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Armageddon Onslaught 2.3 - Development Thread

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Creator: IskatuMesk
Time: Mar 9 2009, 6:07 pm

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

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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.

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

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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.

Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
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Post #103     IskatuMesk Apr 11 2009, 2:29 pm

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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.

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

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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.

(user posted image)

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.

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

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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.

(user posted image)

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.

(user posted image)

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.

(user posted image)

(user posted image)

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.

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

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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.

Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
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Post #107     IskatuMesk Apr 13 2009, 7:39 pm

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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.
This post was edited 1 time, last edit by IskatuMesk: Apr 13 2009, 9:59 pm.

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

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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.

(user posted image)
(user posted image)

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.

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

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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?

(user posted image)

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

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

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Loli quicklaunch?

(user posted image)
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Post #111     thunderaga Apr 16 2009, 1:06 am

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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
This post was edited 1 time, last edit by thunderaga: Apr 16 2009, 1:12 am.

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

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Quote from Killer_Kow[MM]
Loli quicklaunch?

Diablo 2 TC.

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

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

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

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

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

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

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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?

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

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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.

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

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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 :)

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

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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.

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

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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 :/

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Post #120     MC²Hercanic Apr 16 2009, 3:25 pm

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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."

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