BA model replacements - Page 17

BA model replacements

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Mr. Bob
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Re: BA model replacements

Post by Mr. Bob »

Here is the hovercraft plant. The plane mesh that is slightly above the ground will be an alphad out grate texture. (Ground texture below can be black)

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Gota
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Re: BA model replacements

Post by Gota »

This stuff looks great.
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Mr. Bob
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Re: BA model replacements

Post by Mr. Bob »

Here is the T1 shipyard.

And yes, it is supposed to be substantially less detailed then the rest, mostly because its underwater. But, also because there needs to be a distinction between T1 and T2. T2 will be more beefy and detailed.

The water line should be right in the middle of the boxes below the nano turrets. Thus, the middle section is fairly deep underwater.

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Wombat
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Re: BA model replacements

Post by Wombat »

this gonna fail horribly, water is not deep enough, check tabulav3, com is partially above the water but u can still make lab. there is so many issues with water that i suggest u dont experiment with this one
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Mr. Bob
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Re: BA model replacements

Post by Mr. Bob »

Oh. My bad. I was under the impression that this was how the original was.

Is it ok if I change the footprint a bit? I'd like to have 3 sides open and one side be the actual factory.
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knorke
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Re: BA model replacements

Post by knorke »

cool.
but needs more ingame pics :)
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Petah
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Re: BA model replacements

Post by Petah »

Great work, keep it up.

I might start playing again after this is complete ;D
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Wombat
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Re: BA model replacements

Post by Wombat »

for sho. seriously, dont pay that much attention to ship labs. the more simple u make them, the less problems they will cause later
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Johannes
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Re: BA model replacements

Post by Johannes »

Mr. Bob wrote:Oh. My bad. I was under the impression that this was how the original was.

Is it ok if I change the footprint a bit? I'd like to have 3 sides open and one side be the actual factory.
It's pretty helpful that ships can move & attack into any direction right after being finished, I would not change this.
BaNa
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Re: BA model replacements

Post by BaNa »

fuck that, do what you want, we will adapt. Loving the pics, keep it up!
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Wombat
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Re: BA model replacements

Post by Wombat »

but maps wont adapt to 1 model foo
BaNa
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Re: BA model replacements

Post by BaNa »

I meant fuck the gripes about shipyard being 3 sided

Btw map will not care about deep platform, models will clip into land, that is all. Does not count rly.
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Johannes
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Re: BA model replacements

Post by Johannes »

It's not something nice to adapt to, getting corvette vs corvette battle around your shipyard would be way too advantageous for the attacker, if your 1st vette is not complete when his comes.

If their goal is to keep the gameplay ~as it is, why not help with that instead of just saying "do whatever".
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Mr. Bob
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Re: BA model replacements

Post by Mr. Bob »

K, for this one I will definitely keep it as close to the original as possible. But, I still don't fully understand the middle of the shipyards.
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Aether_0001
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Re: BA model replacements

Post by Aether_0001 »

The way I understand it is that there's some railings around underwater to hold the nano towers together in a solid frame - which you did, and that those railings go under anything that's built. I don't think there's any supports on the bottom though - I think the nano towers have floaty things that hold up the entire structure. IMO all those nano turrets are supposed to be able to fold in and pop out of the factory structure, and have small covers over them.

EDIT: Also, I'm pretty sure the nano turrets on the factory do some slow unloading animation where they are moved out of the interior of the factory to where they can be seen. I don't see it in your models (it may just be because the models are already open), and if this is missing, it might have some gameplay issues resulting from faster opening/closing.
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Wombat
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Re: BA model replacements

Post by Wombat »

u can basicly make only these... pylons with nanos ? and move on
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Mr. Bob
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Re: BA model replacements

Post by Mr. Bob »

So basically, 4 nanos.

Oh and, for t2 is it ok to put some railings above the water? (And above the ships) If not then its basically, exactly the same thing as the t1 with some beefier nanos.
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Wombat
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Re: BA model replacements

Post by Wombat »

i dont think anything above ships is good idea, t2 ships are quite big. make t2 shipyard bigger first of all. i think it would be best if u allow ships to move back and forward and make 'something' at the sides, so u can add some details and make t1/t2 different (but allow them to shoot above the objects u gonna add at the sides).

i dunno, its quite problematic to make something new, but keep old 'gameplay'. just screw it, retexture old shipyards, change nanos ;P
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Johannes
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Re: BA model replacements

Post by Johannes »

Hm the shipyards are a bit weird actually, different from what I remembered (I thought you could move in & out).
You can exit it into any direction, but after you leave it it becomes unpassable and ships cannot move back inside it anymore. But maybe that's just scripting and not about the model itself. So maybe this isn't relevant to anything here :D But well, mightbe good to know when designing anyway.

And railings that don't block vision of building units, shouldn't be any problem with that. Ships aren't tall enough to make it look silly I think. Would be more intuitive actually since the hitsphere currently stands quite much higher than the model.
BaNa
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Re: BA model replacements

Post by BaNa »

THESE PEOPLE ARE GODSENT DONT NITPICK THE MODELS THEY MAKE
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