Battlezone II Remodeled 1.0.8 released 2/21/17

Moderators: GSH, VSMIT, Commando

Commando
Flying Mauler
Posts: 2176
Joined: Fri Feb 18, 2011 6:41 pm

Re: Battlezone II Remodeled - Available Now!

Post by Commando »

Cox con, they are stock models with slight tweaks. Technically they are part of 1.3 as they are included in the patch.
User avatar
Red Devil
Recycler
Posts: 4398
Joined: Fri Feb 18, 2011 5:10 pm
Location: High in the Rocky Mountains

Re: Battlezone II Remodeled - Available Now!

Post by Red Devil »

If nothing else, if you could, please, looks like the dual weapon towers need doing, too:

ibadtowL1.xsi Short Assault Tower with Dual Cannon

ibadtowL2.xsi Tall Assault Tower with Dual Cannon

ibmdtow00.xsi Intimidator with Dual Mortar
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln

Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV

Lifetime member of JBS and NRA
mase
Thunderbolt
Posts: 160
Joined: Sat Mar 05, 2011 11:17 am

Re: Battlezone II Remodeled - Available Now!

Post by mase »

When a ship explodes, the exploding parts will not have team colors applied to them.
Commando
Flying Mauler
Posts: 2176
Joined: Fri Feb 18, 2011 6:41 pm

Re: Battlezone II Remodeled - Available Now!

Post by Commando »

The sabre engines tend to overlap when in reverse. The right edge of the left engine and the left edge of the right engine tend to clip when the player reverses. Just a minor graphical anomaly I noticed.
User avatar
coxxon
Sabre
Posts: 210
Joined: Wed Jul 27, 2011 1:57 pm
Location: North Carolina

Re: Battlezone II Remodeled - Available Now!

Post by coxxon »

Quick update - I've done a lot of the basic model work on the additional guntowers and sabre variant models, but still have a lot of work to do. So ...things are happening, I just don't have a release estimate yet.
Doomer_Junge
Drunken Constructor
Posts: 32
Joined: Mon Feb 02, 2015 12:54 pm
Location: Germany

Re: Battlezone II Remodeled - Available Now!

Post by Doomer_Junge »

I tried your mod and your work is awesome. In my opinion the movement-animations should be improved. It looks like power-walking when the constructer or pilots move across the map. Maybe the original animations would be look better.

I was a bit disapointed in the campaign when you had the choise to destroy shaby's warrior or trust her. In the second case the mission will be fail.
User avatar
Red Devil
Recycler
Posts: 4398
Joined: Fri Feb 18, 2011 5:10 pm
Location: High in the Rocky Mountains

Re: Battlezone II Remodeled - Available Now!

Post by Red Devil »

Thanks Coxxon 8-)
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln

Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV

Lifetime member of JBS and NRA
Commando
Flying Mauler
Posts: 2176
Joined: Fri Feb 18, 2011 6:41 pm

Re: Battlezone II Remodeled - Available Now!

Post by Commando »

The turret, on the rocket tank, is not right. Hop into one and aim up. When I did so, my crosshairs did not stay centered in my screen. My view went up, but the crosshairs did not.

This is only an issue when piloted by the player. I saw this playing G66 using your models.
Commando
Flying Mauler
Posts: 2176
Joined: Fri Feb 18, 2011 6:41 pm

Re: Battlezone II Remodeled - Available Now!

Post by Commando »

Stock is fine, it appears to be ivrcktm2.odf in G66.

Disregard my previous comment, as it is a g66 issue with the heavy rocket tank.
User avatar
Progressor
Thunderbolt
Posts: 142
Joined: Fri Mar 07, 2014 1:50 pm

Re: Battlezone II Remodeled - Available Now!

Post by Progressor »

Coxxon, I love the new buildings but is there a way to disable animation for Factory, Armory, etc.? Except smoke and lights.
Commando
Flying Mauler
Posts: 2176
Joined: Fri Feb 18, 2011 6:41 pm

Re: Battlezone II Remodeled - Available Now!

Post by Commando »

Animations can be disabled via odf edits.

Unfortunately that will disable all animations for said building.
User avatar
General BlackDragon
Flying Mauler
Posts: 2408
Joined: Sat Feb 19, 2011 6:37 am
Contact:

Re: Battlezone II Remodeled - Available Now!

Post by General BlackDragon »

^ Doesn't work for Vehicle strafe anims. May work on static loop anims on buildings and such though.
Battlezone Classic Public Forums
*****General BlackDragon*****
User avatar
coxxon
Sabre
Posts: 210
Joined: Wed Jul 27, 2011 1:57 pm
Location: North Carolina

Re: Battlezone II Remodeled - Available Now!

Post by coxxon »

Progressor wrote:Coxxon, I love the new buildings but is there a way to disable animation for Factory, Armory, etc.? Except smoke and lights.
As Commando noted, it would require changing the odfs ... or GSH getting really really bored and adding disable building animations as a graphic feature.:)
User avatar
GSH
Patch Creator
Posts: 2485
Joined: Fri Feb 18, 2011 4:55 pm
Location: USA
Contact:

Re: Battlezone II Remodeled - Available Now!

Post by GSH »

You're likely to get bad assets in MP if you remove animations. If this is SP/IA only, knock yourself out.

-- GSH
Commando
Flying Mauler
Posts: 2176
Joined: Fri Feb 18, 2011 6:41 pm

Re: Battlezone II Remodeled - Available Now!

Post by Commando »

Yeah, you would only want to do so in sp as Bad Assets would occur.

I think the factory would look better without the smoke stack, or at least three be a variant without them.
Post Reply