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BA Experimental V1.01 (BA695)

Posted: 16 May 2009, 02:54
by YokoZar
BA Experimental is a place for all the great community-generated replacement models to go. Once BA Experimental has a complete set of replacement units, looks nice, and is free of bugs, TheFatController has said he will begin to merge it into the official BA.

I will put out a release every 2 weeks, on Friday. Please feel free to point out any models that are good candidates for inclusion as replacements. If you are considering creating a model, absolutely please do so, however here are some guidelines:

1) We don't want to change the feel of the game. So a replacement model should visibly fill the same role that the original did; in most cases this means it will be immediately recognizable.
2) That said, don't copyright infringe - it's fine to be inspired to make your own version of a model, but don't import the original textures or object file.
3) It's ok if you have a work in progress, or need scripts, or texturing, whatever - post what you've got and we'll try and help.
4) Try to use a similar style as other units in the faction, especially for common rank and file units.
5) These guidelines may be relaxed a bit for units that are currently buggy or very rarely used and may need changing anyway, like the transport ship.

Thank you!

-----
New release! http://spring.jobjol.nl/show_file.php?id=2101
Changes in V1.01
1.01:
* Rebase off BA 6.95
* Switch to Mr D's Core Gator
Textures:
- corgator1.dds
- corgator1_512.dds
- corgator2.dds
- corgator2_512.dds
Scripts:
- corgator.bos
- corgator.cob
- constants.h
Model:
- corgator.s3o
- corgator_512.s3o
* Add Mr D's Core Leveler
Textures:
- corlevel1.dds
- corlevel1_512.dds
- corlevel2.dds
- corlevel2_512.dds
Scripts:
- corlevlr.bos
- corlevlr.cob
Model:
- corleveler.s3o
- corleveler_512.s3o

Pictures will be posted soon.


Please link to promising models in this thread, however keep discussion about their particulars within the original threads. This includes licensing questions.

Re: BA Experimental V1.00 (BA692)

Posted: 16 May 2009, 03:32
by TheFatController
YokoZar wrote:TheFatController has said he will begin to merge it into the official BA.
This is not correct, I have only said that once the project is complete I would consider this (or possibly whole sets of units eg. all air units) and provided that :-

- They are improvements on the old models.
- They are improvements, which means not just detail of the model but also the scale, footprint and texture keeps them distinctly recognisable.

I have a commitment to not mess up BA (apart from people's UI's :P) but genuine fixes to stuff like this:
Image

and this:
Image

Has potential to greatly improve the mod...

Re: BA Experimental V1.00 (BA692)

Posted: 16 May 2009, 03:42
by Beherith
Add all of mr ds core stuff and im sold.

Re: BA Experimental V1.00 (BA692)

Posted: 16 May 2009, 14:50
by very_bad_soldier
This is a great approach!! I hope it finds players.

Re: BA Experimental V1.00 (BA692)

Posted: 17 May 2009, 03:49
by BaNa
would it work if we added the new models as a modoption and players could play with old units or new units as they chose? Is it even possible for different players to play against each other using 2 different set of models?

Re: BA Experimental V1.00 (BA692)

Posted: 17 May 2009, 06:06
by el_matarife
TheFatController wrote:I have a commitment to not mess up BA (apart from people's UI's :P) but genuine fixes to stuff like this:
Image
Geeze which unit is that?

Re: BA Experimental V1.00 (BA692)

Posted: 17 May 2009, 10:04
by YokoZar
BaNa wrote:would it work if we added the new models as a modoption and players could play with old units or new units as they chose? Is it even possible for different players to play against each other using 2 different set of models?
Unfortunately this isn't really workable - the game doesn't really like having different models within the same mod sharing values and names and such. It's far easier to just replace things with a mutator.

Similarly, different models for different players will result in a desync.

Re: BA Experimental V1.00 (BA692)

Posted: 17 May 2009, 10:05
by YokoZar
el_matarife wrote:
TheFatController wrote:I have a commitment to not mess up BA (apart from people's UI's :P) but genuine fixes to stuff like this:
Image
Geeze which unit is that?
Hint: it's Core, it's very common, and it looks AK from the top down.

Re: BA Experimental V1.00 (BA692)

Posted: 18 May 2009, 17:50
by caldera
great idea, yoko. Do you have all the models made by cremuss and Mr. D? Mostly they are even scripted so you can put them directly in. I still have them somewhere on my HD if you need them.

Re: BA Experimental V1.00 (BA692)

Posted: 18 May 2009, 19:26
by GBscientist
Beherith wrote:Add all of mr ds core stuff and im sold.
Seconded. This is one of the main reasons I haven't downloaded BA yet. I really don't like the look of the older models when other *A mods are useing Mr. D's freely available upgraded designs.

Re: BA Experimental V1.00 (BA692)

Posted: 19 May 2009, 01:14
by YokoZar
caldera wrote:great idea, yoko. Do you have all the models made by cremuss and Mr. D? Mostly they are even scripted so you can put them directly in. I still have them somewhere on my HD if you need them.
Yeah, I'll have them in by next release.

Re: BA Experimental V1.00 (BA692)

Posted: 06 Jun 2009, 03:56
by YokoZar
New release! http://spring.jobjol.nl/show_file.php?id=2101
Changes in V1.01
1.01:
* Rebase off BA 6.95
* Switch to Mr D's Core Gator
Textures:
- corgator1.dds
- corgator1_512.dds
- corgator2.dds
- corgator2_512.dds
Scripts:
- corgator.bos
- corgator.cob
- constants.h
Model:
- corgator.s3o
- corgator_512.s3o
* Add Mr D's Core Leveler
Textures:
- corlevel1.dds
- corlevel1_512.dds
- corlevel2.dds
- corlevel2_512.dds
Scripts:
- corlevlr.bos
- corlevlr.cob
Model:
- corleveler.s3o
- corleveler_512.s3o
Old release:
Changes in V1.00
* First release based on BA 6.92

* Added replacement Arm Wind Generator by Cremuss
Scripts:
- armwin.bos
- armwin.cob
Textures:
- arm_wind_generator1.tga
- arm_wind_generator2.tga
Model:
- armwin.s3o
- armwin.obj
* Added replacement Arm Solar Generator by Cremuss
Scripts:
- armsolar.bos
- armsolar.cob
Textures:
- unittextures/arm_solar1.tga
- unittextures/arm_solar_ground_shadow.tga
- unittextures/arm_solar2.tga
- unittextures/arm_solar_ground.tga
Model:
- armsolar.s3o
- armsolar.obj
* Added replacement Core Weasel by Mr D
Scripts:
- corfav.bos
- corfav.cob
- constants.h
Textures:
- corfav1_512.dds
- corfav2_512.dds
Model:
- corfav.s3o
* Added replacement Core Gator by Pressure Line, based on "angletank"
Scripts:
- corgator.bos
- corgator.cob
Textures:
- unittextures/angletank.tga
- unittextures/angletank2.tga
Model:
- corgator.s3o
- corgator_objs.7z
* Changed the footprint on the arm solar wreck from 5 to 3 so units don't run into an invisible wall
* Known Bugs:
- arm wind generator does not spin with the wind due to a buggy script
- core weasel script complains about a missing "sleeve" part

Re: BA Experimental V1.01 (BA695)

Posted: 18 Jun 2009, 11:42
by clericvash
Awesome stuff man!