IP free CA fork needs developers for final push - Page 2

IP free CA fork needs developers for final push

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Argh
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Re: IP free CA fork needs developers for final push

Post by Argh »

Seafac, thus far. Various things will get re-arranged a bit for the final; obviously I'm using a lot of stuff that can be mirrored here, so the positions are fairly arbitrary.

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Argh
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Re: IP free CA fork needs developers for final push

Post by Argh »

Almost done, need to work on the normalmap / glow a bit more (this shot does not include glow, etc., it's just the base texture). A bit slow on this one, was trying some experiments to try and have it fall somewhere between my standard style and Cremus's, and got distracted by RL stuff for a bit.

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Saktoth
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Re: IP free CA fork needs developers for final push

Post by Saktoth »

That is so awesome i am creaming my pants right now. How does it work, the units are built to one side of it? That'll work perfectly regarding facsploitation, though if there are going to be one on either side and the ships built in the middle, that wont work as well (though we can always edit it if its a problem).

Pity that it sort of looks person-occupied, specifically what is clearly a deck for loading, storage and people walking on (down to the construction stripes) which isnt thematically perfect for CA but it looks so good that it'd be silly to be fussy on that point (we can remove the boxes if it bothers anyone too much).

Any chance of a crane/construction arm?

Either way brilliant work, thank you very much.
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smoth
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Re: IP free CA fork needs developers for final push

Post by smoth »

very nice job argh.
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Argh
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Re: IP free CA fork needs developers for final push

Post by Argh »

It's supposed to build ships to one side (or, as a fancy alternative, use the smaller, right-hand side for small boats, and the larger side for big ships, but that's just extra fancy). The little "teeth" along the edges glow green (hard to see without glow on, but it'll be visible, I promise) and my thought was that it would be cool to have green nano-beams coming out in sequence along the side, sort've a "scanner" effect as the new unit builds, which should look cool (and reference OTA's magic nanos for water factories, just as the design vaguely echoes SupCom). Especially if you use, say, P.O.P.S. to do some bubbles underwater to really give it a sense of motion and interest. Oops, getting ahead of myself.

And yeah, it references human design, sorry, that can't be helped. I can remove the boxes for you, that's trivial, but it'll still have hatches, etc on the skin. It just wouldn't fit the dual-use requirements otherwise, given the role of this thing in the world of P.U.R.E. (it's an important strategic object, let's put it that way).

Anyhow, I need to get it done and script it to do what I need it to do, so you guys can have the whole thing, the raw model, if you want to do the conversion / rigging / scripting in-house, whatever.
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Forboding Angel
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Re: IP free CA fork needs developers for final push

Post by Forboding Angel »

The boxes aren't out of question if it's a TA mod...

Clones remember? Even so, I'm pretty sure that CORE doesn't use kbots for menial tasks (as it would make more sense to pattern lifts and such).
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manolo_
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Re: IP free CA fork needs developers for final push

Post by manolo_ »

Argh wrote:
Image

thats just awesome
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Tribulex
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Re: IP free CA fork needs developers for final push

Post by Tribulex »

Argh wrote:just as the design vaguely echoes SupCom
The first thing i though of when i saw this model was "Its a sea lab from supcom, and its t2, indicated by 2 towers on it."
Saktoth
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Re: IP free CA fork needs developers for final push

Post by Saktoth »

Sure Argh, we can easily adapt the model to whatever purposes we need. I dont suppose you have anything else, in worldbuilder or otherwise, that would be usable, even edited heavily?
Forboding Angel wrote:The boxes aren't out of question if it's a TA mod...
Only of course, its not.

It is important to drive this fact home. This project will not be a TA mod. It is a fork of CA's free content, will use a new storyline, and wont even use the CA name/branding.
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Licho
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Re: IP free CA fork needs developers for final push

Post by Licho »

Wow, thats really good model/texture!
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KingRaptor
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Re: IP free CA fork needs developers for final push

Post by KingRaptor »

awesome model + texture etc etc

For the box problem, I'd just make them a separate object so the mod dev can choose to show-hid them in the script.
jeykey
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Re: IP free CA fork needs developers for final push

Post by jeykey »

I like it :-)
Saktoth
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Re: IP free CA fork needs developers for final push

Post by Saktoth »

KingRaptor wrote:awesome model + texture etc etc

For the box problem, I'd just make them a separate object so the mod dev can choose to show-hid them in the script.
KR, gosh, i (and you!) can use 3d editing programs you know, removing them is trivial.
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Neddie
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Re: IP free CA fork needs developers for final push

Post by Neddie »

Oh, I had an idea. Instead of building the larger ships, morph the shipyard into a larger ship. Look at that model. Imagine a reinforced deck, twice as wide, slapped onto one side. Bam, you've turned a shipyard into a Carrier. Put that model on top of a larger hull, with banks of cannon on either side. Bam, welcome to the Battleship.
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Gota
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Re: IP free CA fork needs developers for final push

Post by Gota »

Add wheels to it and a small cannon,bam,stumpy!
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Neddie
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Re: IP free CA fork needs developers for final push

Post by Neddie »

Except that it structurally has nothing in common with a tank. The point is that all seaborne structures share certain structural and design characteristics with seaborne units, so it makes some sense to have them morph from one to another. I also suggested it as a way to extend the completed sea model list.
Saktoth
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Re: IP free CA fork needs developers for final push

Post by Saktoth »

It does look a bit like a carrier but the battleship? The problem with a morph is you cant control the build time. A big project like a carrier needs to build quickly if you've the economy for it, but allowing it to morph quickly would give you free buildpower. The Carrier and Battleship are already 3rd party 3do anyway.
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smoth
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Re: IP free CA fork needs developers for final push

Post by smoth »

I will never understand your hard on about morph giving free build power. you are also LOSING a unit to get a new one.
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Argh
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Re: IP free CA fork needs developers for final push

Post by Argh »

Uh, if you want a carrier... I will probably make one at some point. And kool battleships and stuff. I won't be referencing CA, but they'll be in that "pseudo-metal" flavor.

I will be offline until tomorrow sometime at least, I'll upload the final model When It's Done. Script's about half-done atm.
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Forboding Angel
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Re: IP free CA fork needs developers for final push

Post by Forboding Angel »

Saktoth wrote:It does look a bit like a carrier but the battleship? The problem with a morph is you cant control the build time.
Yes you can...

"Time"

That equates to buildtime. THink abotu how you would normally calculate cost, then do it backwards and you end up with what you want essentially.
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