TA:WD - Page 20

TA:WD

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Poll of the week: Should NATO and Mospact be devided into seperate countries?

Poll ended at 14 Jul 2006, 20:26

Yes, let's have 20.000 different races and a million units!
3
7%
Yes, but only split the up in factions like US and Canada, UK and Germany, etc.
24
56%
No! the sides need to say Binary! keep as it is.
6
14%
No, just make seperate factories for Bombers, Fighters and Helicopters.
4
9%
Yes, give the player a choice what country to play in game.
6
14%
 
Total votes: 43

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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

suffice to say build tree makign and editing should eb a lot easier now:

Code: Select all

//* Template commander *//Tree(CTEMPCOM){
   SetSolar("SOLAR")
   SetWind("WIND")
   BuildTree(5){
      Add("METAL EXTRACTOR");
      Add("FACTORY");
      Add("METAL MAKER")
      Add(energy);
      Add("METAL EXTRACTOR");
      Add("BASIC DEFENCE");
      SetCommander
      }
   }
where each bit in quptes is a unitname, here the commandr would build a dfence, then a mex then either a solar or widn depending on which si better, then a mm, then a factory then a mex.

If there's only 1 energy facility and not oenf or solar/wind you cna use SetEnergy("Energy producer");

BuildTree(5){ starts the build tree off, the 5 represents how many frames after the unti si built that tig ets the order. For a commander it's near instant so it's 5. A construction kbot would have 150, because that would be 150/30 = 5 seconds after it was created, which is enough time for ti to walk out of the kbot lab.
If it's a unit not a commander then you'd put SetUnit at the end and not SetCommander.

And that's all there is to adding to the build tree in NTAI 0.29, just remember to keep a list of all the attack/scouters unitnames you're going to build and which ones are factories and I'll fill in the rest.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

be warned, defence is spelled defense in American english, and the catagory is defensive not defence/se
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Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

I'm just curious - is there an ETA of any sort on getting a version of TAWD playable on multiplayer over the lobby? I and everyone else who I have talked to about it are unable to get "sync" through the lobby. I'd love to play WD - I like "modern" warfare rather than the far-in-the-future TA stuff - on multiplayer, but it doesn't work :-(.

Thanks for the info!
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I really need to force my self to do some testing and release a new version...but BF2 has sucked me in....it wont let go of me!
smokingwreckage
Posts: 327
Joined: 09 Apr 2005, 11:40

Post by smokingwreckage »

Please G-Z, please. I love WD and I so badly want it to work in Spring.

By the way I am a 6ft tall tanned Australian model chick who likes to travel.

Ok, not really, but I bet you'd work harder if there *were* some wanting to play WD.
raikitsune
Posts: 241
Joined: 09 Aug 2005, 15:41

Post by raikitsune »

GrOuNd_ZeRo wrote:I really need to force my self to do some testing and release a new version...but BF2 has sucked me in....it wont let go of me!
**takes GZs flag** try and play now! with no spawn point MWAHAHAHAH **cough cough** errm. yes any progress on WD would be nice.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I'm a little bit ashamed to release WD without the Bling-Bling factor, the tanks fire ugly projectiles, I noticed If I give them high-trajectory missiles (with trajectory set not so high),

The effect you get is a nice tracer which I really want, but you get a smoke trail, doesn't look too bad, artillery use it too now due to the high-trajectory and wobble for inaccuracy.

Spring is inhibbiting my creativity...and it frustrates me, last night I perfected my Abrams model so I might be able to release the new WD with a S3O of the Abrams so people can see what the rest will look like in the future.
smokingwreckage
Posts: 327
Joined: 09 Apr 2005, 11:40

Post by smokingwreckage »

G_Z, WD has enough gameplay to render bling meaningless. Please, have pity on its fans and get a working version out first, THEN give it bling.

Don't make me beg. :lol:
maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

Hi, should I make a real wheel on tanks, or would you prefer a simple, non moving tank wheel bitmap ?
problem, tankwheel means additional 70 poly :(
btw how many ppl got slowdown with WD Spring and when ?
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Same as with XTA, when there is ALOT of different units, actually most processing power is expended with pathfinding.

Polygons do little to affect performance in Spring AFAIK.

I will add roadwheels my self since I have seen how great they look.
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Mars Keeper
Posts: 240
Joined: 25 Jan 2005, 21:00

Post by Mars Keeper »

Getting those new abrahams out soon? :roll:
Cant wait for the next version :-)
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I'm working on the model, it's very time consuming to skin the beast, LithUnwrap is a poor tool to UV map tanks with, it's hard to keep things in proportion, i.e. no easy way to really unwrap a piece of thread so it looks perfect and not like one piece is stretched further than the other.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Image
Image
Image

Here are some screens of the S3O'd Abrams, I will likely do the texture/UV-mapping all over again however since i'll be adding alot of other things...and I screwed up my 3DS files...

current bugs include inproper piece movement, possibly due to scaling them.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

Nice...

Turret looks too far back tho!
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

here is somethin to measure ur tank against. like flozi suggested use it as a background for ur modeling software to check measurements.

http://www.is.lt/atas/tankai/m1a1siluet1.jpg
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Yeah I think you are right, it's mainly upspring's fault (or rather the 3DS file system) since it doesn't support TA style model hiearchy, I do use linedrawings such as that as background for my units, but I had to rearange the turret's position and too little care on my part when into setting it right...

but the point is, you get the main idea :P
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

I expected you already would G_Z.

Here's an example for others, N.B. that I have re-chopped up the image and re-applied it to the backgrounds, so it's not as perfect as when I did it. Infact I'm not entirely sure it's the right one. :lol:

Also note that the barrel and searchlight are supposed to be different as its a different mark of the tank.

Image
CrowJuice
Posts: 88
Joined: 13 May 2005, 11:01

Post by CrowJuice »

GrOuNd_ZeRo wrote:
Here are some screens of the S3O'd Abrams, I will likely do the texture/UV-mapping all over again however since i'll be adding alot of other things...and I screwed up my 3DS files...

current bugs include inproper piece movement, possibly due to scaling them.
Very very nice! Do the parking lights work? :wink:
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

they are just in a perpentual state of on-ness...lol
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

M60 Patton. I can't actually remember wether this is in WD or not, and don't know if it can be used for TACW, but still, PM me if you want it Flozi /GZ /whoever

Image
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