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[Download] - My TA units remake
Posted: 07 Oct 2008, 23:14
by Cremuss
Here is a clean thread where you can download my units 100% working.
Plz keep this thread clear, I need comments and critics on my other thread, not this one :p
I'll edit this one when new units will be done.
Again, what I do is 100% free to use/modify by anyone.
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07/10/2008 : Annihilator
Credits :
Model/UV Map/Textures : Me
Scripts : MDV
http://fodb.darkstars.co.uk/files/sprin ... ilator.zip
Zip
**
arm_annihilator.s3o
arm_annihilator2.tga
arm_annihilator.bos
arm_annihilator.obj
arm_annihilator1.tga
arm_annihilator.cob
**
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Re: [Download] - My TA units remake
Posted: 17 Oct 2008, 02:19
by Cremuss
thx for the topic moderation
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17/10/2008 : Arm Wind Generator
Credits :
Model/UV Map/Textures : Me
Scripts : CA's one
http://fodb.darkstars.co.uk/files/sprin ... erator.zip
Zip
**
arm_wind_generator.s3o
arm_wind_generator1.tga
arm_wind_generator.bos
arm_wind_generator.obj
arm_wind_generator2.tga
arm_wind_generator.cob
**
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Re: [Download] - My TA units remake
Posted: 22 Oct 2008, 23:27
by Cremuss
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Arm energy storage
Credits :
Model/UV Map : Me
Texture : Kaine
Scripts : CA
http://fodb.darkstars.co.uk/files/sprin ... torage.zip
Zip
**
arm_energy_storage.bos
armestor2.dds
armestor.dds
energystor.obj
arm_energy_storage.cob
arm_energy_storage.s3o
**
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Re: [Download] - My TA units remake
Posted: 22 Oct 2008, 23:31
by Cremuss
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22/10/2008 : Arm fusion reactor
Credits :
Model/UV Map/Textures : Me
Scripts : CA
http://fodb.darkstars.co.uk/files/sprin ... eactor.zip
Zip
**
arm_fusion1.tga
arm_fusion_reactor.bos
arm_fusion.obj
arm_fusion2.tga
arm_fusion_ground_shadow.tga
arm_fusion_reactor.lua
arm_fusion_ground.tga
arm_fusion_reactor.cob
arm_fusion.s3o
**
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Notes : arm_fusion_ground.tga is the ground texture and arm_fusion_ground_shadow.tga is the ground shadow baked without anything else.
arm_fusion_reactor.lua contains informations about the groundecal size.
Re: [Download] - My TA units remake
Posted: 28 Oct 2008, 02:19
by Cremuss
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28/10/2008 : Arm solar generator
Credits :
Model/UV Map/Textures : Me
http://fodb.darkstars.co.uk/files/sprin ... erator.zip
Zip
**
armsolar.lua
arm_solar1.tga
arm_solar2.tga
armsolar.bos
armsolar.cob
arm_solar_ground.tga
arm_solar_ground_shadow.tga
arm_solar.s3o
arm_solar.obj
**
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Re: [Download] - My TA units remake
Posted: 08 Nov 2008, 17:28
by Cremuss
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08/11/2008 : Arm adv solar generator
Credits :
Model/UV Map/Textures : Me
http://fodb.darkstars.co.uk/files/sprin ... ol_gen.zip
Zip
**
arm_advsolar1.tga
arm_advsolar2.tga
arm_advsolar_ground.tga
arm_advsolar_ground_shadow.tga
armadvsol.cob
armadvsol.bos
arm_advsol_gen.s3o
arm_advsol_gen.obj
armadvsol.lua
**
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Re: [Download] - My TA units remake
Posted: 25 Jan 2009, 09:43
by Hoi
Since he stopped working on it, all stuff he made:
Re: [Download] - My TA units remake
Posted: 07 Feb 2009, 08:55
by panzeriv2

no .wing format for me to improve my work on

Re: [Download] - My TA units remake
Posted: 07 Feb 2009, 09:37
by Hoi
go to file>import and choose the filetype you need, then find the model and import it

