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Posted: 26 Apr 2007, 01:25
by Warlord Zsinj
I'd actually grey out the whole corpse model slightly. It doesn't have to be super obvious, but I think it will help in telling what is dead and what isn't. Remember that not everyone plays with health bars.
Posted: 26 Apr 2007, 05:04
by SpikedHelmet
That's annoying though, as as far as I know that will require an entire new texture, slightly greyed...
Posted: 26 Apr 2007, 14:55
by Warlord Zsinj
Surely it'd take all of three seconds with the hue/saturation tool in photoshop?
It was a pretty cool technique they used in LotR when boromir dies; his whole body is artifically greyed so you can quite clearly tell the moment that he has died. It's been used elsewhere, but it assists the eye quite readily without breaking immersion, which is cool.
Posted: 27 Apr 2007, 09:38
by SpikedHelmet
Not just that, but it'll require yet another UV map for EVERY unit, which is just too much IMO... maybe, though, we can work something out.
In any case here's new animations for the le IG 18 light infantry gun. Walking animation, crew deploying (kneeling) next to the gun, and reloading.
Yes, for some reason it speeds up at the end. I accidently hit the + button or something.
YouTube Video of this fuckin thing here.
Posted: 27 Apr 2007, 09:39
by Neddie
Good work, I like it a lot.
Posted: 27 Apr 2007, 13:48
by pintle
watching that video gave me a flashback to playing DoD, same sounds methinks?
nice work
Posted: 27 Apr 2007, 22:41
by SpikedHelmet
I believe the voices are from DoD...
Been working on Panzer III for the past couple of hours...
Mainly because it's very similar to the Sherman -- I want a tank battle video to show you guys! It's SOOOOOOOOO awesome with the range damages and new models.
Posted: 27 Apr 2007, 23:20
by Zpock
Did u get directional damage working? Now if only formations worked better...
Posted: 28 Apr 2007, 01:48
by SpikedHelmet
No, no directional damage yet.
Finished product (sans tracks)

Posted: 28 Apr 2007, 02:27
by FLOZi
Zpock wrote:Did u get directional damage working? Now if only formations worked better...
Yes, about 80% coding complete, but we decided against it for the time being, reason being that its a bit too much for the player to handle on our scale, and that due to the nature of how the code works in spring its possible for the direction to be the inverse of what it should be, no matter how you set up the weapon and hitsphere (so a tank could register a hit on its heavy front armour as a hit on its rear, with disasterous results!)
Even so, with damage now varying with range, and seperate HE (anti infantry/buildings) and AP (anti-armour) ammunition, the armour combat in the next version of S44 is
leaps and bounds ahead of what it was before.

I think Spiked will agree that this something of an understatement.
Posted: 28 Apr 2007, 02:42
by Deathblane
Your next release is going to kick arse.
Posted: 28 Apr 2007, 09:25
by SpikedHelmet
FLOZi wrote:(so a tank could register a hit on its heavy front armour as a hit on its rear, with disasterous results!)
Dude, that was fucking annoying. I don't know how you did it, but you made me angry.
Anyway WIP, uv's for the hull are almost complete (MY GOD I HATE UV-MAPPING CAMOFLAGE -- EXPECT TO SEE MORE SINGLE-COLOUR GERMAN STUFF >:( )

Posted: 28 Apr 2007, 10:31
by Warlord Zsinj
Those animations look awesome. I demand close ups!
I realise the camo texx is a WIP; but be careful of making it look too blatantly photoshop-brushed. Maybe run a couple of filters over it to distort it a little? Paint Daubs followed by a Water colour (or, the other way around) could look good for a nice mottled effect.
(Yeah, I rely way too much on filters with my texxes

)
Posted: 28 Apr 2007, 12:18
by rattle
Pretty cool. Yeah I'd like to see the next version too.
Posted: 28 Apr 2007, 12:23
by SpikedHelmet
Yeah, it needs to be edited a bit still. But there ya go.
Posted: 28 Apr 2007, 12:59
by SpikedHelmet
Alright, tweaked the colours a tad...

Posted: 28 Apr 2007, 13:06
by FLOZi
rattle wrote:Pretty cool. Yeah I'd like to see the next version too.
Well we need players comfortable with using non-release exes and dll's for play testing the armour script...
Posted: 28 Apr 2007, 13:27
by FLOZi
Meh, double post.
Here's a WIP render of Dash_Riprock's M8 Greyhound

Posted: 28 Apr 2007, 14:45
by Guessmyname
FLOZi wrote:rattle wrote:Pretty cool. Yeah I'd like to see the next version too.
Well we need players comfortable with using non-release exes and dll's for play testing the armour script...
I tested that range-damage script of yours, remember?
Posted: 28 Apr 2007, 15:17
by FLOZi
Guessmyname wrote:FLOZi wrote:rattle wrote:Pretty cool. Yeah I'd like to see the next version too.
Well we need players comfortable with using non-release exes and dll's for play testing the armour script...
I tested that range-damage script of yours, remember?
Yes, though that system has now been replaced entirely anwyay
