Page 8 of 16
Re: Battlezone II Remodeled - Available Now!
Posted: Fri Dec 25, 2015 4:20 am
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.
Re: Battlezone II Remodeled - Available Now!
Posted: Fri Dec 25, 2015 4:24 am
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
Re: Battlezone II Remodeled - Available Now!
Posted: Sat Dec 26, 2015 9:13 pm
by mase
When a ship explodes, the exploding parts will not have team colors applied to them.
Re: Battlezone II Remodeled - Available Now!
Posted: Sun Dec 27, 2015 2:32 am
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.
Re: Battlezone II Remodeled - Available Now!
Posted: Mon Dec 28, 2015 4:23 pm
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.
Re: Battlezone II Remodeled - Available Now!
Posted: Mon Dec 28, 2015 4:38 pm
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.
Re: Battlezone II Remodeled - Available Now!
Posted: Mon Dec 28, 2015 7:20 pm
by Red Devil
Thanks Coxxon

Re: Battlezone II Remodeled - Available Now!
Posted: Fri Jan 01, 2016 4:57 am
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.
Re: Battlezone II Remodeled - Available Now!
Posted: Fri Jan 01, 2016 5:03 am
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.
Re: Battlezone II Remodeled - Available Now!
Posted: Wed Jan 20, 2016 5:05 pm
by Progressor
Coxxon, I love the new buildings but is there a way to disable animation for Factory, Armory, etc.? Except smoke and lights.
Re: Battlezone II Remodeled - Available Now!
Posted: Wed Jan 20, 2016 7:48 pm
by Commando
Animations can be disabled via odf edits.
Unfortunately that will disable all animations for said building.
Re: Battlezone II Remodeled - Available Now!
Posted: Wed Jan 20, 2016 9:18 pm
by General BlackDragon
^ Doesn't work for Vehicle strafe anims. May work on static loop anims on buildings and such though.
Re: Battlezone II Remodeled - Available Now!
Posted: Wed Jan 20, 2016 10:15 pm
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.

Re: Battlezone II Remodeled - Available Now!
Posted: Wed Jan 20, 2016 11:08 pm
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
Re: Battlezone II Remodeled - Available Now!
Posted: Thu Jan 21, 2016 12:46 am
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.