Author Topic: Apocalyptic Dawn (formerly known as Military)  (Read 276932 times)

bisurge

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #50 on: 23 November 2008, 08:06:08 »
Quote from: "modman"
It seems you understand the basic concept of the mine.  That is exactly how I was thinking of designing the mine to be.  The mines will be low cost anyhow, and that's what it would be like in real life: you can detonate mines from far away (but with a radio-controlled detonator)

The mine will take away about 1200 HP and have one range and about 700 HP itself, thus it will "commit suicide" itself.  We could give it really high regen so that in essence you cannot kill it if you would like, but I would advise against that.

I was hoping you would email me the link, and I'll put it together, because there's still some things to do once I have the models (start time, particle proj offset etc)  Also, because I have to make sure you did something remotely like what was supposed to happen.

Mines would not be a good idea. People would just create a wall of mines and set it off... unless of course you make transport ships or something. Mines don't affect air units right?

Also, hurry up before I pee in my pants.

modman

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #51 on: 23 November 2008, 21:56:34 »
You cannot set them off whenever you wish because there would be no attack command, just the skill.
They only attack when an enemy is within range.

Omega

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #52 on: 28 November 2008, 00:40:19 »
Quote from: "modman"
I was hoping you would email me the link, and I'll put it together, because there's still some things to do once I have the models (start time, particle proj offset etc)  Also, because I have to make sure you did something remotely like what was supposed to happen.
Sure, but I want more description on the new units, as well as a list of animations, attacks, particle models, etc; Basically a list of everything...
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modman

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #53 on: 29 November 2008, 01:23:43 »
I can do everything except modeling and animations and texturing, so don't worry about that.
Also a description will take a little more time, so...

Omega

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #54 on: 30 November 2008, 05:09:13 »
...so I'll wait... *yawn* Done yet? :O
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bisurge

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #55 on: 17 December 2008, 05:38:07 »
:( How long does it take?

Omega

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #56 on: 17 December 2008, 15:32:55 »
Ask Modman.
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modman

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #57 on: 17 December 2008, 23:38:37 »
I have a break starting in a week.  I'll finish it then.  Plus, I'm still waiting for some models [cough, cough ...Omega...].

Omega

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #58 on: 18 December 2008, 15:43:39 »
Plus I'm waiting for instructions for modelling. (*cough*cough*Modman*cough)
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bisurge

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #59 on: 20 December 2008, 08:30:14 »
Plus I'm waiting for you guys to finish. (*cough* HURRY THE **** UP!!! *cough*)
:P

Omega

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #60 on: 21 December 2008, 21:03:03 »
lol, I understand. Don't worry, I'll try to hurry as fast as possible. Just waitin' for modman. What's the good word?
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modman

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #61 on: 22 December 2008, 00:31:28 »
My break starts Wednesday.  Hopefully I can get the descriptions done by Thursday?

Omega

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #62 on: 28 December 2008, 02:12:47 »
Ooh, too late. Today's Saturday!
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modman

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #63 on: 28 December 2008, 02:15:10 »
Sorry, a slight miscalculation.  I had CHRISTMAS Thursday.  I have break until next Sunday, anyways.

Omega

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #64 on: 28 December 2008, 02:32:31 »
Don't keep track to good... How'd you mix up christmas though???  :O
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modman

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #65 on: 28 December 2008, 03:14:55 »
I generally don't know whatt day of the week something is...I probably know how many days away it is though.

Omega

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #66 on: 28 December 2008, 03:56:14 »
It's either negative two days away or 363 days away. Depends on how you count it...  :O (Well, at least this smilie works)
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firedeathbot

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #67 on: 31 December 2008, 03:20:18 »
looks good, keep up the progress
Back to glest after a few years inactivity.

Omega

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #68 on: 31 December 2008, 11:24:08 »
Modman, I really love the Military Ideas from the email.

Heres a few responses to it:
  • I have a mine made, which has four flash red LED lights around it, and they turn green when the mine detonates. Yeah, I figured out the modeling method.
  • For the infantry still model, suppose he just stands there, looking from side to side as though he was on the lookout for anything? For running animation, he holds the gun to the side, partially down and it sort of 'bobs' as he moves.
  • Can I skip the cow? It's not that much different than techs, and it would make things easier for me. If you'd like, I could retexture?
  • The stealth fighter is how big? Maybe 3 squares?
  • Love the idea for the special op.
  • The tanks death animation will have a different charred up texture. The cannon will be twisted down to the side and the cockpit will be half blown open. I'm not sure how exactly to animate the treads. Can someone help there? How does one animate a tanks treads? And suppose we also have a mortar attack where the barrel is lifted to a high angle and range is very far?
  • The Humvee idea is awesome! I can't imagine how fun it will be to make the death animation. I'll put the wheels out a bit to the side and push the humvee down, as well blow the cockpit a little. Also, I'll change the texture to a charred one.
  • The SAM Infantry is basically a basooka soldier, right? I think he'll be very slow and highly effective against tanks.
  • The electrobaton man should be renamed. I don't know much, but I'm not sure I like the name. It just doesnt seem to fit... And his 'light saber', does it work like starwars, where he could be running or still with the light saber drawn in? And we could have a seperate charge animation where the lightsaber is out. (Look at swordman.xml to see how to use another moving animation for attack skill)
  • What about buildings? Any ideas for improving? I sure could use some pictures too, but I'm not sure what the buildings would look like... The beta ones in military currently are not very good, and I'd like to scrap most of them.
  • Resources... Maybe we should change the names back to how they were, but ditch stone and use metal. This might help some AI problems.
Ooh, 13 new models not including new ideas and buildings. This may take some time. In fact, it could take a number of months, since I want to make this one better. Anyone know how to fix the blender 'glinch' where the unit seems to break when animated? The poligons move, but dont stretch, and this is very bad looking... Also, if anyone knows how to animate the tank, feel free to do it. If you want to help, here's the modeling guide that modman made (in an html format) http://http://www.mediafire.com/?zmgzhdeoc9w. Hope at least someone can help out cause it took forever to upload this thing, my internet kept losing sync...

