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Re: smoth's junk.
Posted: 25 Mar 2013, 00:07
by smoth
If you are between 30-40 feet tall in a jungle setting cammo still makes sense. Trees get pretty tall. My rationale behind it is that it sells "military" a lot better to have the cammo pattern. IMO it could be solid olive drab and I would still like it. If it was TEAL though, I think it would be very obvious.
plus it has a giant minigun, when that thing fires I am sure flocks of birds would fly away

.
Thanks for the compliment on the ammo drum, I was worried such a detail would be wasteful as most wouldn't care about such things.
Re: smoth's junk.
Posted: 25 Mar 2013, 00:21
by PicassoCT
could you do a sort of orca camo for mechas? basically from above looking like grass from below like part of the sky..
Re: smoth's junk.
Posted: 25 Mar 2013, 02:08
by zwzsg
Could you desynchronize a bit the left and right animation? It would look more natural if one shoulder basket started turning a few instants before the other.
Re: smoth's junk.
Posted: 25 Mar 2013, 02:39
by kurlie
Is it possible to make a unit's texture change based on the terrain, so it changes as the unit moves from one terrain to another, kind of like active camo?
Re: smoth's junk.
Posted: 25 Mar 2013, 06:14
by smoth
kurlie wrote:Is it possible to make a unit's texture change based on the terrain, so it changes as the unit moves from one terrain to another, kind of like active camo?
possible yes. There are many reasons to not do such a thing. Chiefly bieng that it would require exhaustive amounts of work.
PicassoCT wrote:could you do a sort of orca camo for mechas? basically from above looking like grass from below like part of the sky..
I could but I won't for a ground unit such a scheme is not smart. Not up for debate.
Z, I could but such things create in consitencies in fire rates randomly increasing dps is loathed by competitive rts people.
Just a minor note panda and I are on vacation. I am just testing my international data plan posting and what not
Re: smoth's junk.
Posted: 25 Mar 2013, 10:07
by zwzsg
Ah, then don't make it random!
Have the delay between left and right basket movement be a fixed constant.
Re: smoth's junk.
Posted: 25 Mar 2013, 10:28
by PicassoCT
Everyone line up: its free NO U time in smoths thread.
I admit that active camo would be cool though. Oh look, what do we have here..
http://www.horde3d.org/wiki/index.php5? ... _-_Fresnel
Or you add the ultimate camo...
for i=1,#pieceArray,1 do
Hide(pieceArray
)
end
Re: smoth's junk.
Posted: 25 Mar 2013, 21:58
by smoth
PicassoCT wrote:Everyone line up: its free NO U time in smoths thread.
I was polite enough to move out of random wip so I would not dominate that thread, don't try and derail my thread.
zwzsg wrote:Ah, then don't make it random!
Have the delay between left and right basket movement be a fixed constant.
So now they look like the left or right arm has a malfunction? C'mon Z, you are not thinking this through. People will think the units are bugged.
Re: smoth's junk.
Posted: 26 Mar 2013, 00:39
by Neddie
smoth wrote:kurlie wrote:Is it possible to make a unit's texture change based on the terrain, so it changes as the unit moves from one terrain to another, kind of like active camo?
possible yes. There are many reasons to not do such a thing. Chiefly bieng that it would require exhaustive amounts of work.
Just a minor note panda and I are on vacation. I am just testing my international data plan posting and what not
Fun fact, FLOZi/Spiked and I repeatedly discussed rolling out different texture sets for different environments in 1944, but even Spiked wasn't mad enough to actually do that with historical models.
Where are you off to, Smoth?
Re: smoth's junk.
Posted: 26 Mar 2013, 08:22
by smoth
*That* would be possible and I am in paupau
Re: smoth's junk.
Posted: 30 Mar 2013, 01:18
by Pressure Line
Its should be easy enough to randomly select a few dozen pixels of the map texture at game start and obtain an average RGB value for the map, then use that value to determine what colour scheme to use. Easy to also add a user override to force it to be a certain scheme.
