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Re: Zeno's Modpost

Posted: Wed Sep 21, 2011 2:46 am
by MrTwosheds
But, no money. So Zeno's stuck.
Plenty of free modeling programs about, blender and lots of others.

Re: Zeno's Modpost

Posted: Wed Sep 21, 2011 3:28 am
by Zenophas
MrTwosheds wrote:
But, no money. So Zeno's stuck.
Plenty of free modeling programs about, blender and lots of others.
Need 3ds. As it's the only prog with BZ1 import/export puglins.

Re: Zeno's Modpost

Posted: Wed Sep 21, 2011 4:03 am
by Zax
Yup. Bz1 is very picky about modeling. Workarounds do not exist..

The bz1 modeling scene was never really there to begin with historically.

Re: Zeno's Modpost

Posted: Wed Sep 21, 2011 7:46 am
by Zenophas
Zax wrote:Yup. Bz1 is very picky about modeling. Workarounds do not exist..

The bz1 modeling scene was never really there to begin with historically.
Needs more tools... ones that are actually finished.
Also, that map editor- makes Zeno get headaches.

Re: Zeno's Modpost

Posted: Wed Sep 21, 2011 12:09 pm
by Apollo
If zeno downloaded the 3D Studio Max 30 trial, zeno would have a good tool to model with...

Re: Zeno's Modpost

Posted: Wed Sep 21, 2011 12:34 pm
by Psychedelic Rhino
I have noticed a LOT of hand wringing about modeling over the years watching BZ forums, usually over what program to use, which one is best, which is best for BZ/2, etc.

I think 50% of the 'concern' is really just procrastination or not wanting to climb the learning curve.

I say just start using one, keep practicing, and one day you'll wake up and find it does a darn good job.

Re: Zeno's Modpost

Posted: Wed Sep 21, 2011 7:38 pm
by MrTwosheds
Isn't 3ds free for students or something...

Re: Zeno's Modpost

Posted: Wed Sep 21, 2011 7:48 pm
by VSMIT
Yeah, but if you're in the US you need to have an email address supplied by your university that ends in "*.edu."

Re: Zeno's Modpost

Posted: Wed Sep 21, 2011 9:50 pm
by Ded10c
*.ac.uk for the UK.

Re: Zeno's Modpost

Posted: Wed Sep 21, 2011 10:03 pm
by Zenophas
Apollo wrote:If zeno downloaded the 3D Studio Max 30 trial, zeno would have a good tool to model with...
Need to figure the prog out first. Zeno'd probably spend most of her time on the trial just doing that before actually getting around to making things. Zeno'll try it out some time in the future... mouse just crapped out.

So, thanks for the advice guy. ^^

Re: Zeno's Modpost

Posted: Wed Sep 21, 2011 10:33 pm
by Apollo
Zeno should watch the free vtm's for 3ds max from 3dbuzz.com

Re: Zeno's Modpost

Posted: Wed Sep 21, 2011 11:29 pm
by Zenophas
Apollo wrote:Zeno should watch the free vtm's for 3ds max from 3dbuzz.com
Will do. :]

Re: Zeno's Modpost

Posted: Fri Oct 07, 2011 10:39 am
by Zenophas
Patch 0.43

Changes:
-Did some deduction form CCA Tank VDF
-New CCA Minigun SFX
-CCA Minigun now shoots faster
-Removed dumb engine flare from butt-end of the CCA Fighter. (Brought up by HPM?)
-CCA Flamethrower Infantry now have Cluster Grenade instead of Firebomb
-Firebomb now acts as a spin-off effect for Cluster Bomb
-Cluster Bomb effects have been given upped
http://www.youtube.com/watch?v=wp-ahuUa7Kg

Re: Zeno's Modpost

Posted: Wed Oct 19, 2011 10:29 am
by Zenophas
Patch 0.44

-Did stuff with the recyclers in the Merican' missions, so they didn't look like blobs of frosted poo.
-Added tech tree stuff to the Merican' missions.
-Made Cluster Bomb an airstrike type weapon instead of whatever it was before.
--CB has stages still. Might change this sooner or later.
---Waiting periods...
-Other things Zeno can't remember.

Re: Zeno's Modpost

Posted: Thu Oct 20, 2011 1:13 am
by Zenophas
As the Zeth rekians are a race with specialties in Spacecraft, stealth, and high-tech weaponry with organic units. Zeno is not comfortable or happy with how they've turned out. So, Zeno's gonna scrap the current incarnation of the mod's rendition of the Zeth Rekians and redo it all with more accuracy on their part. Zeno's put years of thought into this race and is confident she'll be able to bring them into BZ successfully. With help of course.

This'll solve the issue of 1.5 builds as well. Which was a major problem.
Oh boy.. here we go... *shaking nervously*

Core mechanics:
-The Zeth Rekian economy system for BZ is centered around Biomass that is converted from Biometal.
-->Biometal will be collected en'masse and stockpiled to be converted manually/automatically through a biomass converter.
-->The Biomass Converter will be a production unint, taking the place of the Recycler or the Factory.
-->Zeth Rekian units will not drop scrap.
-->Biomass from destroyed Zeth Rekian units will return to the converter automatically.


-Zeth Rekians use Astro-projection and Mind Control to exchange control over vehicles and other units.
-->This removes the Sniper Rifle and exchanges the emphasis to the MAS Grenade.
-->Also makes Astro-projected Zeth Rekian Players harder to detect/hit.
-->Allows ZR players the ability to access aircraft easier.
-->Bases the lifespan of Astro-projected players on 'Concentration".
--->This makes it harder to survive vehicle explosions and renders Astro-Projected ZR players highly sensitive to collisions.


Zeth Rekian's are nomadic.
-->Zeth Rekians will have Mobile unit producing factories that do not require geyser power sources.
-->No structures. All units will be mobile.


Zeth Rekians have spacecraft.
-->Recycler variant will be airborne.
-->Zeth Reians will have airborne assault gunships.
-->Zeth Rekians will have an ion Cannon satellite.
--->This will house the old Ion Driver weapon and act as psuedo-artillery.


Zeth Rekian production units will have special abilities.
-->Defensive shielding.
-->Biomass Conversion.


Zeth rekian stealth units will use Needle proplsion.
-->This makes them silent.
-->Cloaking that does not consume nano-ammo.
--->This makes the Cloaking powerup, for the ZR, a little bit more expensive.


This post will be edited as time goes on. Gonna give details on their engine stuff, weapons, everything Zeno can. *sigh* =w=