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Posted: 21 Oct 2007, 06:36
by Neddie
Not so, which is why Smoth includes vertical and horizontal walls in Gundam, while Fang swapped out his directional walls for cross models in E&E. Unless they've fixed that for the next release... they may have.
well
Posted: 21 Oct 2007, 06:43
by rcdraco
The walls transform into features, but features don't rotate?
I'm sure I've seen flashes blow up and leave a corpse the same direction. Unless it always considers south as the Z+ for buldings, but scripts don't mess up.
Someone test it!
Posted: 21 Oct 2007, 07:33
by Skid
Using the [ and ] to rotate buildings must work, I used it my last game that ended a few minutes ago.
That is unless I'm living in some sort of bizarre alternate reality...

Posted: 21 Oct 2007, 10:33
by Saktoth
Yeah, i think it is specifically features that dont rotate their footprint.
And while you could have walls-as-units, you'd probably have to do lots of targetting stuff to prevent things shooting them (and the way that works it would probably lead to units trying to attack the target, failing, spazzing out and just standing there looking stupid).
Alternatively you could have walls that are attackable but that brings up another whole range of problems.
Posted: 21 Oct 2007, 11:34
by KDR_11k
Yeah, features always use the default footprint no matter which way their originator was turned.
Posted: 21 Oct 2007, 15:55
by Fanger
or.. Feature footprints do not rotate with the orientation of the model..
so just copy pasta that wall..
Posted: 21 Oct 2007, 23:50
by LathanStanley
its not hard to fix the footprint, if its a map feature, just make 2 of them, 1 for E-W and one for N-S
then you got it made...
and by the way, make lightpoles, fire hydrants, and stoplights...
and I'll finish my urban stuff... we'll make an urban map...

Posted: 22 Oct 2007, 01:12
by rcdraco
Viper from Warzone 2100, based on the one in the main menu. With a little bevelling to make it look better.
Posted: 22 Oct 2007, 01:55
by Warlord Zsinj
You could get away with a *lot* less detail on the rounded sections, particularly the ones on the side.
yea
Posted: 22 Oct 2007, 03:05
by rcdraco
I was going more on the lines of accuracy to the model itself, and when it is attached, basically hiding the entire axle, it's one solid piece through. I submitted this to the Warzone 2100 Resurrection Team, to see what they think.
Posted: 22 Oct 2007, 05:03
by rattle
I'd recommend to bevel at least half of all the remaining egdes for better shading.
See what you have done, Zpock!
Also, another tank (452 tris):

Posted: 22 Oct 2007, 05:15
by Pressure Line
rattle wrote:I'd recommend to bevel at least half of all the remaining egdes for better shading.
See what you have done, Zpock!
Also, another tank (452 tris):

looks very Stug III-ish. i like it!
Posted: 22 Oct 2007, 07:35
by HeavyLancer
rattle wrote:Also, another tank (452 tris):

Epic win. Very nice.
Posted: 22 Oct 2007, 08:22
by Pressure Line
*cough*

Posted: 22 Oct 2007, 08:46
by MR.D
Is that the Crabe?
Posted: 22 Oct 2007, 08:51
by Pressure Line
MR.D wrote:Is that the Crabe?
yes, but edited to make it more sumo-ish. still working on it, but i lost my focus

Posted: 22 Oct 2007, 10:39
by Warlord Zsinj
draco; accuracy doesn't have much to do with it. Utilising spring's shading, you could make it look exactly the same with a quarter of the polygons on some of those curved surfaces.
Pressure, I like it, it reminds me of this fella
Or perhaps more accurately of the advanced version,

Posted: 22 Oct 2007, 17:35
by SpikedHelmet
Pressure Line wrote:rattle wrote:I'd recommend to bevel at least half of all the remaining egdes for better shading.
See what you have done, Zpock!
Also, another tank (452 tris):

looks very Stug III-ish. i like it!
THIS looks like a StuG III!

Posted: 22 Oct 2007, 17:40
by smoth
nice model PL.
Posted: 22 Oct 2007, 17:49
by Erom
Question - will people notice 4 sided "pipes" for things like streetlights, or do I need to go with 6? I know 4 is probably plenty for TA scale mods, but I also want things to look ok in swta/s:44 scale.