Re: smoth's junk.
Posted: 30 Mar 2013, 02:29
by Neddie
Aye, we knew it was possible then. We didn't implement it because of the time and effort involved in mapping period accurate camo on a unit by unit basis for each variety.

Re: smoth's junk.
Posted: 30 Mar 2013, 04:58
by smoth
Pressure Line wrote:Its should be easy enough to randomly select a few dozen pixels of the map texture at game start and obtain an average RGB value for the map, then use that value to determine what colour scheme to use. Easy to also add a user override to force it to be a certain scheme.
Nope. Sorry mate but no. Maybe desert valley or cooked well but stuff like gantelope, river nix or anything like that where there are many colors, a random pixel selection is clumbsy. Doesn't matter, I am not doing it. It doesn't matter what "great" idea you have, this is the line in the sand and I am not doing it. You are welcome to do it for your own project but I am not becoming CA2
Neddie wrote:Aye, we knew it was possible then. We didn't implement it because of the time and effort involved in mapping period accurate camo on a unit by unit basis for each variety.
it isn't that hard once you have a system setup.
Re: smoth's junk.
Posted: 30 Mar 2013, 08:45
by Anarchid
anything like that where there are many colors
And this is why we need opencv bindings for Spring!
Re: smoth's junk.
Posted: 30 Mar 2013, 19:08
by SpikedHelmet
Robots.
Re: smoth's junk.
Posted: 31 Mar 2013, 11:28
by Pressure Line
smoth wrote:Pressure Line wrote:blah blah blah
Nope. Sorry mate but no. Maybe desert valley or cooked well but stuff like gantelope, river nix or anything like that where there are many colors, a random pixel selection is clumbsy. Doesn't matter, I am not doing it. It doesn't matter what "great" idea you have, this is the line in the sand and I am not doing it. You are welcome to do it for your own project but I am not becoming CA2
Have a beer, chill out!
I wasn't suggesting that you *should* do anything of the sort, only that it is possible and relatively easy.
And yes, random sampling would not work well on all maps, easy enough to rectify with a config.
Re: smoth's junk.
Posted: 01 Apr 2013, 08:07
by smoth
Pressure Line wrote:smoth wrote:Pressure Line wrote:blah blah blah
Nope. Sorry mate but no. Maybe desert valley or cooked well but stuff like gantelope, river nix or anything like that where there are many colors, a random pixel selection is clumbsy. Doesn't matter, I am not doing it. It doesn't matter what "great" idea you have, this is the line in the sand and I am not doing it. You are welcome to do it for your own project but I am not becoming CA2
Have a beer, chill out!
I wasn't suggesting that you *should* do anything of the sort, only that it is possible and relatively easy.
And yes, random sampling would not work well on all maps, easy enough to rectify with a config.
Just making sure to put a definitive no. I don't plan on being CA where many ideas are inserted resulting in years of design clashes. I also want to be very clear about where I stand with regards to implementing requests. That is to say, I always have held strong to the concept of how I envision my visuals and am not really interested in people shoving ideas on me. This is mainly because i have seen people get very sour about their idea or concept NOT getting implemented. I had years of bitching during the development of gundam about how I ruined this or that. So I am trying to illustrate a solid stance on what I will or won't do.
SpikedHelmet wrote:Robots.
Come back to s44 so I can feel like I need to texture better!
Re: smoth's junk.
Posted: 04 Apr 2013, 07:34
by KDR_11k
Camo on ground units helps against planes and stuff. Unfortunately in an RTS it also helps against players so unrealistic, blaring color schemes are better for gameplay purposes.
Re: smoth's junk.
Posted: 04 Apr 2013, 21:44
by smoth
yeah, I am not keen on the idea of hiding units from players
Re: smoth's junk.
Posted: 04 Apr 2013, 23:57
by KDR_11k
Good, I remember having trouble with GINTA because the camo was fairly effective and it was hard to spot units.