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Gen.Kenobi

WFG Retired
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Posts posted by Gen.Kenobi

  1. Just a question that has been bugging me.

    You're using sketchup, right, LordGood? Your models and texturing are looking great, however my main concern is about UVW Maps. I don't know if Sketchup creates UVW maps or if you're using that old sketchup texturing method to paint the faces with the texture. (I could be wrong, since it's been years when I last fired up Sketchup.)

    In order to import models ingame, it must have an UVW map - I guess you know that :P

    And I'm afraid we wont be able see such awesome work - the way it is right now - ingame. :(

  2. Hmm... This could be easily solved if the engine supported "parenting" in Blender. I mean, if we'd parent the projectilie point with the turret, it's rotation would be almost "automatic", following the mesh's rotation without the need for adtional codding for different stuff (I guess). At least that's the way it's done in C&C Generals.

    Also, recoil could be also calculated by the enigne, if we''d ought to have a realistic physics system :P

  3. I have to say that this is one of the sweetest concepts that I have ever seen about a nice way to keep things realistic and maybe even balanced.

    This would make the player keep a small force patrolling the perimeter while the main force gathering resources.

  4. Well... Rag-dolls could really be nice to see, specially in sieges... And having real-world physics would make everything a little bit more real and accurate.

    Just saying... maybe in a future, who knows? - We got spec and normal map which weren't even planned for alpha - I remember proposing it last year (I guess) at the staff forums.

    Perhaps someone will join in and add it ;)

  5. Welcome Marc!

    Amazing Portifolio! :)

    Hopefully you'll be able to help us with animation and even give me few tips in animation :P

    Right now our main priority is to get a new biped rig that works ingame. We are trying to get one that works with Blender since this is the tool that we mostly use in the Art Department. (As it's free, open-source and amazing :P ) Anyways, if you would like to help us, it would be awesome, so read up here: http://www.wildfireg...ic=15552&st=240 (I believe I already pointed you to this thread :P But anyways... Just doing my job :) )

    You could also speed up the production of some of our animals animations. Zaggy_1024 is mostly doing this, so he would be the one to give you direction. (He's more easily found online on our Developer's IRC channel [QuakeNet #0ad-dev (webchat)]

    So, welcome again, and I look forward to work with you! :)

    Best regards,

    - Daniel

  6. That's interesting :) However, I believe it would require some codding into the main engine.... :((

    The way I have though would be to have an EntityContainer that would "house" two different entities: The chassis and the turret.

    The turret would have the attack behavior while the chassis would just stand around. And the container would be responsible to have the ingame attributes for both, like cost, build and this stuff.

  7. :) Nice work man!

    I think the angular formation looks nice. And nice touch with the vegetation ;)

    I don't like any vegetation in deserts, although I know that some plants tend to grow near some rocks. It's just a matter of which kind of biome are we going to create ;) If it's something like Saara, we shouldn't have any. Or if it's a Oasis we would have vegetation near it. However if we're going for some Sahel parts, or maybe even a place with dry season, then it looks nice :)

    The sand dune rocks formation is a very nice Idea, I like it and they look nice. However, I think that the erosion and sand on the top part of the rock looks nice but it's not very realistic. I think it would be better to focus on the "sand covered" and erosion part of the rocks to be on one side of them rather than in the top, like if the wind blow from that direction for very long time.

    I second this :P

    The polar rocks are looking really nice, however I'd get this "sand" effect you added in the desert rocks and try to make it be like snow and scatter it all around the rocks. It will look neat!

    rocks-n-snow.jpg

    Also, feel free to mess with the main saturation of the rock texture or even get a new one. :) Since we should match the nature as much as we can ;)

  8. Super dirty hack I tried: Change the turret prop to:


    <prop actor="units/athenians/infantry_archer_e.xml" attachpoint="root"/>

    Got this:post-12555-0-36560500-1351303584_thumb.p

    It's the Athens archer actor, fully textured, propped, and animated. When the tank moves, the archer plays it's move animation. When the tank attacks, the archer plays it's attack animation. The projectile even comes out of the right place.

    I'm short on time, I'll speculate later.

    Well, that's some news :) However i believe that the main point of a turret is making it being able of attacking without the need to the unit turning itself to attack. Back in C&C Generals, when you sent your tanks to attack something they would get in range and start firing. If the target moved, the turret would followed it, but the chassis remained still. However, if you decided to click attack again, the chassis would face the target and the turret would keep it's following mode. This is important for armor bonuses :) The tank would be heavy with it's front armor while the back would be more fragile.

  9. Well... one of the solutions would be to have an Entity referencing another entity. (Entityception).

    2 Entities in 1. Why? You would have the main entity as the chassis as a dummy unit. And the turret as the active "Attacking" entity - (active entity). Why? Because now it we would have the main entity facing the enemy, and the other one just standing around.

    Once the turret "dies" it would also destroy the chassis entity. I guess it could be done with minor JS scripting, but I have no idea how nor the time to try it out.

    However, since I'm not a programmer, I can't do that. TBH I really don't know if we can even do that.

    Another solution would be to edit the engine code and add a Turret_prop_attachment (as an attach_point to be referenced within the visual actor). It shouldn't be hard work, since all it has to be is the copy of the projectile system, without making it trow itself away. (If you pay close attention, you'll see that the projectiles tend to follow the enemy unit.)

    I tried the basic prop system I initially thought, but it failed since when you place it as the root attachment it would follow the coordinates of the chassis. I even tried the other way around, without success.

    If anyone wants to carry on with my tests, I'm uploading the files I currently used and my dummy_tank model.

    turret_endeavour.zip

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