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Re: [WIP] - My TA re-modeling and re-design
Posted: 30 Nov 2009, 11:18
by Saktoth

Is this stuff released under a permissive liscence, crem? I know there are several Spring fantasy projects that could use stuff like this.
And i know this:

Would probably be more appropriate a mount than a blue-eyed pig:

Re: [WIP] - My TA re-modeling and re-design
Posted: 30 Nov 2009, 14:12
by Gota
LoL
Knight on blue eyed pigs...
I'm not actually sure a horse would be cooler.
Re: [WIP] - My TA re-modeling and re-design
Posted: 30 Nov 2009, 19:20
by maackey
OMFG CAN I HAZ?!?
More seriously though, this is *exactly* what I was looking for. Even if its not free for use its perfect for inspiration

Re: [WIP] - My TA re-modeling and re-design
Posted: 30 Nov 2009, 21:02
by Guessmyname
And the sad part is, I recognise where the texture for the sphere bits came from >_<
Re: [WIP] - My TA re-modeling and re-design
Posted: 30 Nov 2009, 21:05
by smoth
you mean that isn't hand done </3
Re: [WIP] - My TA re-modeling and re-design
Posted: 30 Nov 2009, 21:18
by Guessmyname
CGTextures-me-do
Don't blame you though. I cheat using them
all the time. CGTextures rocks.
Re: [WIP] - My TA re-modeling and re-design
Posted: 30 Nov 2009, 21:26
by krychle
nice tutorial Cremuss.
Just another tips for welding vertices (welding is one of most used functions :)
You can slide edge to one side and then hit remove doubles. This will remove two vertices. U don't need to be in svap mode to do this.
Also when welding two or more vertices, usefull commands are in ALT+M menu. I'm using weld "At Last" mostly... select vertices for welding and then hit ALT+M and select "At last" and all selected vertices will be welded to last selected vertice.
Re: [WIP] - My TA re-modeling and re-design
Posted: 30 Nov 2009, 21:56
by AF
CA shouldn't have to modify the model to show whats inside the factory, this is just a sign that their UI design isn't up to the task.
Even supreme commander manages to display basic factory queues to the user without forcing the factory open, and they already have open view factories!
Re: [WIP] - My TA re-modeling and re-design
Posted: 30 Nov 2009, 22:08
by Tribulex
good point af. Also i think there needs to be a way of giving order to a unit currently inside the factory. Even with current open factories, CA doesnt support this because of their bad factory hitspheres or something. When i click on a unit in a lab it just selects the lab unless i click on an arbitrary pixel that happens to work.
Re: [WIP] - My TA re-modeling and re-design
Posted: 30 Nov 2009, 23:13
by Argh
CA's UI already shows what's queued; you just can't select the Unit from that UI, IIRC.
As for showing what's being built inside, like a ghost... meh, that's a trivial OpenGL Widget.
Re: [WIP] - My TA re-modeling and re-design
Posted: 30 Nov 2009, 23:17
by smoth
really? I would like to see that done. I have always wondered how it works.
Re: [WIP] - My TA re-modeling and re-design
Posted: 30 Nov 2009, 23:19
by CarRepairer
Argh wrote:CA's UI already shows what's queued; you just can't select the Unit from that UI, IIRC.
As for showing what's being built inside, like a ghost... meh, that's a trivial OpenGL Widget.
Correct, the buildbar widget shows it.
Idea: A single click on the factory icon in buildbar selects the factory right now. Let a second click (as in, factory is currently selected when you click on the icon - not a quick double-click) select the unit and deselect the factory. Or maybe a double click after all. I know jK will be rewriting the buildbar in chili so there will be some nice support for various ideas.
Re: [WIP] - My TA re-modeling and re-design
Posted: 30 Nov 2009, 23:43
by Argh
really? I would like to see that done. I have always wondered how it works.
It's really, really, easy OpenGL. Just play with Depthtest, and you can do the easy version. For more sophistication, you'd want to use a shader. I might write a Widget for this with the next release of P.U.R.E., if I get bored and have some spare time.
Re: [WIP] - My TA re-modeling and re-design
Posted: 01 Dec 2009, 00:46
by Tribulex
CarRepairer wrote:Argh wrote:CA's UI already shows what's queued; you just can't select the Unit from that UI, IIRC.
As for showing what's being built inside, like a ghost... meh, that's a trivial OpenGL Widget.
Correct, the buildbar widget shows it.
Idea: A single click on the factory icon in buildbar selects the factory right now. Let a second click (as in, factory is currently selected when you click on the icon - not a quick double-click) select the unit and deselect the factory. Or maybe a double click after all. I know jK will be rewriting the buildbar in chili so there will be some nice support for various ideas.
In chili? Ew i hope its still a cool widget :/
Otherwise this is a good idea. Not to hard to do.
Re: [WIP] - My TA re-modeling and re-design
Posted: 01 Dec 2009, 00:52
by CarRepairer
Heck who needs buildbar, doubleclick on the factory to select the unit inside. Why not?
Re: [WIP] - My TA re-modeling and re-design
Posted: 01 Dec 2009, 00:54
by Neddie
Or hover your mouse over it and have the damn thing pop up in the tooltip with a rotating 3D model.
Re: [WIP] - My TA re-modeling and re-design
Posted: 01 Dec 2009, 01:19
by Tribulex
CarRepairer wrote:Heck who needs buildbar, doubleclick on the factory to select the unit inside. Why not?
good idea, on it
Re: [WIP] - My TA re-modeling and re-design
Posted: 01 Dec 2009, 01:20
by Tribulex
neddiedrow wrote:Or hover your mouse over it and have the damn thing pop up in the tooltip with a rotating 3D model.
Only in XTA
(C) 2009 TRIBULEX INC
Re: [WIP] - My TA re-modeling and re-design
Posted: 01 Dec 2009, 02:50
by AF
buildbar is a horrible UI and it only shows the current unit anyway.
Your also at a loss as to which factory is building it because it doesn't show you which factory is selected..
Re: [WIP] - My TA re-modeling and re-design
Posted: 01 Dec 2009, 03:54
by Saktoth
I think it is wrong to not think of units as a part of the GUI. Probably the most important one, they display the most relevant information and they are interacted with more than any other part of the interface.
Models themselves should be more than static lumps of polygons. They should show what it is they are doing, and to what degree they are doing it. Already they show turret and movement facing, wind generators spin to show wind speed, storages should show currently stored resources, wheels should spin, jets should flare and rotate for VTOL- if a unit serves a function, you should be able to see when it is performing that function.
Its just not as engaging to go for icon wars and abstract static representations- and there is no reason to do that anyway, when a few simple tweaks to the model allow you to see it performing its job.
Selecting units inside a factory should follow the same pattern as anything else: Click on the unit to select it. For this the unit needs to be visible.
An argument could be made that units should show as a ghost behind other units or behind obstacles (Ala AoE2), thats probably not a bad idea.
A moderator should probably fork this from AF's first post onwards, this is going into hijackland.