Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Sat Aug 05, 2006 2:12 pm Post subject:
why the remapsquare on the APC, thats about the only thing keeping it from being perfect*. much better than the current RotD voxels too (they're much too big, undetailed and have horrible remap)
*and this is the other thing: the mammoths barrels could be some longer, like... twice as long. the med's barrel is long enough, but a bit... thin. from some angles anyway.
hint: the longer mammoth barrels will look better if you move the turret a bit to the back
EDIT: another thing thats missing: a download link _________________ Please, read the signature rules of the forum. QUICK_EDIT
why the remapsquare on the APC, thats about the only thing keeping it from being perfect*.
I know, but i needed some remaps infront of it and couldnt find a better place. I tried a remapable Nod logo instead the wohle area, but it looked horrible with a different playercolor
chielscape wrote:
the longer mammoth barrels will look better if you move the turret a bit to the back
The turrt allready has a small TurretOffset
But i may remove the barrels and add them to the turret voxel, it should solve some problems i found...
chielscape wrote:
another thing thats missing: a download link
I will add one when i finished them. Just dindt like to release WiP things ^^
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Sat Aug 05, 2006 6:36 pm Post subject:
could you post a VViewer/HVABuilder pic of the APC? I might be able to help you on the remap location. _________________ Please, read the signature rules of the forum. QUICK_EDIT
EDIT: hmm, i could make the area around the light remapble... dunno if it would be big enough to see it ingame
EDIT2: Deleted attachment. Look below for a new picture _________________ Last edited by Stygs on Sun Aug 06, 2006 12:42 pm; edited 1 time in total QUICK_EDIT
no, plz, don't resize the Artillery, it's excelent the way it is now! the original was far too small! But if you ensist, you could make the barrel smaller.
Oh, and don't make the rest of the Nod voxels lighter colour, they're better now as little darker.
I agree with Chielscape, though, make the Mammoth barrels a bit longer, and remove the remap box in front of the APC. Instead, add remap to the archs over the front lamps. _________________
Dont worry, i dont want change resize the arty or change the coloring anymore
Only things still to do for Nod are:
-maybe add some more colors to bike and buggy (atm, they are using only 4 or 5 colors)
-remake stealth tank (just plain ugly)
EDIT: Some ingame screens
apc.png
Description:
Filesize:
41.6 KB
Viewed:
53314 Time(s)
napc_006.gif
Description:
new APC (different remaps and not as high as the old one)
Filesize:
68.31 KB
Viewed:
53324 Time(s)
_________________ Last edited by Stygs on Sun Aug 06, 2006 1:39 pm; edited 2 times in total QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Sun Aug 06, 2006 9:33 pm Post subject:
Any AirCraft incoming? But dude these are ztyping awesome so far...release them. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Things I may do before a release:
-remake stank
-remake M1A1 Turret (way to big for such a unit)
-recolor Buggy and Bike (not sure)
-resize RotD harvester [done]
-recolor MCV (or replace it with my own)
-change Humvee (its a bit to high) [done]
Things i need to do before i can release it:
-remake Mammoth barrels [done]
-fix some GDI color mistakes[done]
-finish GDI APC [done]
-make a new nuclear missle (dont like the old one) [done]
shouldnt take to long to make, exspect a release next weekend _________________ Last edited by Stygs on Thu Aug 10, 2006 8:57 am; edited 4 times in total QUICK_EDIT
I ment the turret voxel itself, not the ingame size.
Its way to big (for TS) and has some errors, thats why i want to make a smaller (and hopefully better) one
At the moment, i am using the RotD MCV and harvester... i never made a good hervester (my own attempts looks way to blocky), so i may use the RoTD harvy and simply resize it
Same for my MCVs: I made them for YR (where every side has an own MCV), so the both look slithly different from the TD MCV.
So the easiest for me would be recoloring the RoTD voxel. _________________ Last edited by Stygs on Tue Aug 08, 2006 7:06 am; edited 1 time in total QUICK_EDIT
hi!
some very nice voxels...
but as you said... the nod ones are much to dark... i wouldn't get the feeling of playing TD with these colors
to my mind, the harvester has exactly the right size
if you want to change the size of the harvester, you probably also have to change the animation of the refinery _________________ QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Tue Aug 08, 2006 7:11 am Post subject:
its not like you'll see the difference when playing on speed 6. though the harverster has always been a large vehicle, the RotD one was a little too big. don't change it too much though. _________________ Please, read the signature rules of the forum. QUICK_EDIT
I resized the harv to about 90% of its current size. Looks good and still fits with the ref unloading animation
@ Jokeman
Thats mainly because i am NOT using the ingame images as a base for my coloring.
