Things like this give me my modding mojo back...
Moderators: GSH, VSMIT, Red Devil, Commando
Re: Things like this give me my modding mojo back...
I think the reason for the orange was that the ISDF was acting as a police force rather than a military. Thus they were to be as visible as possible, this being post NSDF/CCA war. They were standing against no threat other than themselves until Braddock made the Scions.
- S.cavA.rmyG.en
- Sabre
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- Joined: Fri Mar 04, 2011 3:15 am
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Re: Things like this give me my modding mojo back...
I think the orange was used for recon becouse the ISDF were explorers before the scions.
the reason why they have weapons like they do is becouse of the conflict in BZ1.
they may be a united force or a US force Battel Zone 2 dose not say that the CCN lost or the black dongs won. so there is the posablity that there is still on some level a on goning war for the bio metal even if it is a united force they still may need a policing force for the mining Colonies.
the reason why they have weapons like they do is becouse of the conflict in BZ1.
they may be a united force or a US force Battel Zone 2 dose not say that the CCN lost or the black dongs won. so there is the posablity that there is still on some level a on goning war for the bio metal even if it is a united force they still may need a policing force for the mining Colonies.
Re: Things like this give me my modding mojo back...
The Black Dogs for the most part are now absorbed into the Scion Collective, and it's fairly safe to say that the CRA has merged into the ISDF.S.cavA.rmyG.en wrote:I think the orange was used for recon becouse the ISDF were explorers before the scions.
the reason why they have weapons like they do is becouse of the conflict in BZ1.
they may be a united force or a US force Battel Zone 2 dose not say that the CCN lost or the black dongs won. so there is the posablity that there is still on some level a on goning war for the bio metal even if it is a united force they still may need a policing force for the mining Colonies.
We know the NSDF and CCA formed the ISDF in the first place.
That's every faction taken care of.
Re: Things like this give me my modding mojo back...
For this reason only and the source is from the creators themselves, the orange was used because the texturer, Willie Rosas thought that the old military style metallic grey was getting old, he wanted something more vibrant, in the end though it was realised that the more metallic grey would have been a better choice.Game wise however, the police force sounds the most feasible.
Btw, I am texturing all serenesis units like this, that includes Nostromo's new H/poly scout.
Btw, I am texturing all serenesis units like this, that includes Nostromo's new H/poly scout.
Re: Things like this give me my modding mojo back...
IMO, the tanks were orange because you were part of Orange Squad
? Makes the most sense to me 
But yeah, this is the new base colour for the AAN units, its exactly what I originally wanted. I'll make small changes for campaign units based on squad colour, unit age and state of health etc, but squad colours will be dictated by a small area on the craft rather than colouring the entire thing. I've already done some destroyed textures for the craft chunks.
I'm adding various HP's for particle effects like dust trails, rain splashes etc. I'm surprised at how good rain splashing off the hull looks in wet weather environments. I'm planning on making the dust trail HP's kick out thick yellow sparks when the craft gets too close to the terrain, such as when you ramp off a big hill etc.
I'm also planning on vertex-animating the antenna so that it sways around when the craft moves. I can use a loop animation to keep it swaying about a little bit when stationary and give the craft a little more 'life'. I may also do the same with the engine flaps, but first I need to learn HOW to vertex-animate in Max. Attaching the vertices post-export shouldn't be too tough once I know how, but if anyone wants to work on that Vertex animation script exporter for Max 2010, I'd appreciate it!


But yeah, this is the new base colour for the AAN units, its exactly what I originally wanted. I'll make small changes for campaign units based on squad colour, unit age and state of health etc, but squad colours will be dictated by a small area on the craft rather than colouring the entire thing. I've already done some destroyed textures for the craft chunks.
I'm adding various HP's for particle effects like dust trails, rain splashes etc. I'm surprised at how good rain splashing off the hull looks in wet weather environments. I'm planning on making the dust trail HP's kick out thick yellow sparks when the craft gets too close to the terrain, such as when you ramp off a big hill etc.
I'm also planning on vertex-animating the antenna so that it sways around when the craft moves. I can use a loop animation to keep it swaying about a little bit when stationary and give the craft a little more 'life'. I may also do the same with the engine flaps, but first I need to learn HOW to vertex-animate in Max. Attaching the vertices post-export shouldn't be too tough once I know how, but if anyone wants to work on that Vertex animation script exporter for Max 2010, I'd appreciate it!
Re: Things like this give me my modding mojo back...
Start with the 'skin' modifier. Use that to do your Vertex animation.
Re: Things like this give me my modding mojo back...
/me YouTubes skin modifier. I should be able to figure it out... spent so much time importing models ripped from UE3 which all have vert anims
EDIT: Just spent most of my day doing dust trail effects for it, and weather stuff. I've got two dust effects, the first is the normal one you are used to and cuts off above a certain height and below a certain speed. It comes from two emitters on the sabres base.
The next dust effect only kicks in when the craft is uber-low to the ground, and still has some velocity. It kicks up bigger chunks of the terrain, and also makes a neat spark effect and makes a grinding sound. Quite pleased with it!
EDIT: Just spent most of my day doing dust trail effects for it, and weather stuff. I've got two dust effects, the first is the normal one you are used to and cuts off above a certain height and below a certain speed. It comes from two emitters on the sabres base.
The next dust effect only kicks in when the craft is uber-low to the ground, and still has some velocity. It kicks up bigger chunks of the terrain, and also makes a neat spark effect and makes a grinding sound. Quite pleased with it!
Re: Things like this give me my modding mojo back...
TJ, you've reminded me I need to get my singleplayer glowskin scheme finished. They were almost working as well 
