Well someone give Jayden a medal as wellNielk1 wrote:/me has to point out Jayden's texture and UV work.

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Well someone give Jayden a medal as wellNielk1 wrote:/me has to point out Jayden's texture and UV work.
Pretty much yeah! It requires some DLL hand-holding, but it does work. Currently uses Photon Torpedos, although I suppose there's no reason that couldn't be changed.AHadley wrote:Rocket bomber meets APC? Damn cool concept. If we can equip the rocket bomb on it, even better
Yeah the turret is essentially a tap. Nielk1 wrote a .dll add-on a while ago that allows you to do so almost seamlessly. There are limitations of course, but it's as close as we'll ever get to vehicle taps in BZ2 I think. I'm TRYING damn hard to learn my way around Visual Express so I can compile a simple .dll that does nothing but support these units and other handy .dll functions, but the interface and layout is so damn confusing to a code noob.DarkCobra262 wrote:How would the AI turret work? A tap or ?
As Nielk1 says, Jayden UV'd and textured them both. I am making adjustments as I go along to further optimize the model. For some benign and unknown reason, the 'Symmetry' modifier that is commonly used with UV-mapping adds a lot of unnecessary divisions to the mesh, and thus more polygons. Jayden kept them in but I'm trying to reduce it as far as possible without spoiling the detail.jack775544 wrote:Someone give TJ a medal these models he is making look amazing.
Eventhough I like the look of that, I dont think you should leave it like that.TheJamsh wrote:New AAN Gun Tower render.
Indeed the walls present an initial problem. What I will likely do is have a version for multi/instant gameplay that has no wall. Although I intend on making the new AAN Scavs the hover-variety which will help with a LOT of the issues.Red Spot wrote:Eventhough I like the look of that, I dont think you should leave it like that.TheJamsh wrote:New AAN Gun Tower render.
Or you are going to create a situation where every scav is going to be trapped in GTs or you are not going to give the sides any collisionbox and it somewhat breaks the imagination when you constantly see stuff driving through what seems a solid wall.
not realy what I was thinking as a deploying unit.TheJamsh wrote:New Unit in progress. This is set to become the AAN's 'Negotiator' Heavy Tank. At the moment it's designed as a deploying unit, but I may change that to hover-assault, all depends on how I'm going to balance it. It's a cross between a heavy tank, anti-air and artillery, and a slow-mover with heavy armour.
Current thoughts for loadout:
- Assault Mortar (May change to Assault Cannon if it becomes a hover-assault unit).
- Twin Missiles, OR a Photon Torpedo pod like the Engager.
- Possibly Twin Combat Guns or a Special, again depending on balance.
Yeah man, once I have an idea in my head and I know how to go about it, I'll see it through to the bitter end. It's just getting started initially that's the tough part...Dianoga wrote:The model on the last page is pretty cool. I always love seeing people's creations. Can't wait to see how this next one turns out. Kind of gives me the urge to make something now.
Attach the entire body to a recoil HPRed Spot wrote:Needs something to make me believe it can actually fire forward without keeling over. Perhaps the deloy-bit you wanted to go for can simulate that?