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Re: Random WIP

Posted: 06 Dec 2010, 22:27
by HeavyLancer
MElvinVM wrote:Image
I like that carrier, except it has a curious lack of an aircraft lift. The battleship on the far right looks a bit strange with the 'pinched' middle section followed by the bulging superstructure. Generally a ship will have a smoothed hull that doesn't change its width so drastically. I do like the turrets though. Keep up the good work!

Re: Random WIP

Posted: 06 Dec 2010, 22:54
by MR.D
In his defense, aircraft carriers in TA weren't transports or mobile factories for deploying aircraft so the lack of any kind of internal elevator isn't needed, In TA Carriers were just mobile repair pads and antinuke defense for support during fleet beachhead assaults.

IMO the deck of the carrier is much to narrow, but overall the unit looks good.

Re: Random WIP

Posted: 06 Dec 2010, 22:55
by zwzsg
MR.D wrote:and antinuke defense
No!

Re: Random WIP

Posted: 06 Dec 2010, 23:25
by Wombat
@kais - ur map is simply nightmare for spring pathing :D u will make ppl rage and make sepuku

Re: Random WIP

Posted: 06 Dec 2010, 23:25
by Beherith
My first animation. Now the hard part - transforming into COB. Any tips appreciated.
http://beherith.eat-peet.net/stuff/akrun.avi.SWF

Re: Random WIP

Posted: 07 Dec 2010, 00:17
by Hobo Joe
KaiserJ wrote: what i wonder is if i should change the tone of the blocks for different levels of platform, so that it's easier for the eye to pick out heights?
Absolutely yes, but make it subtle. A slightly darker tone on the lower levels, and maybe have the higher levels be not only lighter but slightly more saturated with a tan color.

Beherith wrote:My first animation. Now the hard part - transforming into COB. Any tips appreciated.
http://beherith.eat-peet.net/stuff/akrun.avi.SWF

Is that a finished animation or are you just using it to test the process of getting animations into spring?

Re: Random WIP

Posted: 07 Dec 2010, 00:51
by KaiserJ
Image

i had a happy accident with the lighting... smoggy sunset?

Re: Random WIP

Posted: 07 Dec 2010, 01:14
by knorke
Hobo Joe wrote:Some random remodels, they are pretty shitty cause I am bad at thinking of greebles
I think they are about as good as you can go from the TA originals.
To me those turrets in TA seem the worst models in that game, especially llt & hlt.
hlt looks like the engines from the Enterprise on a stick and the lasertower has this weird prong thing that looks like should an airplane model but then there is this toothpaste tube in it. It does not even make sense in the TA universe, the tanks have relatively "normal" turrets but this fork thing is just strange in a bad way.


KaiserJ:
it looks really good but I would not want to play on it. Too confussing with the small paths, all the ramps and similiar colors. More contrast is really needed.
Maybe not not just different colors but different patterns for high and low ground.
Maybe take a look at the spacemap tilset from Broodwar:
Image
Even in greyscale you could tell the terrains about because of the different patterns. The patterns are are also not just different but in various "scales."
Also the cliffs are done in an unique way that makes them stand out.
Actually its like this on your map too but you use that a bit more maybe bablablabla

Beherith:
Not bad but it seems like body is floating and the bot just moves his legs. Needs to look more like the legs actually carry the bot and the body balances when shifting weight from leg to leg. In this animation there is no weight shifting at all. Running is controlled falling.
http://www.youtube.com/watch?v=Spc9r4CHRDo
More like this (ok, not quite what I was looking for but the general idea...)
But for an RTS your walk animation might just be perfect as the legs move parellel to the ground alot and thats easily visible when viewed from above.

Re: Random WIP

Posted: 07 Dec 2010, 01:17
by Wombat
tbh i was always suprised spring doesnt have maps similar to these space platfroms known from sc

Re: Random WIP

Posted: 07 Dec 2010, 01:41
by knorke
yes me too.
Not just the idea of space plattforms, but also the layout idea some have: No direct path to enemy without being a water map. Right now I can only think of
http://springrts.com/phpbb/viewtopic.php?f=13&t=23394
The map shows that such maps are not as porcy as one might think.

