Author Topic: idea (maybe a bad one)  (Read 1963 times)

Ayrin Greenflag

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idea (maybe a bad one)
« on: 17 February 2009, 14:08:00 »
Hello, what about to allow a random aspect of units?
example 3 different kind of swordman randomly selected when builded
the problem i think is into grouping them as the same kind of unit am i right? (double klick over a unit)
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Omega

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Re: idea (maybe a bad one)
« Reply #1 on: 18 February 2009, 10:30:51 »
Well, no one wants to make new models, though I wouldn't mind being able to have a slightly edited xml to give some more randomness, so everything doesn't appear to be the same. What I'd like to do is a way to randomly choose the texture used for the units. However, this could increase the filesize drastically. We need to install a better image library. TGA sucks...
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wciow

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Re: idea (maybe a bad one)
« Reply #2 on: 18 February 2009, 20:11:57 »
Theres no need for a re-model, just some new textures.
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John.d.h

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Re: idea (maybe a bad one)
« Reply #3 on: 18 February 2009, 21:15:56 »
I'm a little unclear on what you mean, Ayrin.  Do you mean different appearance, different stats, or perhaps both?  I kind of like the idea of tweaking the appearance a little bit, so maybe the three soldiers have different facial textures (when I first played Goldeneye and saw that the Russian soldiers had different faces, I was blown away), but I suppose varying their stats might be cool as well.  One might be especially tough and have an extra 25hp, while another might be a little weaker and have -25hp.  The "both" option could increase variety even more, perhaps to an extreme.  For example, one of those three swordsman might have no shield, but have a big two-handed claymore, giving him worse armor but a higher attack.  That might be taking it a bit too far, though, especially since that would require new modeling and animation.

Omega

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Re: idea (maybe a bad one)
« Reply #4 on: 19 February 2009, 05:32:27 »
Theres no need for a re-model, just some new textures.
True, but how do we have a model that uses another texture? The texture is normally linked to the model, and we'd need to have two models (the exact same, even) in order to have different textures. This could be VERY filesize consumative.

-option: having an xml value where you can override the texture used in the g3d to be a different one (it would have to use the same coordinates though)
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