naval propulsion for heavy bodies
Re: naval propulsion for heavy bodies
elio, can you post the latest 3ds model with texture?
Re: naval propulsion for heavy bodies
unfortunately i've upgraded my pc to ubuntu 8.04 which broked my wine+cinema4d thing, so i've to set up a working enviroment on my windows partition (invested about 4 hours in wine+cinema4d: no success ) i'll look tomorrow.
next step is to implement teamcolors
next step is to implement teamcolors
Re: naval propulsion for heavy bodies
hmm would you like to redo your blender plugin? the level-feature (.. teamcolors) is very practical i would like it if it workskage wrote:ack. another day, another minute i wish i had to spend on redoing the blender pie plugin... errors aside, for the foreseeable future, the 3ds2pie exporter is going to be the way to go, and from everything i've seen, it's very robust in its own right.
so if you have time to do so, blender file and textures attached
here are some ingame screenshots, currently exported from blender to obj to pie (not the blender-pie plugin)
some tweaking and then it's finished i think
- Attachments
-
- propulsion.tar.gz
- model: blender->obj 3ds pie; texture: xcf->png
- (677.18 KiB) Downloaded 269 times
Re: naval propulsion for heavy bodies
looking good, but do they behave the same way a hover?
Re: naval propulsion for heavy bodies
thanks
@devs: is it possible to lower the body without make changes to the body pie-files?
no, ships cannot drive on landbut do they behave the same way a hover?
@devs: is it possible to lower the body without make changes to the body pie-files?
Re: naval propulsion for heavy bodies
You mean make it dip into the water? Yes, I was going to do that once I had a model to test it onelio wrote:thanks
@devs: is it possible to lower the body without make changes to the body pie-files?
The only thing I am afraid of, is that people will expect ripples in the water!
Re: naval propulsion for heavy bodies
shaders shaders hurrai hurrai
Re: naval propulsion for heavy bodies
looks neat.
the largest wz steam community http://steamcommunity.com/groups/wz2100 (all welcome to join help find matches find new relese and recruit new players)
- Rman Virgil
- Professional
- Posts: 3812
- Joined: 25 Sep 2006, 01:06
- Location: USA
Re: naval propulsion for heavy bodies
-------------------->
* I have a simple question which I believe relevant and in no way stupid.
* In what way(s) is this naval propulsion an advantage over using hover propulsion ?
* To my way of thinking hover can travel over land and water and carry the same munitions. For Naval Propulsion to be useful it has to have a clear advantage over hover. For example - this Naval Prop has more armor and can thus sustain more HPs than hover prop and that diff is quite noticeable in combat. Or this Naval prop comes a fair bit sooner on the Tech Tree than Hover Prop (which would bring to the fore the rationale for Heavy Body exclusivity) .... Stuff like that.
- Regards, Rman.
* I have a simple question which I believe relevant and in no way stupid.
* In what way(s) is this naval propulsion an advantage over using hover propulsion ?
* To my way of thinking hover can travel over land and water and carry the same munitions. For Naval Propulsion to be useful it has to have a clear advantage over hover. For example - this Naval Prop has more armor and can thus sustain more HPs than hover prop and that diff is quite noticeable in combat. Or this Naval prop comes a fair bit sooner on the Tech Tree than Hover Prop (which would bring to the fore the rationale for Heavy Body exclusivity) .... Stuff like that.
- Regards, Rman.
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Re: naval propulsion for heavy bodies
I would imagine naval propulsion would be like an armored battleship, slower than hover but with more overall power.
Re: naval propulsion for heavy bodies
Those are definitely relevant questions. I do not really have the answers, though I think it would be quite natural that naval units are quite heavy in armour and body points, and capable of transporting very heavy weaponry without much (or any) speed penalty.Rman Virgil wrote: * I have a simple question which I believe relevant and in no way stupid.
* In what way(s) is this naval propulsion an advantage over using hover propulsion ?
* To my way of thinking hover can travel over land and water and carry the same munitions. For Naval Propulsion to be useful it has to have a clear advantage over hover. For example - this Naval Prop has more armor and can thus sustain more HPs than hover prop and that diff is quite noticeable in combat. Or this Naval prop comes a fair bit sooner on the Tech Tree than Hover Prop (which would bring to the fore the rationale for Heavy Body exclusivity) .... Stuff like that.
Re: naval propulsion for heavy bodies
i think it will better use if boat are unit transport.
If we have naval unit, we must have naval building.
Naval repair center.
mortar boat. lol
If we have naval unit, we must have naval building.
Naval repair center.
mortar boat. lol
Re: naval propulsion for heavy bodies
I think the most obvious point that was missed is that naval units would be limited to water whereas hovercraft are amphibious. A factory would have to be built near (if not right next to) the water.Per wrote:Those are definitely relevant questions. I do not really have the answers, though I think it would be quite natural that naval units are quite heavy in armour and body points, and capable of transporting very heavy weaponry without much (or any) speed penalty.
Naval units must be field repaired or recycled since they can't go to repair facilities.
Naval units should incur a speed penalty by their very nature, this not taking into account their bodies or weapons. I suspect naval units would be hardy but slow.
Naval units can sit in water. Hovercraft would have to be changed so that they cannot sit in water, but can cross it (or fight on it). This important distinction would allow the naval units to have a role that is a little more mutually exclusive with the hovercraft role.
Re: naval propulsion for heavy bodies
this is the final (you know what final means xD, it's never final) model
i'll tweak it a bit to fit with the other bodies and with
could we leave this info _not_ hardcoded? and different values for each body.. because nexus heavy body fits nice, but python looks too high
-> but first i'm happy with lower everything quiet a bit
i'll tweak it a bit to fit with the other bodies and with
it'll look good i think@devs: is it possible to lower the body without make changes to the body pie-files?
could we leave this info _not_ hardcoded? and different values for each body.. because nexus heavy body fits nice, but python looks too high
-> but first i'm happy with lower everything quiet a bit
- Attachments
-
- prhnaval1.zip
- model: blender, pie texture: xcf, png
beware zip-bomb - (674.14 KiB) Downloaded 264 times