanky

Post by yuritch »

A cute little baby Sturmtiger. Definitely a very nice model.
Since that thing looks very much WW2 inspired, you might want to check the Spring'1944 mod. We could always use another texturer...
SPRKH
Posts: 38
Joined: 12 Mar 2009, 00:13

Re: Cute WW2 tanky

Post by SPRKH »

Thinking of making a Steampunk-esque mod, with gratuitous amounts of cheesy lines and oscillating ray guns which go PEW PEW. You get to battle Moon Men and their Moontech, perhaps joining forces with your comerades from the USSR, all for the greater good of mankind.

Think
Image
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Cute WW2 tanky

Post by Pxtl »

Love it.

But yeah, Spring's animation system is horrifying. For humanoids, you'll probably want to talk to other modders that already have a humanoid and filch their script.

That, and spring is a resource whore - I'd want to do some tests of Spring on low-spec processors before investing time in a portable mod. Does spring even run on non-X86 chipsets? Didn't the new floating-point math stuff blow away compatibility on very old X86 chips?
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Cute WW2 tanky

Post by Otherside »

SPRKH one of the factions in CA has steampunkish artstyle :]
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Cute WW2 tanky

Post by Pxtl »

Otherside wrote:SPRKH one of the factions in CA has steampunkish artstyle :]
The one you've made no steampunkish models or units for, and is entirely composed of robots anyways.

Seriously, I love CA, but saying that Logos is steampunkish is a bit of a stretch when 90% of the Logos models are just Mr. D's slightly-heavier-metal-looking remakes of the OTA Core stuff.
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Cute WW2 tanky

Post by Otherside »

pxtl the concept art is steampunkish and bots/air are suposed to be in that style but they havent been remade yet.

Its a lack of modellers/texturers. Mr D's models are used because they are nicer than the originals and are of a very high standard :p. So someone who could do steampunk models/textures would be awesome to have on the dev team :D
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Re: Cute WW2 tanky

Post by Nemo »

SPRKH: if you want a basis for your human scripts, PM me with what kind of behaviors they'll have. I scripted the infantry for S44, which includes a bunch of stuff like prone/crawling/walking/running/aiming moving/ect ect. You probably don't need all of that, but I'm happy to lend a hand adapting them to whatever you put together.
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Cute WW2 tanky

Post by Hoi »

Uh, yeah alpha maps are supported, I thought you splitted the turret and base up into 2 seperate uv's or something :P
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Cute WW2 tanky

Post by CarRepairer »

MidKnight wrote:I'm pretty sure spring could run a small (IE darkside) map with a low poly/unit mod in low detail pretty smoothly. Can anyone confirm? CarRepairer's ViaC7M?
Run? No. Walk, then crawl.
Pxtl wrote:Love it.
Does spring even run on non-X86 chipsets? Didn't the new floating-point math stuff blow away compatibility on very old X86 chips?
Yes, see above.
Pxtl wrote:
Otherside wrote:SPRKH one of the factions in CA has steampunkish artstyle :]
The one you've made no steampunkish models or units for, and is entirely composed of robots anyways.

Seriously, I love CA, but saying that Logos is steampunkish is a bit of a stretch when 90% of the Logos models are just Mr. D's slightly-heavier-metal-looking remakes of the OTA Core stuff.
Oh yeah? Build a Kettle (geothermal powerplant). And feast your eyes on THIS MONSTER! (Although the style I'm going for is more of an independence day style ufo, see how the steamy steam cannon in the back is good for when it's chased by gunships.)
SPRKH
Posts: 38
Joined: 12 Mar 2009, 00:13

Re: Cute WW2 tanky

Post by SPRKH »

Pxtl wrote:That, and spring is a resource whore - I'd want to do some tests of Spring on low-spec processors before investing time in a portable mod. Does spring even run on non-X86 chipsets? Didn't the new floating-point math stuff blow away compatibility on very old X86 chips?
I do not know the ways of your X86 chipsets speak, but "my" aim would be to have a game which would run decently on your average library/school/uni desktop. I think the minimum requirements for TA Spring represent one pretty well; 1GHz CPU, 512 MB RAM, Onboard video/audio with a desktop resolution of 1024x768. So the magic would be having a decent framerate using those specs. I think having lower-than-usual poly meshes, low-res textures (128^2 avg. at 8-bit depth, except maybe for ground planes), a limited max. amount of units, minimal use of particle effects, blob shadows and so forth could get it pretty close to ze goal.

/e Spring engine requires a 64 MB video card? I am a sad panda. - Is it possible to use software rendering?
Nemo wrote:SPRKH: if you want a basis for your human scripts, PM me with what kind of behaviors they'll have. I scripted the infantry for S44, which includes a bunch of stuff like prone/crawling/walking/running/aiming moving/ect ect. You probably don't need all of that, but I'm happy to lend a hand adapting them to whatever you put together.
Thanks, I appreciate that.
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Cute WW2 tanky

Post by rattle »

/e Spring engine requires a 64 MB video card? I am a sad panda. - Is it possible to use software rendering?
It used to run fine on my old GeForce2
Are the spec/gloss/glow maps then stored per RGB channel, and the alpha in the... alpha channel?
RGBA -> glow (as in self-illumination), spec, env. reflection, 1-bit alpha

Although I heard that some idiot (no offense but this is retarded!) revoked the changes to the unit shaders so that spec and glow are combined in the green channel again while the blue channel remains unused.

You can, however, write your own GLSL shaders and invoke them from a Lua script, which essentially means that you can do what ever you want to do with your texture 1 and 2, if you happen to know anything about shader languages that is.
Last edited by rattle on 12 Mar 2009, 22:21, edited 1 time in total.
SPRKH
Posts: 38
Joined: 12 Mar 2009, 00:13

Re: Cute WW2 tanky

Post by SPRKH »

They usually don't put video cards in library/school computers. :|
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Cute WW2 tanky

Post by AF »

spring runs on integrated graphics, albeit you need to turn down the settings
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overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Re: Cute WW2 tanky

Post by overkill »

My old computer (5 years old, LOW END Intel gfx (8mb of mem taken from ram iirc), p4 2.GHz) ran spring on low settings, with pretty big battles around 20-30 fps. This is playable, very low end, old system. Most likely the average library comp.

With some optimizations and smaller scale battles i think this could work. Go for it!

P.S. That model is pretty awsome for such a low skin size.
SPRKH
Posts: 38
Joined: 12 Mar 2009, 00:13

Re: Cute WW2 tanky

Post by SPRKH »

Yeah want to put the emphasis on smaller, manageable battles and simple game play with less micro (you can hate me now if you want to, your anger cannot penetrate my reinforced concrete defenses). Also considering having a "fixed" camera, similar to the one in Red Alert 2, just to tick everybody off.
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LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

Re: Cute WW2 tanky

Post by LordLemmi »

Do It i will help you if you need help Later :) with balance,gametesting,effects.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: Cute WW2 tanky

Post by Guessmyname »

I love it!

The texture size is such that it crosses the 'low-rez texture' line twice and becomes pixel art. It's honest-to-god 3D Pixel Art! AWESOME!

How long did it take to make by the way?
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Cute WW2 tanky

Post by Warlord Zsinj »

You should probably put some art to one of KDR's designs, possibly even the Cuberor's finest...
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