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Re: BA model replacements

Posted: 06 Mar 2011, 21:38
by Aether_0001
I WILL HELP TEST AND ADVERTISE TO MY SCHOOL OLOLOLO

Re: BA model replacements

Posted: 07 Mar 2011, 04:47
by Petah
I would love to provide web development, hosting and a domain when required.

Just let me know what you need in a website and I can build it right away.

Re: BA model replacements

Posted: 07 Mar 2011, 14:21
by triton
Pm me if you want help for testing and balance suggestions.

Re: BA model replacements

Posted: 07 Mar 2011, 14:35
by Regret
triton wrote:Pm me if you want help for testing and balance suggestions.
And the vultures descend!

Re: BA model replacements

Posted: 07 Mar 2011, 19:52
by Neddie
Pretty sure this thread is about art assets, not balance.

Re: BA model replacements

Posted: 07 Mar 2011, 23:45
by Mr. Bob
K just got back.

Woah look at all dem testers. Uh, what I mostly meant was testing to see if all the models don't get bugged. I'm not really interested in balance changes, as I wouldn't have any idea, and I'm not in charge in any way.

So, hold your horses on the testing offers till everything is closer to done.

Also, what format do you want the buildings in?

Re: BA model replacements

Posted: 08 Mar 2011, 04:29
by P1h3r1e3d13
Thanks for reading my essay, Bob. I didn't think anyone would top that post length, but I have to tip my hat to you.

My point about the symmetry wasn't that I need to see which way a solar collector is facing, but that I want to be able to tell a solar collector from energy storage (or whatever). You're right, though, on second thought; stuff where the direction doesn't matter (like solars) should have 90-degree rotational symmetry. So never mind that, I guess.

I'm excited to see the arm theme!

I like the sound of your plan. Count me in for testing.
I agree about simplifying the lobby, maps, etc. The relative complexity of setting up BA kept me from trying it for years (and I'm a sometimes linux user!). It needs to be one .exe that leaves you with a ready-to-play game.

Re: BA model replacements

Posted: 08 Mar 2011, 13:26
by Mr. Bob
Uh, still gonna need to know what format is needed before I release guys. :D

Re: BA model replacements

Posted: 08 Mar 2011, 13:48
by luckywaldo7
Spring is compatible with .obj format, so probably that: http://springrts.com/phpbb/viewtopic.php?f=9&t=22635

Re: BA model replacements

Posted: 09 Mar 2011, 00:14
by Mr. Bob
Ok here it is. 1 down 3 to go. D:

Tada12thumb.png
Tada12thumb.png (36.28 KiB) Viewed 2429 times
[/url]

Core Building Pack by Mr. Bob, Pyra is licensed under a Creative Commons Attribution-NonCommercial 3.0 Unported License.

http://www.mediafire.com/?66ejbto146w0711

Re: BA model replacements

Posted: 09 Mar 2011, 00:28
by smoth
very fucking cool bob.

Questions: how long does it take you to uv map? does uvmaping to an atlas texture help speed you up?

Re: BA model replacements

Posted: 09 Mar 2011, 00:41
by Mr. Bob
Oh, we forgot to add the other texture files.

Before we do that, what determines specularity? I know that red = glow, green = reflect etc.

EDIT: Woops, completely missed your question. Sorry bout that.

Uh, it depends. I would say working with the atlas generally makes it go faster for me, but if its a model with bunches of different parts instead of a lot of the same parts, it gets slower.

Re: BA model replacements

Posted: 09 Mar 2011, 00:44
by Beherith
Bob those are absolutely wonderful!
I patched up jK's shader system so that green=reflect, blue=specularity, while the alpha channel of the normal map is the damage texture.

Re: BA model replacements

Posted: 09 Mar 2011, 02:13
by Mr. Bob
Would you guys consider adding a bloom effect to the game? And making it only apply to parts that are self illuminated? I'm pretty sure the shader is already out there. I dunno. Thought it would make all the glowing parts look better.

Re: BA model replacements

Posted: 09 Mar 2011, 02:52
by Regret
Great work there Mr. Bob. :regret:

Re: BA model replacements

Posted: 09 Mar 2011, 03:14
by Aether_0001
Can't stop jizzing

Re: BA model replacements

Posted: 09 Mar 2011, 06:27
by KaiserJ
bloom is available

models look great

Re: BA model replacements

Posted: 09 Mar 2011, 11:30
by Mr. Bob
So here is a quick draft of what the kbots will look like. It's an ak. (Don't worry its not final or anything. Just playing around with styles.)

Re: BA model replacements

Posted: 09 Mar 2011, 12:42
by Beherith
It's possible to add bloom to unit shaders, but doing it on the entire game may be very expensive (afaik current bloom implementations half fps)

The kbot looks fantastic!

Re: BA model replacements

Posted: 09 Mar 2011, 18:35
by Gigamez
:shock: Outstanding: absolutely stunning job :!:

A question: your models, when finished, will be integrated directly in a BA package?
I can't wait to play with your wonderful units! :o