project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Winter

Pages: 1 [2] 3 4 ... 56
16
Artwork / Re: UGV weaponry
« on: July 02, 2010, 03:38:55 pm »
There are even some additional UGVs in trunk (see base/models/soldiers) like ugv_heli (missing anim, just .obj & texture) or ugv_robot.

They're the 1x1 unarmed reconnaissance UGVs. We don't need guns for them.


Quote
Also it seems that there are several versions of the Ares, which just seem to lack definitions in team_humans.ufo.

We have a wheeled version, a tracked version and (I think) a hover version, but they all have the same turret mount.

Regards,
Winter

17
Artwork / Re: UGV weaponry
« on: July 02, 2010, 03:00:40 pm »
We got only 1 UGV model right now, right? Any images of it?

We have two armed UGVs, the Ares and the (flying) Phoenix. I don't know if any screenshots are still up but they should be in SVN somewhere.

Regards,
Winter

18
Artwork / Re: New Rocket Launcher
« on: July 02, 2010, 10:48:52 am »
Okay so how's this--

Not bad, but can you make the coloured stripes contiguous? That is, one solid block of colour-coding without bare metal in between the stripes.

Regards,
Winter

19
Artwork / Re: UGV weaponry
« on: July 01, 2010, 06:50:25 pm »
I think armour would definitely be a concern for UGVs, since they're supposed to be like small tanks, but I can imagine there would be a few bits of rough-and-ready external equipment too. The turrets can be of any height or bulk, whatever seems appropriate. Just try and match it to the chassis, the same level of detail in model and texture.

Regards,
Winter

20
Artwork / Re: New Rocket Launcher
« on: July 01, 2010, 06:44:21 pm »
So then will this work--

Sure, as long as there's a 'seam' painted or engraved onto the cartridge to show where the propellant stops and the shell begins.

Regards,
Winter

21
Artwork / Re: New Rocket Launcher
« on: July 01, 2010, 02:16:29 pm »
Okay so to be clear, you are talking about a weapon system that is purely a gun, there is no rocket motor, just a fin stabilized round that travels down range out of inertia, right? What was confusing me then was the trail of smoke the current 'missile launcher' produces as its projectile flys through the air; I guess you intend to remove that effect in the future.

Hm, that is a point, but I think we're just going to have to live with it for now. We don't really have anybody working on new particles, or (as far as I'm aware) experienced in creating particles. In the future we might come up with some guided, rocket-propelled rounds with better accuracy to 'update' the launcher with alien tech to get the current particle accurate again.


Quote
The question is then, should this model have both the cartridge intact and the fins deployed (which would probably never be the case both at once) or just one of the two?

Cartridge intact, fins retracted makes more sense for stored ammo.

Cartridge gone, fins out makes more sense for the weapon in flight on the battlescape.

My thinking was, the fins are spring-loaded and retract when being stored. Having the fins out helps increase the visual effect. However, I suppose that practically the fins would be locked inside -- perhaps even hidden inside the cartridge -- until the shell leaves the barrel. That's fine with me.

Regards,
Winter

22
Artwork / Re: New Rocket Launcher
« on: July 01, 2010, 01:06:18 am »
I like the one on the right more, but neither shape is right. In a recoilless cartridge, the bottom two thirds of its length are solely propellant while the top third is the actual shell. The fins would have to be on the shell to work, since the propellant is used up during firing.

Check this image out for reference: http://en.wikipedia.org/wiki/File:Recoilless_Rifle.png

Regards,
Winter

23
Artwork / Re: New Rocket Launcher
« on: June 30, 2010, 11:26:40 am »
Colour coding for different warheads, definitely. We want the player to be able to see exactly which kind of warhead is which without referring to text.

So far we've got three types of rounds planned:

High Explosive -- Orange and black pattern.
InCendiary -- Red and black pattern.
Antimatter Explosive -- Purple and orange pattern.

Big stripe of the primary colour, small stripe of the secondary colour, big stripe, small stripe, big stripe. Any lettering is up to you.

As for the shape, it depends on whether we're making this a rifle or a smoothbore recoilless gun. In this case I think it would make more sense as a smoothbore, because militaries in this setting wouldn't be using much unguided ordnance before the invasion and you need fins for guidance. I also like the idea of this relatively new gun loaded with antiquated ordnance.

So, would you be able to create a non-rifled recoilless shell with retracting fins? Control surfaces on the fins aren't necessary depending on the backstory.

Regards,
Winter

24
Artwork / Re: New Rocket Launcher
« on: June 29, 2010, 08:50:03 pm »


Is this what you mean?

Good stuff. I'll just be difficult and ask for one final thing -- can you make the red text towards the back white instead?

Regards,
Winter

25
Artwork / Re: New Rocket Launcher
« on: June 29, 2010, 06:21:16 am »
Honestly, I think that's actually tarted up a bit too much now. :p  Especially the 'we come in peace', Mattn says we can't have clearly-legible text on items, and I don't think it should show up on every single launcher in the game anyway.

I'm not sure about the red all around the exhaust either. I think a few yellow arrows, maybe 4 in total, would do the job far better than the red arrows and circle.

Regards,
Winter

26
Artwork / Re: New Rocket Launcher
« on: June 28, 2010, 08:15:55 pm »
While funny when you first think about it, they might very well be something like that. I don't exactly remember where I heard his but doesn't the LAW rocket launcher have "idiotproof" instructions printed on it on how to aim and fire it, with relative safety?

I know american claymore mines have 'This side towards you' and 'This side towards enemy' printed on them.

Regards,
Winter

27
Artwork / Re: New here. Want to help
« on: June 28, 2010, 12:40:55 pm »
Lower tech powered armor concept.



Uploaded with ImageShack.us

Oppinions?

edit: udated pic

Looking good, just a few small points:

1. Having open eyes seems a little too primitive, the game being set in 2084. Can you close them up with some kind of visor arrangement?

2. Can you create some kind of servo framework to connect the suit's legs and arms to its torso?

The nanocomposite looks fantastic, by the way!

Regards,
Winter

28
Artwork / Re: New Rocket Launcher
« on: June 28, 2010, 12:10:45 pm »
Like this? (Also I scuffed up the paint job a bit.)



Fantastic. Just gives it a little bit more character.

Regards,
Winter

29
Artwork / Re: New Rocket Launcher
« on: June 27, 2010, 12:32:37 pm »
Normal, Diffuse and Specular Mapping:



Not sure what's supposed to be done with the 'roughness' map, only a very vague idea.

So what do you say devs, is this a wrap?
What formats do you want this turned in as?

It's really shaping up, but is there any possibility of adding more texture greebling or just a few more details? A sticker or two, or even some sudged writing, to break up the black.

Regards,
Winter

30
Artwork / Re: New here. Want to help
« on: June 26, 2010, 09:34:56 am »
But how could BTAxis have it wrong, if what he just said is exactly the same thing he's had stickied at the top of this forum for the last 3 years?

That thread has always been a preliminary list. The powered armour line is supposed to be integrated into the heavy nanoplate suit. The reason why it's stayed the same is that it was edited without my knowledge, and I've not really had a reason to look at it again since we have had no one really working on new armour for the last 3 years.

Origin: That looks pretty good, although maybe a touch too Fallout-y? It'd be good if we could get just a little bit of colour in there.

Regards,
Winter

Pages: 1 [2] 3 4 ... 56