Re: Random WIP

Posted: 07 Dec 2010, 02:12
by Wombat
when i think about map i would like to do, i imagine myself one from sc2 mission, where u destroy the 'flying-penises-lisks' nests, together with some hugggeee flying queen. yo think it would work for ba8v8 ?

Re: Random WIP

Posted: 07 Dec 2010, 02:15
by Hobo Joe
knorke wrote:
Hobo Joe wrote:Some random remodels, they are pretty shitty cause I am bad at thinking of greebles
I think they are about as good as you can go from the TA originals.
To me those turrets in TA seem the worst models in that game, especially llt & hlt.
hlt looks like the engines from the Enterprise on a stick and the lasertower has this weird prong thing that looks like should an airplane model but then there is this toothpaste tube in it. It does not even make sense in the TA universe, the tanks have relatively "normal" turrets but this fork thing is just strange in a bad way.
I partially agree, I don't think they're quite as terrible as you apparently do, but I'm not crazy about them either. But I'm not planning on redesigning any units right now, so I'm open to any reasonable changes to these models short of complete redesign.

knorke wrote:Beherith:
Not bad but it seems like body is floating and the bot just moves his legs. Needs to look more like the legs actually carry the bot and the body balances when shifting weight from leg to leg. In this animation there is no weight shifting at all. Running is controlled falling.
http://www.youtube.com/watch?v=Spc9r4CHRDo
More like this (ok, not quite what I was looking for but the general idea...)
But for an RTS your walk animation might just be perfect as the legs move parellel to the ground alot and thats easily visible when viewed from above.

Perhaps this would be more appropriate
http://www.youtube.com/watch?v=tLQxjLew ... re=related
http://www.youtube.com/watch?v=XEw2aFCK ... re=related

Re: Random WIP

Posted: 07 Dec 2010, 02:21
by knorke
i have no idea what you mean but flying penises sound like they might work even with 16vs16.
---
Perhaps this would be more appropriate http://www.youtube.com/watch?v=tLQxjLew ... re=related
hm yes, i was looking for a natural video though. One fail with that animation (yt) is that the rocket pods move too. Tanks always keep their barrel on target no matter what the terrain. Keeping the weapon level while moving might be the only reason to have mechs with arms. Ah well, its just games but it sticks out.
/e
the mech in the second video has arms but does not use them :/

Re: Random WIP

Posted: 07 Dec 2010, 02:30
by Wombat
mutalisks! mission where u destroy platform so mutalisks dont attack u in final battle :D i mean it had great map, was thinking how could it work for spring

Re: Random WIP

Posted: 07 Dec 2010, 02:35
by knorke
brb getting sc2 and playing campaign :regret:
or you could just post a screenshot or scribble ;)
/edit
too much text on one page. quick, a .gif! :shock: :shock:
Image

Re: Random WIP

Posted: 07 Dec 2010, 02:43
by Wombat
oh lulz it was much easier to find i expected, damn blizzard thought about everything !

http://wiki.teamliquid.net/starcraft/im ... ky_map.jpg
also, this fatboy could look funny after headshot and falling off head :D

Re: Random WIP

Posted: 07 Dec 2010, 02:44
by knorke
"no hotlinking"
yep, they thought of everything.
ah, c&p to adress bar works.
well it looks doable in spring, maybe ramps would have to be wider :roll: :wink:

Re: Random WIP

Posted: 07 Dec 2010, 02:45
by Wombat
doesnt show up for u ?

Re: Random WIP

Posted: 07 Dec 2010, 04:14
by Forboding Angel
Wombat wrote:doesnt show up for u ?
No, it only shows up for you because you have the image in your browser's cache. Press ctrl+f5.

Re: Random WIP

Posted: 07 Dec 2010, 04:22
by Wombat
pfff, only nerds know that !

google sc2 shatter the sky wiki