PzSl Development Thread
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PzSl Development Thread
dumping pictures and showing off the log yo
Medium Vehicle 2 Missile Launcher Artillery in action
one more...
Medium Vehicle 2 Missile Launcher Artillery in action
one more...
Re: PzSl Development Thread
now they need a just a light metal synthesizer and I think a few more buildings aswell units... I think I should tune down the texture brightness a bit looks a bit cartoonish
Re: PzSl Development Thread
actually a little cartoonishness is not bad- i ventured too far on the grim/dark realism side with the centrail.. result.. the troopers are barely visible from orbit..
The problem with realism is, that camo actually works..
Thus, clever use of anticamo.. (glowing eyes, bright coloured troop insignia) completely wrong camo (snow-camo in dessert, dessert-camo in city)
Its not easy beein green..
The problem with realism is, that camo actually works..
Thus, clever use of anticamo.. (glowing eyes, bright coloured troop insignia) completely wrong camo (snow-camo in dessert, dessert-camo in city)
Its not easy beein green..
Re: PzSl Development Thread
meh, there is a wupget that gives units a colored "shoot me" circle around their ground as a fake-shadowPicassoCT wrote:actually a little cartoonishness is not bad- i ventured too far on the grim/dark realism side with the centrail.. result.. the troopers are barely visible from orbit..
The tank is just a visual replacement of the medium tank 1
and the building is their metul generator
Re: PzSl Development Thread
the metal gen looks too ota derivative/uninteresting. I would put some work into making it look like a real structure. If the tanks have their current level of detail the buildings will look that much more bland unless you put some time into them
Re: PzSl Development Thread
PE Level/Tier-2 constructeur with 50mm cannon
In case you are wondering no this game is not death, just I dont feel bothered much developing it
and just made a small post to prevent the forum getting locked because I forget posting crap due to slow nature
stuff left remaining/reminder: tweak stuff, add some level 2 units, maybe more neutral buildings, maybe infantry, more boom boom effect
http://imgur.com/CqxLt1S,MZzAIMZ
Meh, doing level 2 factory for dem walkers
Re: PzSl Development Thread
Bumpy
http://imgur.com/a/ZmXr1#0
dumdidum....
Walker HQ (WiP shit)
>tfw when shitty games gets more attention than half-way good made mods/games
http://imgur.com/a/ZmXr1#0
dumdidum....
Walker HQ (WiP shit)
>tfw when shitty games gets more attention than half-way good made mods/games
Re: PzSl Development Thread
bump
replacement model für der Abfänger building
replacement model für der Abfänger building
Re: PzSl Development Thread
missile silo detected :)
Re: PzSl Development Thread
wat, thats a missile interceptorPicassoCT wrote:missile silo detected :)
more piccy dump:
It will be a replacement for the radar tower which is going to be towable as well
Re: PzSl Development Thread
why do several renders when 1 perspective, front, side and rear image will do.
also what is the dish? Why not a radar dome? That looks like a satcom trailer
also what is the dish? Why not a radar dome? That looks like a satcom trailer
Re: PzSl Development Thread
hm I do it in the next time thensmoth wrote:why do several renders when 1 perspective, front, side and rear image will do.
Because it is supposed to be a radar trailer + you cannot watch 10 hours on a radar dome spinning its radars compared to "naked" onessmoth wrote: also what is the dish? Why not a radar dome? That looks like a satcom trailer
picture related:
http://i60.fastpic.ru/big/2013/1029/60/ ... b96160.jpg
Re: PzSl Development Thread
that is a long range directional radar not a radius based one isn't it?
Re: PzSl Development Thread
radius based onesmoth wrote:that is a long range directional radar not a radius based one isn't it?
my game isn't going to use any sort of gadget for now.
realistically speaking most of the radar is actually directional based but it also depends how it got constructed like multiple radars or just fixed one in 4-8 directions or so
Re: PzSl Development Thread
dae model test
after messing around with bit I could managed to get this
I will be going to trash Upspring for my workflow now as it has alot of flaws and not enough direct control compared to Blender
the only problem I have atm is how to get those models scaled properly as they are smaller than a tree now and maybe toying around with the animator export plugin or however it was named again so that the walkers doesn't look like they are skiing
Edit: Figured out how to uniform scaling the models which seems to work very well so far, I still need to figure animations however
For the proper release I will try to keep the unit amount at minimum which should be sufficient enough for T1-2 land battles
after messing around with bit I could managed to get this
I will be going to trash Upspring for my workflow now as it has alot of flaws and not enough direct control compared to Blender
the only problem I have atm is how to get those models scaled properly as they are smaller than a tree now and maybe toying around with the animator export plugin or however it was named again so that the walkers doesn't look like they are skiing
Edit: Figured out how to uniform scaling the models which seems to work very well so far, I still need to figure animations however
For the proper release I will try to keep the unit amount at minimum which should be sufficient enough for T1-2 land battles
Re: PzSl Development Thread
oy, I toyed around with Krita and seems to be a kinda nice, but it seems to lack plugins/brushes stuffs? oh well.
What I really like about it that it has a wrap around feature which means it is possible to make seamless texture on it directly, and not having to fiddle around with various techniques to make a texture seamless
hmm I gotta work a bit on the camo pattern, it doesnt look that good
my game is not dead I am just busy doing other stuff, I might make some progress on this christmas I think
What I really like about it that it has a wrap around feature which means it is possible to make seamless texture on it directly, and not having to fiddle around with various techniques to make a texture seamless
hmm I gotta work a bit on the camo pattern, it doesnt look that good
my game is not dead I am just busy doing other stuff, I might make some progress on this christmas I think
Re: PzSl Development Thread
ingame:
damn I like the assimp support, much less hassle compared with upspring, hm I guess it could use on it some animation ,
Panzer Elite tier 1 metal extractor.
From now on I am going to use KaiserJ lego atlas texture, with some modification
which also means it is going to take a while retexturing all the other unit but it should be worth it.
Re: PzSl Development Thread
PE's Medium Heavy Tank type A
some change on its weapon:
it will have a 140x200mm HEAT low velocity gun, which fires fast but inaccurate, should work well against light armored target, somewhat against medium armed target and poorly against heavy targets.
And a missile pack of 2x2 instead of 2x1, the missile priority target are Aircraft otherwise ground targets
Re: PzSl Development Thread
Light AT Gun Emplacement and Coal Power Plant
The AT Gun Emplacement doesn't have much health so you should spread it around the area and not packing it tight groups so that they arent quickly destroyed by projectiles with large splash damage.
I plan making all gun emplacement to be morphable into a box thing which you can transport it around the area via your vehicles/tanks.
The Coal Power Plant will generate you a steady energy income and can be packed into groups as they dont explode violently when destroyed, it cannot be said the same for the Nuclear Power Plant so you should place them far away from each other, unless you like that they cause a chain reaction.