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Posted: 02 Mar 2006, 00:55
by FLOZi
Fix the balance.

Posted: 02 Mar 2006, 01:32
by Nemo
I'll get right on that <_<
Er, on second thought...what needs fixing, now that Spiked nerfed the hounds?
Is there a better way to get in contact with you besides the forums, floz?
Posted: 02 Mar 2006, 02:43
by FLOZi
Well, I was half joking. But if you'd like to take a crack at it it's all yours - though eventually I'd suggest it needs to be redone from the ground up.
Unfortunatly I don't have the nerfed hounds (and nor does he)... I have been working on improving the Sdkfz250/9 for the germans though (It will now take out a greyhound with 3 shots of its auto-cannon, but only at long range, up close the greyhounds walk all over them

(of course this could be a good thing) ).
You can catch me on MSN most of the time. Should be a little MSN button on my forum information
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Posted: 03 Mar 2006, 18:12
by Guessmyname
FLOZi wrote:A major pain, especially without a texture artist and noone with UV mapping capabilities. The mod team is pretty much just me at the minute. :(
I can UVmap
Posted: 03 Mar 2006, 18:55
by FLOZi
*wrestles to the ground, handcuffs, takes away to secret mod team dungeon*

Posted: 04 Mar 2006, 05:17
by Warlord Zsinj
damn, flozi got him before SWTA could.
*sets his lasers back off stun*

Posted: 04 Mar 2006, 12:40
by Guessmyname
FLOZi wrote:*wrestles to the ground, handcuffs, takes away to secret mod team dungeon* :shock:
heh. What do you wan't UV-ing?
Posted: 04 Mar 2006, 22:46
by Guessmyname
I'm afraid I'll need that in obj or 3ds format to get it into wings Flozi
Posted: 04 Mar 2006, 22:57
by FLOZi
smoth wrote:It is not a teeny smoth scale thing.
It is trying to see if it will fit correctly or not in the current system. you can be beligerent if you want but I am offering help.
I'm being practical!
Guess:
here it is in 3ds
Posted: 05 Mar 2006, 14:54
by Guessmyname
FLOZi wrote:Go pick on G_Z (WD), Gnome (SW), Guessmyname (CZ) and SpikedHelmet (CNC) if you must!
CZTA = no progress due to wierded up animation bugs (nothing will animate for some reason - no piece movement! Haven't a clue as to whats causing it. I'll poke Benito into looking at it, as CZTA infantry = base for Epic Spring infantry, so if the CZTA infantry don't work at all, neither will Epic's)
- All (lvl1) Psychasi Infantry are in 3do format
- All (lvl1) Psychasi buildings are in 3do format, two ingame and working (factory + solar panel)
- Finalised Tessarin styles, some infantry, some vehicles and a building 3do'd
- Some GHE stuff...
If anyone can be bothered fixing it:
http://www.fileuniverse.com/?p=showitem&ID=2444
CZ-Spring = not being made till CZTA is working etc (and a few new features are in Spring)
I'm UVing the centurion now. You'll have to skin it though Flozi, as I cannot skin right well and don't know what centurions look like anyways...
EDIT: Russian vehicle models? Russian vehicle models! (Armoured car needs optimization - made on a whim)
Uhh Flozi.. this model is really screwed up... Lots of Malformed faces and the very end barrel piece is two bits
EDIT: I'm sorry Flozi, but wings3d doesn't support deleting faces (In wings you put the _hole material on non-visible faces and they get ignored when you UV it). Whatever modelling program you use does however, and it breaks the wings UV process. I can't unwrap it. I get an "Internal Error: badarith" message
Posted: 05 Mar 2006, 15:16
by FLOZi
Must be the conversion to 3ds
Nice models!
Posted: 05 Mar 2006, 15:24
by Guessmyname
I'm sorry Flozi, but wings3d doesn't support deleting faces (In wings you put the _hole material on non-visible faces and they get ignored when you UV it). Whatever modelling program you use does however, and it breaks the wings UV process. I can't unwrap it. I get an "Internal Error: badarith" message
Posted: 05 Mar 2006, 19:51
by Felix the Cat
From what I've read, Wings isn't a very good environment to do UV mapping in in the first place - but maybe what I've read is outdated or inaccurate, I don't know.
If I could figure out the UV mapping process, I'd be more than happy to spend some spare time converting AATA's models to S3O format. However, UV mapping in any of the programs I've tried - Wings, Blender, and LithUnwrap (?) - seems to be unnecessarily complex and rather obfuscated.
Also, if I could figure out UV mapping, I could start making some more progress on No Man's Land (my currently paused WW1 mod). Alternatively, I could make features that would go with AATA's scale (so we don't have to submit to smoth's bullying).
Regardless, smoth, we do have a reason for making AATA the scale that it is. You really have no right to expect mod makers to submit to your "correct" scale just because you think it is "correct". I would anticipate that AATA would have some AATA-specific maps bundled with it, for scale reasons and for other reasons. If I could get off my lazy arse and figure out what I screwed up with the map I tried to make, then AATA would already have at least a test map customized to the mod.
Posted: 06 Mar 2006, 02:00
by FLOZi
while I want to keep this discussion out of this thread as much as posisble, I do have a few more points:
AATA has always had its own maps, so it's really not that big an issue.
AATA has a meaningful scale to me, the modder, which is easy to stick to (TACW models are accurate to within a cm of length/width)
I also know of a technical method to determine scale in TA but... ah well.
Posted: 09 Mar 2006, 01:13
by FLOZi
Anyone want to fix all the sounds for me? I'd it myself but, ah...
I'm lazy.
edit: sod it i'll do it anyway
Posted: 09 Mar 2006, 14:51
by Chocapic
guys is there any chance you will consider making i first release anywhere soon ?
Posted: 20 Mar 2006, 03:42
by SpikedHelmet
That depends. ATM, we're focusing on a complete breakdown and rebuild. There are simply too many issues stemming from the switch from TA to Spring. So we are going to focus on simply rebuilding it from scratch, using any salvagable material but also including new material, such as better models, better textures (UV mapped), better scripts, etc.
Posted: 20 Mar 2006, 04:05
by FLOZi
I'd like to get the current build to a releaseable state though, in order to garner feedback about what the balance issues really are and such.
Posted: 20 Mar 2006, 04:22
by SpikedHelmet
What are major issues stopping a public release of what we've got?
Posted: 20 Mar 2006, 04:34
by Felix the Cat
Complete and utter imbalance, mostly.