Complete Annihilation -Alpha
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Complete Annihilation -Alpha
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.
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.
- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59
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.
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.
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
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

Last edited by MR.D on 12 May 2007, 12:14, edited 1 time in total.
http://www.caspring.org/wiki/UnitGuidePxtl wrote:Could we get any kind of guide as it compares to other TA mods?
is pretty much all there is atm, play it and find out.
This mod pleases comp.
Direct link to screenshot page: http://www.flickr.com/photos/8074991@N07/
Otherwise I could resize them to invisibility.
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!Could we get any kind of guide as it compares to other TA mods?
Do you have an example? My attempts have been unsuccessfulrattle 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?

Otherwise I could resize them to invisibility.
Last edited by quantum on 12 May 2007, 11:34, edited 1 time in total.
- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59
What exactly? I thought everything used object rotation, hence why I'm nagging.smoth wrote:rattle some particle systems need a pair of verts to get emission direction.
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.
It is not as difficult as you make it out to be: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.



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.