Complete Annihilation -Alpha

Complete Annihilation -Alpha

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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MR.D
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Complete Annihilation -Alpha

Post by MR.D »

I'm posting this because nobody else would, and this mod rox.

Not to mention its using my Sexy Core Commander model.

http://www.caspring.org/

If the creators of the mod have any objection to this being posted, please contact me and I'll remove it promptly.
Last edited by MR.D on 12 May 2007, 02:23, edited 1 time in total.
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Foxomaniac
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Post by Foxomaniac »

Just to clarify, this is an ALPHA.

It is by no means complete.

T1 balance is alright but T2 is still being worked on!

Keep that in mind.

With that out of the way, we'd love dedicated testers - who don't have qualms with DLing the latest rev of the mod every night >_>.

Lurk #ca!
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rattle
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Post by rattle »

Just one question: Who had the idea to add those uneccessary boxes to all those models? You know you can use empty objects with emit-sfx too, right? You know that you can rotate them by script, right? Arrrr... it looks promising but this... replace them pretty please! And keep using empty objects! :P

The graphical changes of what's been done till now are very good on the other hand. Except for the core commander's texture, it's worse than it was IMO. Needs more work.
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Quanto042
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Post by Quanto042 »

Fox is a jerk :P

Those are awesome effects and i'm mad that they aren't in bota :P
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Pxtl
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Post by Pxtl »

Could we get any kind of guide as it compares to other TA mods?
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MR.D
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Post by MR.D »

How about you make a texture for it Rattle?

UV-map 1024x1024
1 Poly fill map
1 Wireframe outline map

http://www.mrd.str8-6.com/files/commander.rar

Lets see what you got boi :roll:
Last edited by MR.D on 12 May 2007, 12:14, edited 1 time in total.
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Comp1337
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Post by Comp1337 »

Pxtl wrote:Could we get any kind of guide as it compares to other TA mods?
http://www.caspring.org/wiki/UnitGuide
is pretty much all there is atm, play it and find out.

This mod pleases comp.
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quantum
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Post by quantum »

Direct link to screenshot page: http://www.flickr.com/photos/8074991@N07/
Could we get any kind of guide as it compares to other TA mods?
It's based on B/AA, but all the stats are being redone. Some units have been removed, others added. Our objectives include making no single unit spam effective, making both kbots and vehicles viable on most maps, making T2 more viable, making information warfare take a greater role, making the factions more different... But of course, the most important thing is that it must be fun!

rattle wrote:Who had the idea to add those uneccessary boxes to all those models? You know you can use empty objects with emit-sfx too, right? You know that you can rotate them by script, right?
Do you have an example? My attempts have been unsuccessful :?
Otherwise I could resize them to invisibility.
Last edited by quantum on 12 May 2007, 11:34, edited 1 time in total.
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smoth
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Post by smoth »

rattle some particle systems need a pair of verts to get emission direction.
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det
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Post by det »

Image

^^ Machio has captured the zen of the CA devs
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Foxomaniac
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Post by Foxomaniac »

Just before anyone jumps on the "OMG CHU SUCK" wagon :

That caricature was made yesterday where everyone was vs quant + det on the topic of T2 tanx being overpowered.

Image
espylaub
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Post by espylaub »

The EFFEEEEECTS!!! Awesome! The shockwave is wonderful! The debris raining down are sensational! The missile smoke trails are ace! The mine explosion are dusty and unfirey and great!

And the nuke is just plain sick.
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KDR_11k
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Post by KDR_11k »

smoth wrote:rattle some particle systems need a pair of verts to get emission direction.
This applies only to 3dos, though. S3os just use the orientation of the object.
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rattle
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Post by rattle »

smoth wrote:rattle some particle systems need a pair of verts to get emission direction.
What exactly? I thought everything used object rotation, hence why I'm nagging.

MR.D: The inital and the current texture are fine actually, it's just that the team color bits on both of them are terribly bad in my opinion. The original one's teamcolor is too wishy-washy and the current one...hum.
That's what I meant to say but forgot to add... sorry.

I know how annoying it is get the damn team color look right because we're limited to overlay only. As a start I'd make everything which is covered in team color grayscale and let dark lines (panels?) shine through.
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smoth
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Post by smoth »

muzzle flares need an edge that is one off of the top of my head.
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rattle
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Post by rattle »

Hmm I've emitted them from script rotated empty objects and they were fine ingame.
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smoth
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Post by smoth »

rattle wrote:I know how annoying it is get the damn team color look right because we're limited to overlay only. As a start I'd make everything which is covered in team color grayscale and let dark lines (panels?) shine through.
It is not as difficult as you make it out to be:
Image Image
Image
These tanks can be seen in the current version and the tint is not really that strong untill you look at it next to another tank but meh, wide range of color value.
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rattle
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Post by rattle »

Once you figure out how to do it right it's rather easy yeah.
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Caydr
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Post by Caydr »

I don't know what that big screenshot is from, but I have to say it's very appealing, not just aesthetically but also from how easy it'd be to tell teams apart. Very classy, if a bit cheesy. But intentional cheese RULES.

I am henceforth using that idea for all my remodels. BWAHAHAHA
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hunterw
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Post by hunterw »

i dont think its a good idea because if teamcolor is grey it will look too close to wreckage
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