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Re: S:44 Dump

Posted: 31 Jan 2008, 23:50
by smoth
too many forums. I am not registering for another one..

Flozi, can you reduce the color saturation on that tank? it is a bit strong.

Re: S:44 Dump

Posted: 04 Feb 2008, 06:59
by SpikedHelmet
No it's not!

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Re: S:44 Dump

Posted: 04 Feb 2008, 07:02
by MR.D
Pershing?

Re: S:44 Dump

Posted: 04 Feb 2008, 07:04
by SpikedHelmet
IS-2.... <_< American tanks didn't usually sport a big red star...

Re: S:44 Dump

Posted: 04 Feb 2008, 07:05
by Snipawolf
LMAO

Re: S:44 Dump

Posted: 04 Feb 2008, 20:02
by Warlord Zsinj
Maybe they were good students!

Re: S:44 Dump

Posted: 04 Feb 2008, 20:06
by Peet
Warlord Zsinj wrote:Maybe they were good students!
I demand tanks with banana stickers.

Re: S:44 Dump

Posted: 09 Mar 2008, 22:23
by FLOZi
IS-2? Pffffft!

KOWABUNGA!

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Re: S:44 Dump

Posted: 10 Mar 2008, 10:14
by SpikedHelmet
And some updated, improved farmhouses for the Tiger II to destroy:

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I hope to make atleast a little bit of a selection of different types of houses. The previous ones were rather shitty, undetailed and really just a temporary solution or proof of concept kinda thing. The aluminum-roof building marks the first time I've used transparency AND reflectivity on the same model. Hoorah!

Re: S:44 Dump

Posted: 10 Mar 2008, 11:45
by SpikedHelmet
And a barn (took me about an hour to do :D)

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Re: S:44 Dump

Posted: 10 Mar 2008, 18:25
by Neddie
Hell yes. More homes.

Re: S:44 Dump

Posted: 10 Mar 2008, 22:58
by smoth
spiked, can you tweak that metal roof? it needs dips for the corrugated metal.

Re: S:44 Dump

Posted: 11 Mar 2008, 01:50
by rattle
You could you put the dark parts on the reflective channel to break the reflections up.

Re: S:44 Dump

Posted: 11 Mar 2008, 16:37
by Warlord Zsinj
I think he did do that, which is what he was trying to show with the pics - but I agree that it is not obvious enough, especially when you're zoomed out and the mipmapping level drops, so it should probably be exaggurated a little bit. The value of the reflectivity might be a little high too; it could get annoying to have to stare into such a bright glint on the map; generally even brand new corrugated rooves are zinc-coated so they aren't *too* reflective - and once they start to rust a little they definitely loose that sheen.

Re: S:44 Dump

Posted: 11 Mar 2008, 20:35
by SpikedHelmet
Perhaps you are correct. I should bring it down, and make it less uniform for sure.

In the meantime, Katyusha!:

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Re: S:44 Dump

Posted: 11 Mar 2008, 21:20
by SpikedHelmet
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Re: S:44 Dump

Posted: 11 Mar 2008, 22:40
by Warlord Zsinj
Very nice. Have you considered using alpha transparency on the launcher racks, where you have the repeating black holes?

In case you don't know how transparency works; if you create an alpha layer in your texture 2, white = solid, black = see through (there is no semi-transparent).

Do the missiles disappear after firing and slowly replace themselves prior to firing? If I remember from AATA, all the rocket units took heaps of logistics to fire, which I thought was a good way of balancing them, as they could be realistically powerful without turning the game into a modern combat game with missile warfare. If their reload is tied to the amount of free logistics, you could visually show how far a katyusha is from firing again based on how many missiles have been replaced on the racks...

Re: S:44 Dump

Posted: 11 Mar 2008, 22:59
by SpikedHelmet
They're already transparent Zsinj, just can't see it from that angle.

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And yes, they'll slowly disappear. However in line with our current logistics system, after the 16 rockets on that thing have been fired the Katy will have to run back to a supply dump to restock, which will cost quite a bit to do (since logistics now are only used up when resupplying vehicles).

Re: S:44 Dump

Posted: 11 Mar 2008, 23:11
by Warlord Zsinj
My bad on both accounts. Sounds sweet :)

Look forward to hearing more about that new logistics system.

Re: S:44 Dump

Posted: 12 Mar 2008, 23:16
by SpikedHelmet
More shit

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