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not anymore, we separated last year.
Empire-take down 1-2 hardpoint;
Rebels-take down shields and disable engines;
Underworld-take down 1 hardpoint (though you don´t need to buy the shot again);
Vongs-destroy entire ships?
that could be cool (and you can achieve it by editing just 1 number in the xml file), but I like this one better:
Vongs-take down shields OR 1 hardpoint, damage units around, spawn a tactical obstacle.
idk, I like it this way. and from a "let´s pretend we care about logic" point of view, it makes more sense, since you need the window open just for the moment for the asteroids to enter this space. any second longer would be wasting of energy needed to keep the window open.
oh yes. it is ;)
@Boda well, we could post many things but we want to keep this uniformity in unit previews like this. so here you have a nice look on its *** ;)
@J the very initial one was made by Strobe and had no blending, with this mod I created a new one with coral on them, but they sucked tbh... and now Enpremi made this one: blending and nice.
Enpremi created a new texture for Dovin Basals (2nd sub-picture) so make sure to view in HD, because it is a gargantuan improvement!
the idea is really great! not just the idea, but the water and skydome as well. and even though I understand that it´s a plethora of buildings/polygons, I have to ask - couldn´t be the city done a bit nicer? like higher resolution and more vivid textures, shadows or just...idk, something
those renders look really nice, even though a bit poly-heavier! do you intend to work on plasma variant as well?
the water is good, maybe it just flows too fast...
nice units. btw where did you get the meshes for them?
thumbs up for the new gravity well effect!
why do those cargo holders/cubic things have so many colours?
the tank itself looks really great! however, it does not really fit to tau technology, which is closer to eldar repulsor vehicles, than human tanks...
that galaxy looks pretty close :)
sorry - exams...until 10th June. but good news- I´ve bought a new PC (so now I can use all the tools Enpremi uses for his textures, so this should help a lot)
pretty good! do you already have a plan how to animate the tracks?
it would look better without the TIE visor/cabin imho... so maybe make an additional folder with alternative "main menus"+battle backgrounds and instructions where to move them.
it will, they´re in end effect just dark spots in the texture. you could eventually paint them yourself (as texture artist)m but programs can do this a way better.
here´s an example of AO:
the engine cannot compute these soft shadows (it would be too hardware demanding) - therefore you have to create them with an extra tool (xNormal f.e.) and save them into the .dds file.
of course not, I´m not a texturer (yet).
I know you´re using EaW shadows on many units - but ambient occlusion are shadows "computed" into the texture file by a texture tool, because most game engines can´t compute these soft shadows (Alamo Engine is one of them).
only shame that Nawrocki doesn´t use ambient occlusion... because of those missing shadows you sometimes can´t really tell the shape of the unit - as Enpremi pointed out, it looks like a surrealistic artwork :D (not in this case though)
that´s gonna be the special ability - it will drop golden chains and spawn some Twillek squads (I think they were composed of female solely in EaW)...
the neck seems to be...not really placed where it belongs. the bump could be stronger, but otherwise it looks nicely worn!
well the weapon systems are described on the pic, even though it may take some time to decipher the aurabesh...
the head is superb!
thanks, I didn´t expect my first message to be that unintelligible...
lol. well I meant those light grey flat things on the buildings (two such "platforms" on every structure) - they appear to be without texture/just plain, grey.
aren´t those platforms between the spikes missing texture?
hmmm, don´t you want to edit the particle shot (the one with black trail from circles) by upgraded Heavy Gauss Turrets?