Super Transport model submissions for 3.1
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Re: Super Transport model submissions
I've got a crazy idea ...
Perhaps we could think of this beautiful, well-thought-out model as a Mobile Command Center? Add a large, deployable sensor system to the top and it would fit the bill imho. It's a perfect design for that application.
Then we keep Jorzi's Medium Transport in its' intended role?
Just thinking how we can have our cake and eat it too.
Perhaps we could think of this beautiful, well-thought-out model as a Mobile Command Center? Add a large, deployable sensor system to the top and it would fit the bill imho. It's a perfect design for that application.
Then we keep Jorzi's Medium Transport in its' intended role?
Just thinking how we can have our cake and eat it too.
Re: Super Transport model submissions
Thanks for the insights on poly count, guys - those are valuable.
Holy crap I've skipped over Jorzi's model, I didn't see it until now that you've mentined it, GZT
Anyway, about the idea for the mobile command center, that would need the creation of that role in the first place. Currently, command centers "only" give you the radar (and command relay centers, well... hmmm... they sit around quite effectively. Maybe good as walls? )
I always thought that a tank transporter should be really large, and of course I do acknowledge the quality of Jorzi's work, but it currently looks small and sleek - I'm aiming exactly towards a massive, solid flying thing (like an APC but for tanks ), which differs conceptually. His design does look suitable for a cyborg transport, though (in my head it looks just like a paratrooper plane )
But for now, I'll take a little break from graphical artistry - I need to study HTML & CSS , which is due for yesterday
~Olrox
Holy crap I've skipped over Jorzi's model, I didn't see it until now that you've mentined it, GZT
Anyway, about the idea for the mobile command center, that would need the creation of that role in the first place. Currently, command centers "only" give you the radar (and command relay centers, well... hmmm... they sit around quite effectively. Maybe good as walls? )
I always thought that a tank transporter should be really large, and of course I do acknowledge the quality of Jorzi's work, but it currently looks small and sleek - I'm aiming exactly towards a massive, solid flying thing (like an APC but for tanks ), which differs conceptually. His design does look suitable for a cyborg transport, though (in my head it looks just like a paratrooper plane )
But for now, I'll take a little break from graphical artistry - I need to study HTML & CSS , which is due for yesterday
~Olrox
Re: Super Transport model submissions
OOO any html5/css3?
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System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
Re: Super Transport model submissions
the tuts I'm currently reading are for html 4, but I must learn about them all. As for CSS, I might very well focus on CSS3 modules, yeah.macuser wrote:OOO any html5/css3?
I'm really lost at all that, since all that I've studied until now was pure C, and the web-oriented subjects are only deeper into the course. But I want to study because a nice internship opportunity fell on my lap, and hell, I do need that money.
But anyway
Re: Super Transport model submissions
About my medium transport, it is indeed a relatively small design and the concept was that it should be able to load cyborgs or a few light vehicles in it so it is by no means in the same niche as yours (although I temporarily used it to replace the big transport in my shadermod)
-insert deep philosophical statement here-
Re: Super Transport model submissions
where are the guns?Olrox wrote:Some updates on the development, using some materials to fake the main colouring layout I'm thinking about:
~Olrox
Re: Super Transport model submissions
Oh, the turret itself is a separate model, it's really just a VTOL Heavy Machinegun mounted at the body model's respective connector, AFAIK. Much like cyborgs, the units you can produce are already "designed" and put into the manufacture list, based on available tech.
As for the weapon's position on the body:
As for the weapon's position on the body:
I still feel prone to position it near the tail, underneath the body, just between the flaps and the last pair of cargo bays. I'll place some eyecandy there in the conceptual renders, I promiseOlrox wrote:...
The hardpoint should probably be positioned on the tail as to repel intercepting fighter craft, as they often are in real military transporters of bombers IF I recall it correctly (it just makes plain sense to me and I do recall something like that).
...
Re: Super Transport model submissions
Anyone have anything final, that we can test in the next beta release ?
/facepalm ...Grinch stole Warzone contra principia negantem non est disputandum
Super busy, don't expect a timely reply back.
Super busy, don't expect a timely reply back.
Re: Super Transport model submissions
I have my medium transport, although it looks better with normalmapping enabled.
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Re: Super Transport model submissions
just to add some ideas
the pie file needs editing for the texture and i suspect you will rename it also
3 files trans pie and texture and tcmaskthe pie file needs editing for the texture and i suspect you will rename it also
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Last edited by Berg on 03 Feb 2012, 14:55, edited 1 time in total.
Re: Super Transport model submissions
best design yet for a heavy transport. maybe replace windows with a sensor bubble? or just a flat black-ish disc pointing 45º down - behind it would be various sensors (hidden from view) used for relaying pictures back to HQ
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Re: Super Transport model submissions
I like Olrox's much more.
Re: Super Transport model submissions
just a tweak
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Re: Super Transport model submissions
i like all 3 very different artist models. probably too much work, & silly too, but I think it would be cool to have all 3 in game and let the player choose which one they wanted to play a game with. i thought buginator said they could use several different transport models in game. maybe I remember wrong.
Re: Super Transport model submissions
@cumandgetit: That would be an awful lot of code for a purely cosmetic feature which many people will ignore. On the other hand, features like the one you proposed is precisely what mods are made for.
@Berg: That's actually a pretty good design, but (as always) the texture needs more work.
Edit: I'm taking it back, sorry for generalizing too much
@Berg: That's actually a pretty good design, but (as always) the texture needs more work.
Edit: I'm taking it back, sorry for generalizing too much
Last edited by Jorzi on 04 Feb 2012, 09:30, edited 1 time in total.
-insert deep philosophical statement here-