Re: [Download] - My TA units remake
Posted: 21 Apr 2009, 09:53
by hunterw
see this is what i think we should do - remake the OTA models with the same proportions and similar textures, just higher poly. and of course UV mapped, something that no OTA models have, which is just sad lol.
Re: [Download] - My TA units remake
Posted: 28 Apr 2009, 03:31
by YokoZar
hunterw wrote:see this is what i think we should do - remake the OTA models with the same proportions and similar textures, just higher poly. and of course UV mapped, something that no OTA models have, which is just sad lol.
100% agreed.
I'm thinking of making a BA mutator that's basically "as free as possible BA" which uses all these remade models (picking the one that's truer to the "original" in case of multiples). I suspect it will look very inconsistent at first, but as more and more models come in it will look a lot better while still playing the same.
Re: [Download] - My TA units remake
Posted: 30 Apr 2009, 05:49
by YokoZar
So, I tried importing the wind generator into BA, and it seems to load fine, however there is something wrong with its script - the blades don't spin.
Re: [Download] - My TA units remake
Posted: 30 Apr 2009, 09:12
by manolo_
YokoZar wrote:So, I tried importing the wind generator into BA, and it seems to load fine, however there is something wrong with its script - the blades don't spin.
no wind?

Re: [Download] - My TA units remake
Posted: 30 Apr 2009, 09:37
by YokoZar
manolo_ wrote:YokoZar wrote:So, I tried importing the wind generator into BA, and it seems to load fine, however there is something wrong with its script - the blades don't spin.
no wind?

I built a core wind generator (using the old scripts) next to it, just to make sure, and it was spinning like crazy.
Re: [Download] - My TA units remake
Posted: 07 May 2009, 16:04
by Saktoth
YokoZar wrote:I'm thinking of making a BA mutator that's basically "as free as possible BA" which uses all these remade models (picking the one that's truer to the "original" in case of multiples). I suspect it will look very inconsistent at first, but as more and more models come in it will look a lot better while still playing the same.
Thing is, you could probably remake the important bits of BA- One faction with the econ, flash, stumpy, samson, some air units and most of the static D) and have it be totally IP free. It wouldnt be as diverse for the more niche maps or strats but it would be the same for Comet and you could probably even replicate most of the important stuff about DSD. I mean you already have the whole of t1/t2 vech for one faction, though many need new scripts and the core logo removed, but thats easy considering. $10 you will want to make some gameplay changes too though, probably wont be able to resist once you get you really start working on your own mod...
The problem with windgens is that CA uses luarized wind. Our e production values are scaled to 1/10th of BA, wind depends on elevation (stronger higher up), and you can override wind entirely to mod-defined variables (on by defualt). So the script interacts with the lua, not with the map-defined wind values. Use the old script (though its OTA).
Re: [Download] - My TA units remake
Posted: 24 Sep 2009, 18:49
by Saktoth
Anyone have the ships that Cremuss made? His site is down now.
Re: [Download] - My TA units remake
Posted: 30 Sep 2009, 16:54
by Gota
Anyone has a script of the wind gen that works fine and makes the wing gen spin and turn as it should?
Re: [Download] - My TA units remake
Posted: 30 Sep 2009, 21:11
by Quanto042
You need to open the Cremuss model and change the object names to those matching the original 3DO. That's how I fixed it.
Re: [Download] - My TA units remake
Posted: 01 Oct 2009, 11:02
by Gota
The Arm wind gen does have the same part names.
I had to take the core script,rename it, and just use it on this arm wind gen.
Re: [Download] - My TA units remake
Posted: 23 Nov 2009, 12:08
by jeykey
Can't this go into ca too? As a morph option for normal solar generator? Perhaps in 1faction?
Please don't hit me if I said sth. inapplicable...
