haha I know many Scotish and Irish people who would not be happy right now! Shame on you all!
And for any who want to know whats under a scotsmans kilt- in this instance....nothing =p
haha I know many Scotish and Irish people who would not be happy right now! Shame on you all!
And for any who want to know whats under a scotsmans kilt- in this instance....nothing =p
hehe the power system is a cool idea that reminds me of the system i origonaly had in mind (though the linking to ore nodes is pretty new!) If you can play warbreeds- theyhavea similar relay system in base building there- without the use of connecting walls.
perhaps as an added bonus/ dynamic making this power feature affect battlesuit/ tank ability could be interesting.
also the resource system is well out there! much better than my orighinal proposition. global powers increasing rates is sounding good already, but it will be tough to balance. having power as the main expansion dynamic is pretty jarred from the usual RA formula. playing necrons from DoW1 may be a good case study to see how we/you can further the players willingness to expand and come into contact with their opponents!
(looknig forward to helping ouyt the team after my travels btw- nearly done now hehe)
a note on the model- doesnt the game engine allow us to use a single plane for teh rotor and then use alpha maps for opacity to add rotors? that woudl lower the performance hit of these units drastically
its a space marine rhino!!
Onlywar2.cnc3.net
when we figure out how to get animations working may need to make the tracks animate to buoys. that can be done later ofc =)
meh just to easy the inter-mod tension- the origonal designers for two of his factions ended up joining this mod- and the talon(germany)/syndicate(confederation?) are the result. Animosity is a bad thing- mods should be pooling their resources imo more gets done for all!
I would assme its stationary- but thats just my assumption.
i personaly think that the texturing is pretty good in compariosn to what ive seen from the modding community so far- saying that- I think that the only reason thsi unit has pulled of te texture because of its very angular design. texturing is one of the hardest things to do imo for modding- and we will need to improve - but atm im still super stoked we havea unit in game that actualy looks like a RA unit =)
thanks for the positive comments =) the original model had more detail but to keep the vert count low I had to take much out. The smoothing groups- while looking better with textures, will make it hard to see detail in an untextured form. The face looked ok in max- but if it becomes a major issue a tweaking of the verts can sorth that out no problem.
When I initialy designed this faction it was based around teh concept of an infantry focus with its otehr vehicles provoding support in "auras". I also designed it specificaly to abalnce with vanilla RA3 armies- so its had some otehr focuses added to it to bring it in line with the other factions. rest assured that it will play different to any other faction in the game- the descriptions are after all- descriptions =)
i like it- obv got a good recording studio! Are you intending to add some effects to teh voices? if you play RA3 for example, they sound..hard to explain, but its as if the "edge" has been taken off.. almost like it was slightly distorted to sound like it was played through a comms system?
and just so yal know- we MUST have regionalised accents for the other armies =D
the UV co-ords on the front/back of the tank tracks are a little mesed up btw =)
good effort Vike! Need to sort out the smoothing groups. Sketches comments regarding the turret are valid too!
If you are using the default renderer, try adding a skylight to the scene and then in the render options choose advanced lighting. It makes the renders much more informative.
Also remember that in game things will need exaguration- as it stands I can not see the slightly raised areas being visible in game.
Good work though =)
best not be giving the syndicate the cold now! =)
haha every time you post a sugestion its like its come strait out of my design document for my other faction mod!! are you a hacker? =p
and as for industrial shots- I live in Sheffield (a northern city in the UK and so will have tonnes of stuff from Industrial revolution) and there is in fact a few steel works near my studio.. if any concept artists want me to take refence shots, let me know.
unfortunaetly- as it stands, that model will not work in the game engine =/
I thinks we could make a better german icon =)
Ive been looking at some of teh official models from RA3. Crusher crane has around 7k triangles in it thats a fair amount of detail to be used.
The model was also one mesh But then broken apart into seperate objects (grouoped together I belive) for what I guess are explosions and such.
I also have it on good authority that Draw calls, that is to say- the amount of times a texture map/shader are sent to the GUI from the CPU, are the main concerns for these models.
I've still got alot to learn about creating asserts for the game engine however
(also about transformers, the scene where they all transform and Prime speaks for the first time.. took 16 DAYS for ONE frame render. (and films runa at.. 12 frames a second?)
kudos m8- hopefully by the time ive rememebred my moddeling tehre will be nore concept art to use as a reference =)
theSniperDevil
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