That has been done in QF2, but I'm not sure about BZ2HD. It would require a lot of ODF editing... which I am trying to avoid entirely.MrTwosheds wrote:Hey bbb are you going to do gun models for the weapons?
Big announcement: Battlezone 2 HD Mod.
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- bigbadbogie
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Re: Big announcement: Battlezone 2 HD Mod.
"You think that you can wipe out an entire civilisation without consequences?" - Rachel
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Re: Big announcement: Battlezone 2 HD Mod.
Why?
If you're modifying the XSIs, you've already broken assets with stock, so might as well....
If you're modifying the XSIs, you've already broken assets with stock, so might as well....
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*****General BlackDragon*****
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- bigbadbogie
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Re: Big announcement: Battlezone 2 HD Mod.
It would probably triple my workload on this mod if I decided to open up ODF editing, which would lead to DLL editing and before you know it I'm remaking the game from scratch.
This isn't about that at all... it's about remaking the visual assets only.
This isn't about that at all... it's about remaking the visual assets only.
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Re: Big announcement: Battlezone 2 HD Mod.
yeah, good point. Plus i can't see it doing good on scion units...
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Re: Big announcement: Battlezone 2 HD Mod.
I still say that ISDF unit just looks WRONG. Something isn't right.
I don't know if it is because the fins aren't square, its too shiny, or both. Probably both. It looks like scifi imagines 2200 instead of just a poly increase.
I don't know if it is because the fins aren't square, its too shiny, or both. Probably both. It looks like scifi imagines 2200 instead of just a poly increase.
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Re: Big announcement: Battlezone 2 HD Mod.
Its not a difficult odf edit.
But you would need to add an Hp_dock* for every hp_gun/cannon etc set them back from the actual hp_gun by a fixed amount over all models.
2 entries added to weapon odf's
One to each vehicle per weapon.
Hmm, your probably right actually...You either have weapon models or you don't, reproducing the stock models with weapon models would be a problematic design issue, how do you make a rocket launcher that fits a scout and a rocket tank?
Or cannons for walkers and tanks, without a fairly radical redesign.
Forget I mentioned it.

But you would need to add an Hp_dock* for every hp_gun/cannon etc set them back from the actual hp_gun by a fixed amount over all models.
2 entries added to weapon odf's
One to each vehicle per weapon.
Hmm, your probably right actually...You either have weapon models or you don't, reproducing the stock models with weapon models would be a problematic design issue, how do you make a rocket launcher that fits a scout and a rocket tank?
Or cannons for walkers and tanks, without a fairly radical redesign.
Forget I mentioned it.

Make sure you put a small Mk2 badge on em all somewhereI still say that ISDF unit just looks WRONG. Something isn't right.

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Re: Big announcement: Battlezone 2 HD Mod.
It's a remake. From scratch. It is not intended to perfectly replicate the original. I am trying to make it look more sophisticated. I need a certain degree of difference also, otherwise it would be boring and uninspiring.Nielk1 wrote:I don't know if it is because the fins aren't square, its too shiny, or both. Probably both. It looks like scifi imagines 2200 instead of just a poly increase.
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Re: Big announcement: Battlezone 2 HD Mod.
I just feel like you went over the top. Like bloom in modern video games.
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Re: Big announcement: Battlezone 2 HD Mod.
Better to go over the top than under the bottom.
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Re: Big announcement: Battlezone 2 HD Mod.
true that.bigbadbogie wrote:Better to go over the top than under the bottom.
Modding/Modelling like a noob...
Re: Big announcement: Battlezone 2 HD Mod.
Or you could actually aim at the massive target of "perfect".bigbadbogie wrote:Better to go over the top than under the bottom.
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Re: Big announcement: Battlezone 2 HD Mod.
You don't break stock if you use recycler variants. That's what they're there for.General BlackDragon wrote:Why?
If you're modifying the XSIs, you've already broken assets with stock, so might as well....
BBB, if you want to go ahead and need an expert for weapons effects, speak to APCs R Evil. He is working on weapons effects for VSR project but my edits to effects must remain conservative so I cannot accept everything but he does some pretty decent work.
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Regulate any stealin' of this biometal pool, we're damn good, too
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Re: Big announcement: Battlezone 2 HD Mod.
I too do weapon renders 
Feel free to use the weapons in FSB mod, they've all had a facelift, just note credit if you do.

Feel free to use the weapons in FSB mod, they've all had a facelift, just note credit if you do.
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Re: Big announcement: Battlezone 2 HD Mod.
I can't wait to see more of this bbb. Keep up the good work. You say you are doing it more for yourself than anyone and I think that's the best way to keep thinking. You will never please everyone because what you think is perfect may not be what everyone else thinks. I am curious to see what you do with everything here, have fun with it.
Re: Big announcement: Battlezone 2 HD Mod.
Remaking the textures I'm afraid is clearly not your field, I've seen BBB's attempt at a phaer rhan vehicle, monsterous, glory cannot be remade, the scions will be a disaster...ETA never in my opinion.
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