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Posted: 23 Mar 2006, 06:18
by GrOuNd_ZeRo
Square went downhill right after they released FF-X, but that's besides the point.

Anyone ever played a SNES game that was known in the US as Cybernator? it was released by some obscure company (which I assume is part of Konami who published it in the US), it had mechs that look quite a bit like heavy gear.

Posted: 23 Mar 2006, 09:58
by centurion-1
Regarding the boots, I've fixed that already, I noticed it myself too after a while. I'm currently doing a armored trooper for the northern guard, I'll post pics later. Regarding who copied who, who can tell? :-) All I know is i really like the HG franchiche and the world DP9 has built and I think it's a bit of a shame there has been so limited interest in it, compared to say MechWarrior, which I consider to be inferior(note: only personal opinion).

Posted: 23 Mar 2006, 17:26
by BlackLiger
centurion-1 wrote:Regarding the boots, I've fixed that already, I noticed it myself too after a while. I'm currently doing a armored trooper for the northern guard, I'll post pics later. Regarding who copied who, who can tell? :-) All I know is i really like the HG franchiche and the world DP9 has built and I think it's a bit of a shame there has been so limited interest in it, compared to say MechWarrior, which I consider to be inferior(note: only personal opinion).
Here here! HG FTW!

I love the heavy gear back story, and even the cartoon series was good XD

Posted: 23 Mar 2006, 20:16
by Egarwaen
centurion-1 wrote:Regarding who copied who, who can tell? :-)
No, it's pretty clear who copied who. Seeing as Votoms predates Heavy Gear by about 15 years.

There's still plenty of interest in the game. It's just not the same level of mainstream as Battletech.

Posted: 23 Mar 2006, 21:14
by centurion-1
No, it's pretty clear who copied who. Seeing as Votoms predates Heavy Gear by about 15 years.
I was rather pointing at the fact that there is nothing new under the sun :)

Image

Here is the northen guard infantry, wich includes smaller boots, a backpack, assault vest pockets and a helmet. With a simple retexture it could easily be adapted to a modern era for GZs use. Still no weapon model and at about 800 polies, perhaps too much? On the other hand everyone complained at my 700+ poly Hunter so:)

Posted: 23 Mar 2006, 21:28
by Egarwaen
centurion-1 wrote:Image

Here is the northen guard infantry, wich includes smaller boots, a backpack, assault vest pockets and a helmet. With a simple retexture it could easily be adapted to a modern era for GZs use. Still no weapon model and at about 800 polies, perhaps too much? On the other hand everyone complained at my 700+ poly Hunter so:)
I think the arm pads are about 90 degrees off from where they should be. They should be on the "outer" face of the arm, not the "front". (Referring to arms held down at the unit's side in a normal "attention" posture) Also, you might be able to trim off a few polys by making the "outer" face of the arm flat. (As the armor plates are flat and completely cover the normally rounded arm)

Posted: 23 Mar 2006, 22:47
by Argh
Very nice :-)

Posted: 24 Mar 2006, 02:28
by GrOuNd_ZeRo
I have to say those textures are incredible, very well done!

I can't wait to dress up my own infantry, but i'll have to do some homework on what a modern soldier carries on his BDU.

Posted: 26 Mar 2006, 21:22
by centurion-1
Hey all!
After being away from GC for a while (TES4: Oblivion is the culprit) I've finally gotten the infantry ingame, and man it looks great if I may say so myself :twisted:
Well, pictures say more than words, so here you go! These troopers use a practically unmodified version of GZs infantry script.
Image
Northern Infantry Regulars, armed R23 7mm assault rifles advancing
Image
CHAARGE!
Image
Under the watchful eyes of Big Brother

Posted: 26 Mar 2006, 22:00
by Argh
Very cool. I'd suggest swapping in flares that are modeled with a glowmap, though- it's really trivial to do, and it looks better. Check out how I did it, scripting-wise, with the Wolf in NanoBlobs. Also, I think that the visors need a bit of reflectivity, and the backpacks need teamcolor on the top, so that the soldiers can be identified from above. Otherwise, just about as neat as it gets :-)

Posted: 26 Mar 2006, 22:25
by Egarwaen
Very good! Are you going to be trying to keep the balance from the board game as close as possible? (IE, infantry are actually a threat to Gears)

Posted: 26 Mar 2006, 22:34
by hrmph
Hands down the best solider model/texture I've seen in spring. Great!

Posted: 31 Mar 2006, 21:28
by centurion-1
Hey all!
Am working some on the mod again, after being in oblivion for a bit :-)
Very good! Are you going to be trying to keep the balance from the board game as close as possible? (IE, infantry are actually a threat to Gears)
Yes, I do plan on making infantry a threat and a usable unit. They wont be hard to kill a la Star Wars Empire at War, but In squads they will definatively be a force to be reckoned with and sending out vehicles without dismounted infantry support will be plain stupid.

I stress tested a bit with the infantry and even when i spawned 300 of them the fps hit wasnt too bad, I guess most of it was due to pathfinding rather then the visual part.

Does anyone know how to add so that turrets, ie upperbodys of infantry and gears only can rotate in the frontal arc, ie not 360 degrees?

Posted: 31 Mar 2006, 21:32
by Egarwaen
centurion-1 wrote:Yes, I do plan on making infantry a threat and a usable unit. They wont be hard to kill a la Star Wars Empire at War, but In squads they will definatively be a force to be reckoned with and sending out vehicles without dismounted infantry support will be plain stupid.
Remember that Gears have that APGL.

Posted: 31 Mar 2006, 21:54
by centurion-1
Egarwaen wrote:
centurion-1 wrote:Yes, I do plan on making infantry a threat and a usable unit. They wont be hard to kill a la Star Wars Empire at War, but In squads they will definatively be a force to be reckoned with and sending out vehicles without dismounted infantry support will be plain stupid.
Remember that Gears have that APGL.
Hehe, yes they do! :twisted: It's actually already modeled and ingame, not balanced yet. I haven't really done some serious play testing yet. Does anyone know how i can give units to the enemy? That way i could cheat with the .give command and the balance test?

Posted: 31 Mar 2006, 22:10
by Archangel of Death
"h" key :wink:

Posted: 31 Mar 2006, 22:37
by Egarwaen
How're you handling the giant robot rollerblades?

Posted: 31 Mar 2006, 23:41
by centurion-1
How're you handling the giant robot rollerblades?
Currently, not at all :wink: But I do imagine It would be quite scriptable to respond to the on/off button, the diferance in speed etc might be trickier tough. For now It's not a priority, maybe later.

Anyways, getting the gears to only aim in the forward arc is a bigger deal and I dont know how to do that either, Im not very good at the scripting.

Posted: 01 Apr 2006, 00:05
by Guessmyname
that's done with the firearc tag things in the .fbi files

I haven't a clue how it works though

Posted: 02 Apr 2006, 16:49
by centurion-1
Troops gotta have something to rid in...
Introducing the Badger APC!
Image
Work in progress. 450 polygons.