Heres a gif showing the mines animation. Since the mine has only two frames, gif animation is possible. It will not look exactly the same in glest, because gifs can only hold 256 colors and the actual model has one light that comes a split second before the rest (I tried to fix it, but...) either way, it doesnt affect it much. I used a GIF because it is easier to upload. Note that some internet connections may not allow the animation.
[attachment=0:3kkz0g3g]mine.gif[/attachment:3kkz0g3g]

Oh, and modman, where'd you get the pictures from? Think you can do the same for some other units such as the field medic and buildings? I'd really like a new command center, but I'm not sure how to make one that would be small enough to fit in glest! :lol: )

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modman

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #69 on: 31 December 2008, 20:19:03 »
The mine looks great.  keep in mind it needs to fit one tile.

Imagine a Dragon from Magic, with its wings fully extended, being one unit wide.  The Stealth Bomber is 1.5 units wide.

The SAM Infantry is a Bazooka soldier, but that sounds really dumb, so call it a SAM Infantry.

The elctrobatonman could be called a saberman or electro-saberman or light-saberman.  I don't think I would be able to get pictures for the buildings.  Sorry.  His light saber is always elongated, it never is short.

DEFINATELY ditch stone for metal.  That might solve AI problems.

I got the pictures from screenshots using Civilization IV.  I edited them to fit the purpose.

And yes, I might work on the textures if you give me the plain UV map as a TGA.  What you have done, just making a gradient over the whole area is unacceptable.

Omega

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #70 on: 1 January 2009, 21:48:36 »
Gradients are a bad idea, yeah :lol:

I'm going to make a guard tower for a building. I'm not 100% sure yet, but I think this version of military will be completely different, with new units and just one faction. I'll make a new topic once I get the units decided.
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John.d.h

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #71 on: 2 January 2009, 04:30:38 »
Quote from: "omega"
How does one animate a tanks treads?
The same way two porcupines -- err... I mean... here you go.
http://download.blender.org/documentati ... racks.html
Quote
The SAM Infantry is basically a basooka soldier, right? I think he'll be very slow and highly effective against tanks.
SAM = Surface to Air Missile.  He'd be garbage against tanks, but good against planes and choppers.  If you're looking for an anti-tank soldier, I'd just call him an RPG Trooper if I were you.  That way he could be good against aircraft, tanks, or both.
Quote
I'm going to put underworld temporarily on hold until I finish this. I started this first, so it's only fair I finish it first too!
Focus, boy!  You've got too many projects going at once. :O

Omega

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #72 on: 2 January 2009, 19:33:23 »
Quote from: "johndh"
The same way two porcupines -- err... I mean... here you go.
http://download.blender.org/documentati ... racks.html
Geeze, this looks complex. I'm gonna save this webpage and save the tank for last. It's from 2001, though. Wonder if it's still good... Anyone got a  newer one (or easier)?
Quote from: "johndh"
SAM = Surface to Air Missile.  He'd be garbage against tanks, but good against planes and choppers.  If you're looking for an anti-tank soldier, I'd just call him an RPG Trooper if I were you.
Hmm, SAM doesn't really work then. We want a unit that carries a bazooka, don't we? It should be strong against tanks, but I agree, Bazooka Soldier sounds a little poor. Anyone got a better name? Advanced Soldier, revolutionary, anti-tank whatever, etc, etc?

And, yeah, I started another project, but I'll get it done when I get it done (I guess). :O\

I've created a temporary 'tree' for the tech tree.

@Modman, submit your ideas and other units which I haven't been told about yet. Changes may be made.
[attachment=0:24owagc4]military.jpg[/attachment:24owagc4]

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John.d.h

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #73 on: 3 January 2009, 01:09:49 »
Quote from: "omega"
Hmm, SAM doesn't really work then. We want a unit that carries a bazooka, don't we? It should be strong against tanks, but I agree, Bazooka Soldier sounds a little poor. Anyone got a better name? Advanced Soldier, revolutionary, anti-tank whatever, etc, etc?
Other possibilities:
    Anti-Armor Trooper
    RPG Trooper
    Anti-Tank Trooper
    Tank Buster
    Rocket Trooper
Feel free to replace "Trooper" with "Soldier", "Infantry", or whatever else fits the bill, of course.

modman

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Re: Military Tech Tree -- Fixed and adding models!
« Reply #74 on: 3 January 2009, 02:43:20 »
Actually I have my own idea, but it doesn't matter because I'm doing XMLs (no it won't be going past 2010  :O ).  I'll show my tech tree diagram shortly.

PS Omega do you have Office 2007 because I could just send you the PowerPoint.

 

anything