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Posted: 18 Dec 2007, 11:10
by HildemarDasce
Is that avatar from Subterrania?
Indeed it is :)

Posted: 18 Dec 2007, 22:13
by GrOuNd_ZeRo
I am modernizing the graphics first and I really would like to make some convincing looking infantry s3o's.

I would love to have ships but due to their complex models and scripts I am kind of reluctant to work on it, also these things are huge, it would be alot like SupCom's scale, it would sure be cool though.

I will fix the spelling errors and other such little things and I will try to implement fuel too...hopefully I will have something I can release in a few weeks.

Posted: 18 Dec 2007, 22:27
by HildemarDasce
Alright, good to hear GZ. Sounds like a plan to start with the models.

Another thing that struck me: I tried S1944 yesterday, and I noticed that certain buildings would randomize between different models. More specifically, the depot would come out as either a fixed position truck, a tent, or a pile of boxes when built. And I figured could that be possible for units as well?
Would be really cool to see randomized details on units, like some soldiers having backpacks, and some tanks having equipment (like bags and rolled up camo nets) attached to the turret (kind of like that: http://www.fas.org/man/dod-101/sys/land ... 1L-003.jpg).
Just an idea.

Posted: 18 Dec 2007, 23:54
by REVENGE
You know, it would be great if we had a combined s44 / WD team working on a double feature.

Posted: 19 Dec 2007, 00:54
by slayer98k
hey ground zero i had orrigonally started a forum on a new mod for modern warfare but you have already started one so ill be willing to help in any way that i can so feel free to touch bases and see what we can do to get this mod finished if your not to busy running up and down hills :-)

Posted: 19 Dec 2007, 09:51
by HyperNut
We need an autohost program so we can get some servers up.

Posted: 19 Dec 2007, 13:19
by GrOuNd_ZeRo
I am always willing cooperate, I played S1944 and I liked many things in it, esspecially the randomized features which I wanted to implement for a long time but I could never get it to work very well.

BTW anyone good at modeling a basic looking human? I am not very skilled with modeling humans.

Posted: 19 Dec 2007, 14:08
by HildemarDasce
GrOuNd_ZeRo wrote:BTW anyone good at modeling a basic looking human? I am not very skilled with modeling humans.
I could give it a shot. What format do you want? And how many polys would be appropriate?
Have to finish an essay before Christmas, but I can have a go at it in a few days.

Posted: 19 Dec 2007, 14:39
by GrOuNd_ZeRo
the current standard is the US Army soldier so any gear such as the IBA body armor and ACH helmet are a must, I can do the texturing but if you have a UV-map (if you plan on S3O) that would be outstanding

I appriciate your willingness to help

Posted: 19 Dec 2007, 15:02
by HildemarDasce
GrOuNd_ZeRo wrote:the current standard is the US Army soldier so any gear such as the IBA body armor and ACH helmet are a must, I can do the texturing but if you have a UV-map (if you plan on S3O) that would be outstanding

I appriciate your willingness to help
I'll try to get it as true to reality as I can, and I'll see what I can do with the UV map (I haven't got so much routine with them yet). I'll start with a US Army soldier, and if it turns out well I'll try having a go at a a Russian one as well. And I'm happy to help! :)

(EDIT)

I've started now actually, and I was thinking, because of the preferably low polycount, you wont really be able to 'model' the body armour and equipment, I think those will only really show in the textures. The exception would the helmet, since it has a bit more of a distinct shape.

I'll post screens here as soon as I have something that's worth showing.

Posted: 19 Dec 2007, 22:25
by HildemarDasce
Alright, here we go:

Image

Okey, this is the first draft (only spent an hour on it, so go easy on me).
It's not very optimized (lots of faces could be removed), so it's sits at 454 faces at the moment.
Let me know if it's along the lines you would like, or if it should be altered.

Posted: 19 Dec 2007, 23:25
by Snipawolf
Triangulate it, I am pretty sure it is more than ~450 faces.

Posted: 19 Dec 2007, 23:42
by HildemarDasce
Snipawolf wrote:Triangulate it, I am pretty sure it is more than ~450 faces.
Ah, thanks for the hint, I thought it sounded a bit low as well. I'm pretty (very) new at modelling for games, so all tips are accepted greedily!


(edit)

Yeah, 888 faces. Ouch!
Maybe make infantry extremily overpowered, and costsome? ;)

I did a very low poly version from the beginning, but it turned out very similar to the current WD infantry. And hence this more detailed one. But yeah, almost a thousand faces for something that will be spammed aint gonna fly.

How many faces would be about right?

Posted: 20 Dec 2007, 00:41
by HyperNut
Producing infantry as squads would be a good idea. Right now lots of infantry can cause a game to become unplayable due to lag and unit limits, this is one of the problems with bots.

Posted: 20 Dec 2007, 03:12
by KingRaptor
Infantry don't need large polycounts to look good, it's the script (and to a lesser extent, the texture) that's gonna make them shine.

Re: TA:WD

Posted: 25 Dec 2007, 06:51
by GrOuNd_ZeRo
I admit that the scripts for the infantry currently are rather crude, they looked so much better in the TA engine.

The model looks real good, it's just the face count that may have to be lowered.

I will import the weapon models my self so I just need a template model, I am kinda anal when it comes to weapon models :P

BTW, I need beta testers pretty soon, I just want to add a few more things and I will need some people to look over what I got so far.

Re: TA:WD

Posted: 27 Dec 2007, 00:38
by HildemarDasce
GrOuNd_ZeRo wrote:The model looks real good, it's just the face count that may have to be lowered.
Good to hear that you like it! I'll try to make a new, low poly version as soon as I have time, but I'm going away over new years so it might be a week or two.
GrOuNd_ZeRo wrote:I will import the weapon models my self so I just need a template model, I am kinda anal when it comes to weapon models :P
I figured as much, since you actually run around with the things in your hands and all :)
GrOuNd_ZeRo wrote:BTW, I need beta testers pretty soon, I just want to add a few more things and I will need some people to look over what I got so far.
Sign me up! I'd love to take it for a spin and provide feedback.

Re: TA:WD

Posted: 27 Dec 2007, 03:09
by BlackLiger
Sign me up for beta test too, if you want.

Re: TA:WD

Posted: 27 Dec 2007, 04:30
by GrOuNd_ZeRo
It's funny how much more attention to detail you get when you get into the Army and actually understand alot more about the equipment.

As soon as I have a decent amount of progress and have some trivial things squared away I will upload the public beta, I have some crash bugs I can't particularly attribute to anything.

Re: TA:WD

Posted: 27 Dec 2007, 19:19
by Stigern
This looks very promising!