Staredit Network > Forums > Modding Projects > Topic: Armageddon Onslaught 2.3 - Development Thread
Armageddon Onslaught 2.3 - Development Thread
Mar 9 2009, 6:07 pm
By: IskatuMesk
Pages: < 1 « 4 5 6 7 8 >
 

Apr 11 2009, 1:57 pm IskatuMesk Post #101

Lord of the Locker Room

The dark colors would probably get owned in SC.

The Tiamat's animation is a subtle rotation; it won't rotate when it moves around normally. It would be too big for it to look any good, anyway.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Apr 11 2009, 2:21 pm Biophysicist Post #102



True, the colors might get messed up. However, I have a hunch that it would still look OK at least. Tell you what: I'll test it right now for you.

As for size: I'm not sure what you're saying, but FreeSpace's models can easily be resized without making them look weird. I honestly don't know why, but you can zoom in on those things as much as you want (at least in-game or in the editor) without any (noticible) loss of quality. It also has smaller versions of the models, so whatever size you want, I can get it for you.



None.

Apr 11 2009, 2:29 pm IskatuMesk Post #103

Lord of the Locker Room

500x500 with sc's 17-turn rotation would look bad. I intend to give the full animation about 64 or so frames for its full rotation, or more.

By size I mean inside SC itself.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Apr 13 2009, 2:35 pm IskatuMesk Post #104

Lord of the Locker Room

Updates are trickling through slowly now... a lot of high-level stuff needs to be done and some stuff needs to be verified. Ultimately, though, we're on the final stretch.



Had sarge whip me up an amazing sig with the new Juggernaut.

Internal Version F

- Plotted out concept for Tiamat; needs a 500x500 sprite suitable for it. I can't model it.
- Converted about 10 new portraits into AO-ready format; most of them are being added as I speak.
- Preliminary XB-42 testing phase. Strafing idea didn't pan out, have backup plan.
- Got the gears in motion for the last major graphical overhaul and source of future graphics; waiting on hearing back. If it works out... we're in business for the final units of the mod, save the Tiamat.

Version F near future plans;

- Get unique portraits for every single unit if possible.
- Finish sounds for units that still lack them (about 40% of the units).
- Finish Zeus.
- Enable Zeus and Gatekeeper in the AI.
- Finish XB-42.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Apr 13 2009, 7:24 pm IskatuMesk Post #105

Lord of the Locker Room

The XB-42 is one of the first units that was modeled for Armageddon Onslaught when AO2 was in conceptual stages (eventually the concept was backburned). I never originally planned to use the model at all after that.

The XB-42 is modelled off of the XB-0 from Ace Combat. I then Armageddon-ized the design and ended up with a 14km wingspan monstrosity that had a total of 18 engines and more weapons than I could count.

Yesterday, I suddenly thought, hey let's add it to AO. I need air units, and the early tiers need some new Legendaries (XB-42 is a Tier 3 legendary).

I tried to make a strafing pattern on the ship but it didn't work out because halt distance is gay and doesn't work right.

But the XB-42 is no less a revolutionary unit.

For starters, it is the first model I've made in ten years that has engine glows! Special thanks to SgtHK who helped me work out some problems with the particles and set me up with a superior rendering scheme.



Because the XB-42 retains the settings I was using for its strafe attack, it's technically possible for it to strafe targets if they attempt to engage it when it's traveling at high speed.

The XB-42 also boasts the first hand-made explosion graphic I've ever done.



At moderate range, the XB-42 engages with a bombardment system that deals considerable damage and never stops firing.

But there's something else. A little amusing bug I encountered when attempting to get it to fire a wave attack when it enters max range.

For some reason the XB-42 insists on literally flailing around when it fires its wave attack.





Waves of damaging projectiles fly all over the place. If the XB-42 has significant momentum when this begins, it will actually begin circling around and flailing about in an unpredictable pattern, switching between wave attacks and the gatling system because the turning is actually physically moving it around.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Apr 13 2009, 7:31 pm Biophysicist Post #106



That's so cool.

<3 IskatuMesk (Can I have your babies?)

Anyway. I'm still looking for a model for you for the Tiamiat. Due to FreeSpace being gay and it's models being in a weird propietary format, I can't directly render the Shivan CommNode (the thing I suggested a while ago) to see what it looks like in SC. I'm trying to get a screenshot from the mission editor to use as a test screenshot but it's being a goat fucker atm. I hope to test out the graphic today, though.



None.

Apr 13 2009, 7:39 pm IskatuMesk Post #107

Lord of the Locker Room

I tried to hackjob the city of light but simply put I'm not skilled enough to make a 500x500 sprite that is detailed enough. Plus my RAM limit keeps me from using Greeble to make up for that. It's really gay.

/edit

Fixed the XB-42 flailing. It really only made a difference at high-speed which the ship doesn't ever get to anyway.

