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Re: A empty mod base.
Posted: 15 May 2008, 19:49
by Otherside
thats very impressive i know theres no need to uneccesarly up poly's but you could if you wanted

Re: A empty mod base.
Posted: 16 May 2008, 03:50
by Tribulexrenamed
I want to fps that plane.
Re: A empty mod base.
Posted: 17 May 2008, 18:26
by Quanto042
This looks excellent! To hear that you've already gotten your models and textures done is awe inspiring to be honest. I hope this goes far with time!
Re: A empty mod base.
Posted: 17 May 2008, 20:52
by Snipawolf
MAEK ONTOS!
Or not, if you don't want late 60's units.
Re: A empty mod base.
Posted: 17 May 2008, 22:24
by yuritch
Well, that would be more like late 50s - late 60s vehicle, as they were put out of service in 1969. Still, it definitely looks interesting...

That's not an AA vehicle, it's a tank destroyer. 6x106mm recoilless guns. They could only be reloaded from the outside though, so rate of fire wasn't very high.
Re: A empty mod base.
Posted: 18 May 2008, 01:40
by MechaStalin
Sorry about no new updates, I've been busy partying and still am this weekend.

I'll try to get some work done soon and post a whole new thread with info.
Re: A empty mod base.
Posted: 18 May 2008, 07:50
by KDR_11k
almost...
Re: A empty mod base.
Posted: 18 May 2008, 10:04
by Guessmyname
Or

Re: A empty mod base.
Posted: 18 May 2008, 18:33
by smoth
KDR_11k wrote:almost...

Re: A empty mod base.
Posted: 18 May 2008, 22:41
by Snipawolf
They don't have real life videos though, and in color.
M50A1 Ontos at Hue
Re: A empty mod base.
Posted: 22 May 2008, 07:37
by MechaStalin
Sorry I was away for so long, lots of random crap happening in my life all of a sudden. I'd like to get back to work when I have the energy soon.
Anyways, what do you guys think of Tech level 1 being 60s/70s units Tech level 2 being 80s/90s and Tech level 3 being modern day stuff? There would probably be less units as you moved up the list though so you wouldnt always be always in any one tech level.
Also, does anybody know why my units seem to shoot through each other with no effect? I don't seem to recall this happening until recently.
Re: A empty mod base.
Posted: 22 May 2008, 17:58
by FLOZi
WD took that route somewhat... imho it leads to unit bloat. S44 spans a war lasting 6 years and focuses on just 2 of them.
If you really want to span a large period of time, an idea i had was to break up units into half-decade sections and load the ones relevant to the year picked by the player as a modoption.
Would mean a huge amount of work though. Probably best to focus on one period of time at first. Perhaps you could cooperate with TabloMaxos on his modern warfare mod.
Re: A empty mod base.
Posted: 22 May 2008, 19:24
by KDR_11k
MechaStalin wrote:Also, does anybody know why my units seem to shoot through each other with no effect? I don't seem to recall this happening until recently.
If your bullets are fast and your units small the bullet can move through the unit between two collision checks.
Re: A empty mod base.
Posted: 22 May 2008, 22:26
by Forboding Angel
MechaStalin wrote:Sorry I was away for so long, lots of random crap happening in my life all of a sudden. I'd like to get back to work when I have the energy soon.
Anyways, what do you guys think of Tech level 1 being 60s/70s units Tech level 2 being 80s/90s and Tech level 3 being modern day stuff? There would probably be less units as you moved up the list though so you wouldnt always be always in any one tech level.
Also, does anybody know why my units seem to shoot through each other with no effect? I don't seem to recall this happening until recently.
Avoidfriendly=0;
collidefriendly=0;
or if you are using luadefs it's prolly true, or false, .
Re: A empty mod base.
Posted: 23 May 2008, 08:07
by MechaStalin
Hmm my units aren't that small I don't think and my weapons are configed properly, I'm not sure. I used the auto settings for radius and my unit height is set to 10