The Nod colorschem for example is based on a picture from a cinematic:
well... ok...
so we have different aims... Reaperrr and i always wanted to give the player the feeling of playing TD
for this reason, many buildings are based on the ingame ones and not on buildings seen in the movies
but i`m looking forward to try your voxels _________________ QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Thu Aug 10, 2006 5:26 pm Post subject:
never used Pbarrellength, but i think its needed to make the barrel not go all weird when pointing up. i dont know how to use it though (how many voxels is 1 of the used length units?)
screens look great. RotD team should really do something about the cabal obelisk though. lazy bastards _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Fri Aug 11, 2006 7:03 am Post subject:
the renegade one was even better, now i think about it. yet still it resembled the TD one. _________________ Please, read the signature rules of the forum. QUICK_EDIT
You need RotD 2.5 installed (it may also work with previous versions but i didnt test it)
Just put the rotdxp49.mix in your TS folder and start RotD (like you always do )
Changes:
-changed images for nearly all buildable ground units (see below)
-resized RotD-harvester voxel
-remade nuke missile voxel (based on cinematics)
-set VeteranRatio to 3 instead of 5
-added turret for stealth tank (voxel looked crappy wothout turret, it will be changed back when i make a new one)
-changed axplosions for all buildable units and buildings (so there are more different anims ingame and small units wont use huge explosions)
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Sun Aug 13, 2006 7:10 am Post subject:
small units gotta have huge explosions, and buildings should have massive ones. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Sun Aug 13, 2006 8:05 am Post subject:
...Stealth Tank with turret? Doesn't that require a changee in coding? :S
Anyway.. I think you should leave the coloured stuff off the stealth, or make the lines a lot thinner. It looks ugly like this.
[edit]
OK, I tested it, and, um... the fire offset of the Flame Tank is totally wrong now. The animation starts too high compared to the vxl. _________________ QUICK_EDIT
Yeah, the flame tank offset was more or less an accident
I copyied most arr/art ini stuff from my YR mod, which has a totaly different firing anim for flames, so it looks a bit strange :S
Any other suggestions what i should change in the next relese (exept changing flame tank firering offset and remaking stank (new voxel without turret))? _________________
The humvee looks a bit odd, I liked the old version better also the Nod Light Tank is a bit odd not very detailed and the turret is to small to the body. Other than that I'm loving the new voxels you should take over this mod I think. _________________
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Thu Aug 24, 2006 5:36 pm Post subject:
I wish he'd just update ROTD...the flame/chem dont even make noise when fired, and chem warrior is buildable at barracks level... _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
bad news, looks like i have to remake the stealth tank again - i lost my WiP model in a harddisk crash
btw, has anyone a diffent picture fromt the back of the stealth tank? i never found images of it (exept the fmv from the nod campain)
@ Carnotaurus
I could fix the missing prerequisite for chem tropper when i finished the stank - but i am not sure about the sound problem and the random game crashs :/
EDIT: sound will be fixed in the next update, i found the bug. Chem trooper will require temple of nod again
Things I still need to do:
-remake stank
-recolour some wheels/tracks
-remake M1A1 Turret (voxel is way to big for such a unit)
-recolor buggy and bike (not sure)
-update harvester and mcv _________________ Last edited by Stygs on Sat Sep 23, 2006 8:54 pm; edited 1 time in total QUICK_EDIT
If you would have looked for it then you should have found out that.
1. I have some vxls scattered around in here.
2. I have a mod hosted here so that says enough.
En ik heb jou ook nog niet veel zien maken dus mond dicht >_>
Just a short questíon: i am thinking about replacing the current obelisk grafik with a new one which schould fit better into the game...
Any idears for improvements? (i know i suck at modeling :/ )
Its mainly based on the model seen in the cinematics, i just added those red circles for the load and fire animations.
The red pipes will be remapable _________________
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