New HQ and other pies...

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Rman Virgil
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Re: New HQ

Post by Rman Virgil » 15 Sep 2007, 18:33

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* This technique first impressed me when I did extreme close-ups of your Hardpoints a while back - no matter how close I brought the camera they still looked magnificent and any of the orginal Pumpkin GFX in the frame suffered by comparison.

* I know there are inherent source-related limits to how good WZ GFX can look in-game but your solution is extremely effective.

* Your line details & textures here are quite eye-catching (I'd like to see this against your desert tertiles).

* Rather than make assumptions - what is your final goal here ?

- RV :)
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Commander_Keyes
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Re: New HQ

Post by Commander_Keyes » 16 Sep 2007, 10:23

Gratz from the commander, this really looks great!
*promotes to chief engineer*

Kamaze
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Re: New HQ

Post by Kamaze » 16 Sep 2007, 15:02

Looks awesome, it fits very good to the "warzone style", are these textures the final textures? Somehow i like them :)
This thick borders on the top of the tracks could be the player color indicator.
We all have the same heaven, but not the same horizon.

Commander_Keyes
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Re: New HQ

Post by Commander_Keyes » 16 Sep 2007, 15:10

Great, now this really looks like a Heavy/Medium body, the current ones rather remember me of an amphibic car :S

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Deathguise
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Re: New HQ

Post by Deathguise » 16 Sep 2007, 16:09

Wow, that's impressive - i agree with Kamaze about the team color part, personally i reckon the team coloring should be quite minimal - enough to identify who the tank belongs but not overpowering like the originals.

The textures are good, like some kind of pseudo-camouflage that doesn't ovepower the other texture details.
"Abandon All Hope" - Chiggy von Richthofen

Kayiaxo
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Re: New HQ

Post by Kayiaxo » 16 Sep 2007, 18:57

It does looks nice, however I prefer a bit more different colors on it.
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Credits to Kacen for making the image.

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Rman Virgil
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Re: New HQ

Post by Rman Virgil » 17 Sep 2007, 00:56

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* Ahh-ha...... the cat is outta the hat.

* Wouldn't hesitate a second swapping out those tracks for the originals...... as for the body, I'd put it in place of the Python and play happily ever after. One can dream, eh ?

* RV :)
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Trust
Echo
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Chojun
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Re: New HQ

Post by Chojun » 17 Sep 2007, 06:05

Dead sexy, Grim  :D
The best thing to do when your philosophies don't stand up to debate is to lock the thread and claim victory.

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lav_coyote25
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Re: New HQ

Post by lav_coyote25 » 22 Sep 2007, 23:25

:o...woah!
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.

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Rman Virgil
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Re: New HQ

Post by Rman Virgil » 23 Sep 2007, 01:42

------------>

* NOW those are the type of trees that'll give ya nightmares 'bout "Nuclear Winter" & finding your way through such a post holocaust world.....

* Greater immersion, versimillitude, willing suspension of disbelief ..... even trees in a combat game, crafted just so, can heighten the experience of thoroughly occupying that world in your imagination.

- RV :)
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Impact = C x (R + E + A + T + E)

Contrast
Reach
Exposure
Articulation
Trust
Echo
.

Kayiaxo
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Re: New HQ

Post by Kayiaxo » 29 Sep 2007, 22:20

Watch out for greenpeace !

Anyway, I hope your work makes it into the game :)
Image
Credits to Kacen for making the image.

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