BA model replacements
Moderator: Content Developer
Re: BA model replacements
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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Re: BA model replacements
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.

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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Re: BA model replacements
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
Re: BA model replacements
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.
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.
Re: BA model replacements
cool.
but needs more ingame pics :)
but needs more ingame pics :)
Re: BA model replacements
Great work, keep it up.
I might start playing again after this is complete ;D
I might start playing again after this is complete ;D
Re: BA model replacements
for sho. seriously, dont pay that much attention to ship labs. the more simple u make them, the less problems they will cause later
Re: BA model replacements
It's pretty helpful that ships can move & attack into any direction right after being finished, I would not change this.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.
Re: BA model replacements
fuck that, do what you want, we will adapt. Loving the pics, keep it up!
Re: BA model replacements
but maps wont adapt to 1 model foo
Re: BA model replacements
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.
Btw map will not care about deep platform, models will clip into land, that is all. Does not count rly.
Re: BA model replacements
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".
If their goal is to keep the gameplay ~as it is, why not help with that instead of just saying "do whatever".
Re: BA model replacements
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.
- Aether_0001
- Posts: 228
- Joined: 25 Feb 2008, 03:41
Re: BA model replacements
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.
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.
Re: BA model replacements
u can basicly make only these... pylons with nanos ? and move on
Re: BA model replacements
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.
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.
Re: BA model replacements
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
i dunno, its quite problematic to make something new, but keep old 'gameplay'. just screw it, retexture old shipyards, change nanos ;P
Re: BA model replacements
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.
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.
Re: BA model replacements
THESE PEOPLE ARE GODSENT DONT NITPICK THE MODELS THEY MAKE