Development > Artwork

Restyling Mesh&Texture Firebirb

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Crystan:
Holy crap, that thing looks awesome! Great improvments to the old one! Btw. i love the new engine. Cant wait to see it textured, so i can write a news about that on indiedb!

H-Hour:
Looks promising. I have one request. Can you lower the floor of the cargo bay (area where soldiers will stand)? That way they don't have to jump down so far to the ground when they exit.

Wh1sper:

--- Quote from: H-Hour on August 04, 2012, 10:50:24 pm --- Can you lower the floor of the cargo bay (area where soldiers will stand)? That way they don't have to jump down so far to the ground when they exit.

--- End quote ---
On the other hand, standing a bit above the scene is always good for the rocket launcher and sniper in the first turns. As long as nobody braeke his feets :-)

Crystan:

--- Quote from: Wh1sper on August 05, 2012, 11:17:02 am ---On the other hand, standing a bit above the scene is always good for the rocket launcher and sniper in the first turns. As long as nobody braeke his feets :-)

--- End quote ---
Add a "Mind the step!" sign. :D

H-Hour:

--- Quote from: Wh1sper on August 05, 2012, 11:17:02 am ---On the other hand, standing a bit above the scene is always good for the rocket launcher and sniper in the first turns. As long as nobody braeke his feets :-)

--- End quote ---

It's not about that. It's about consistency across our maps regarding what heights a soldier can or can not walk up/down (currently we're not very consistent in this). The height in kOba's model would require some kind of jumping animation our soldiers don't have. Depending on the pathfinding code's preferences, it could also require the construction of invisible ramps in the map that would leave soldiers floating on adjacent tiles.

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