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Complete Annihilation -Alpha

Posted: 12 May 2007, 00:13
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.

Posted: 12 May 2007, 01:10
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!

Posted: 12 May 2007, 06:24
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.

Posted: 12 May 2007, 06:49
by Quanto042
Fox is a jerk :P

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

Posted: 12 May 2007, 07:32
by Pxtl
Could we get any kind of guide as it compares to other TA mods?

Posted: 12 May 2007, 09:13
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:

Posted: 12 May 2007, 11:00
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.

Posted: 12 May 2007, 11:15
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.

Posted: 12 May 2007, 11:18
by smoth
rattle some particle systems need a pair of verts to get emission direction.

Posted: 12 May 2007, 16:00
by det
Image

^^ Machio has captured the zen of the CA devs

Posted: 12 May 2007, 16:54
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

Posted: 12 May 2007, 17:00
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.

Posted: 12 May 2007, 17:00
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.

Posted: 12 May 2007, 17:17
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.

Posted: 12 May 2007, 20:24
by smoth
muzzle flares need an edge that is one off of the top of my head.

Posted: 12 May 2007, 20:28
by rattle
Hmm I've emitted them from script rotated empty objects and they were fine ingame.

Posted: 12 May 2007, 20:34
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.

Posted: 12 May 2007, 22:17
by rattle
Once you figure out how to do it right it's rather easy yeah.

Posted: 12 May 2007, 23:08
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

Posted: 13 May 2007, 00:03
by hunterw
i dont think its a good idea because if teamcolor is grey it will look too close to wreckage