Post has been edited 1 time(s), last time on Apr 13 2009, 9:59 pm by IskatuMesk.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Apr 15 2009, 1:21 pm IskatuMesk Post #108

Lord of the Locker Room

The Earth shakes, and the sky breathes flame. The awakening is near... the last age of man. The Apocalypse is upon us.

The Bone Golem rises from the earth to strike down the living. Automatons of pain and terror, they walk the earth in everlasting agony.




Because of their affinity with Deep Earth magics, Bone Golems can disassemble themselves and return to the dirt that gave birth to them to travel long distances extremely quickly. Armies will quite literally see the dead rise before them... shortly before getting cleaved by their massive scythes.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Apr 16 2009, 12:54 am IskatuMesk Post #109

Lord of the Locker Room

This is why I make use of all 3 GRP editing applications;

Shadowflare's for converting/decompiling.
Broodkiller's for figuring out framesets.
Retrogrp for previewing.

Why don't I use BK's for previewing?



Doesn't do that with every grp, but it does to a few.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Apr 16 2009, 1:05 am Symmetry Post #110

Dungeon Master

Loli quicklaunch?



:voy: :jaff: :voy: :jaff:

Apr 16 2009, 1:06 am thunderaga Post #111



question about this mod!
is this the final release of this mod?
because of ur voice acting all weird and other stuff?

Quote
Shadowflare's for converting/decompiling.
Broodkiller's for figuring out framesets.
Retrogrp for previewing.

I use:
Shadowflare's for converting/decompiling.
Retrogrp for previewing.

I just use PyGRP for the 2nd one

Post has been edited 1 time(s), last time on Apr 16 2009, 1:12 am by thunderaga.



None.

Apr 16 2009, 1:34 am IskatuMesk Post #112

Lord of the Locker Room

Quote from name:Killer_Kow
Loli quicklaunch?

Diablo 2 TC.

The final release isn't out yet, derp derp durr



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Apr 16 2009, 1:46 am thunderaga Post #113



ooooo scary!
But i don't see how much units you can still use? :omfg:



None.

Apr 16 2009, 1:49 am IskatuMesk Post #114

Lord of the Locker Room

Not many. I'm starting to run pretty short.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Apr 16 2009, 1:56 am RoryFenrir Post #115



man your models are so sweet! do you use the original sc palet? It looks like all your stuff is way more detailed than you could get with sc, but i guess your just a master at GRP making. All your stuff is awsome by the way, you are like the graphics god :)

what 3d modeling program do you use btw?



None.

Apr 16 2009, 2:01 am IskatuMesk Post #116

Lord of the Locker Room

The characters I didn't model. I did model the ships, however. Creating the texture for the ships was an extremely long and painful process. I can't model characters much less animate, I'm afraid. :(

The fun part about the character graphics is that they were from 256-color games to begin with, so their color depth didn't really have alot to boast from in the beginning. Some of them did require some fancy editing in PSP/photoshop to get their colors just right.

Most of the ships were modeled in maya and rendered in 3ds max. I can model in both apps with about the same skill level now.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Apr 16 2009, 2:10 am RoryFenrir Post #117



ah i see, i think the ships are the coolest anyway. My friend was telling me about maya, but i dont think either of my computers could support it :/

I use gmax and autocad lol, i take autocad 3d as a class and i get to do what ever the hell i want with it so its pretty cool, except its a total pain to try to make cool stuff. I want to learn another 3d program after i finish my current mod, (free) what would you suggest? (sorry this is a little off topic)

looking forward to seeing this mod, im sure it will be epic beyond proportion :)



None.

Apr 16 2009, 2:26 am IskatuMesk Post #118

Lord of the Locker Room

AutoCAD is like for drafting and stuff. It's not a real modeling program, anyway.

Free modeling apps that are actually good don't really exist. I guess Blender, which I think was free, would be your best option.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Apr 16 2009, 4:28 am RoryFenrir Post #119



ya i know autocad isnt really for free modeling, but i still use it for that anyway and i still make some cool stuff :)

I think blender is free, ive just heard how hard it is to use and understand, but I think i will try to pick it up because it can export .obj files which can be imported and used in java, which we use in my computer science class where many people have an interest in 3D programing, and that means someone will have to teach everyone actuall model making, and who better than me? :)

but ya sorry again for the off topicness :/



None.

Apr 16 2009, 3:25 pm Hercanic Post #120

STF mod creator, Modcrafters.com admin, CampaignCreations.org staff

Back when Half-Life 2 came out, Valve worked with Softimage to release a free modeling program called XSI for modders.

http://www.gamespot.com/pc/action/halflife2/download_6092123.html (2004)

http://www.softimage.com
http://www.softimage.com/downloads/XSI_Mod_Tool/default.aspx

"Free, 3D modeling and animation software for aspiring game developers and modders."




Options
Pages: < 1 « 4 5 6 7 8 >
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[10:09 pm]
Ultraviolet -- let's fucking go on a madmen rage bruh
[10:01 pm]
Vrael -- Alright fucks its time for cake and violence
[2024-5-07. : 7:47 pm]
Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
Please log in to shout.


Members Online: Roy