tank design and layout idea

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elio
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Re: tank design and layout idea

Post by elio »

ok, what about:
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elio
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Re: tank design and layout idea

Post by elio »

other perspective
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theotherhiveking
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Re: tank design and layout idea

Post by theotherhiveking »

elio wrote:other perspective

Looks awesome to me, i would not hesitate to make this the standard look for all tanks.
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whippersnapper
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Re: tank design and layout idea

Post by whippersnapper »

elio wrote:ok, what about:
An elegant solution all around me thinks.. I too would enjoy deploying these beasts...

- Cheers, whipper :cool:
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theotherhiveking
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Re: tank design and layout idea

Post by theotherhiveking »

After reading the rest of the thread again i have a few questions for you.

//shaders

1: Does the engine support normaps?
2: Does the engine support envmaps?
3:Does the engine support Specularity maps?

//Textures

1: what is the standard texture size? for bodies and weapons?

//Models and animations.

1: Are you aiming for max performance or for max eyecandy?( insane poly saving vs smooth-bevels or hardcore poly limitations vs use all you want to make it look right (2k+ per body + traction , for example(around 4k for a fully equiped heavy tank)).

2: Support of animated wheels (weapons can rotate so i can guess the answer)..

Thanks for your time.
EvilGuru
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Re: tank design and layout idea

Post by EvilGuru »

I do not have time to answer fully, but:

Yes, we can add specularity/gloss maps quite easily. Bump (dot3-normal) maps can be added, but it will require a lot more work. It may or may not require shaders, depending on how we choose to implement it.

Standard texture size varies, but 256x256 is a good starting point. Important to point out, however, this this has to include all of the various team colours (8 in total) for the model. This may change in the future (team colours done automatically by blending).

We are currently changing model formats (see: Per with regards to,) from PIE to WZM. WZM will support a lot of these required features, but work in other areas (save game formats) is currently taking priority.

Regards, Freddie.
elio
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Re: tank design and layout idea

Post by elio »

We need to implement connectors/mount points on weapons. so that our weapons which are mounted on top of that cannon follow the rotation.
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Buginator
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Re: tank design and layout idea

Post by Buginator »

elio wrote:We need to implement connectors/mount points on weapons. so that our weapons which are mounted on top of that cannon follow the rotation.
What about size limitations for the weapons though? Should we have a flag or something saying what the max 'size' it can handle?
and it ends here.
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Zarel
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Re: tank design and layout idea

Post by Zarel »

I think weight is enough of a measure.
elio
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Re: tank design and layout idea

Post by elio »

no, i mean this:
the rotation of the big one affects the rotation of the small one
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Buginator
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Re: tank design and layout idea

Post by Buginator »

Zarel wrote:I think weight is enough of a measure.
I dunno, just because something is bigger, don't meant it has to weigh more.

I am just trying to avoid the issues we had before, with the really big turrets sticking through other turrets (or the body of the unit itself).
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Per
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Re: tank design and layout idea

Post by Per »

elio wrote:ok, what about:
Looks very good, except I think one turret on top of another is enough. Also, there is no problem with rotation as long as the extra turret on top is placed at the exact center of the lower turret.
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Zarel
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Re: tank design and layout idea

Post by Zarel »

Buginator wrote:I dunno, just because something is bigger, don't meant it has to weigh more.

I am just trying to avoid the issues we had before, with the really big turrets sticking through other turrets (or the body of the unit itself).
Well, I think it does to some extent. I mean, no one's going to make a weapon out of helium, and no one's going to make a weapon out of neutronium. There's no need to overcomplicate the game by adding a size measure in addition to a weight measure.
elio
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Re: tank design and layout idea

Post by elio »

Per wrote:
Looks very good, except I think one turret on top of another is enough. Also, there is no problem with rotation as long as the extra turret on top is placed at the exact center of the lower turret.
yes, but that's exactly what i'm aiming for. but well.. perhaps it's too complicated to implement
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Ravin
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Re: tank design and layout idea

Post by Ravin »

I think the heavy bodies like Pythons, Tigers, ect. Should be allowed to have most two weapons on them, the Tiger being the prime example, however, you should have a limit on the front turret movement. The tiger has top part, then dip then straight, then another dip, showing the perfect spot for a second weapon. Python has a nice opening which people can "look" out of, but i think a weapon barrel with only forward range firing would be nice, allowing the front turret to turn freely, but allowing the body to be forced to turn if it was trying to get a second shot off. This would also show the Upgrade, Figuring th Python would have very limited second gun movement, the Tiger would have a V shaped second gun range, then the other bodies with a 260 turn, Nexus body? then the Dragon you could stack two weapons side by side.

Just a thought. You could add that in z new research as "Complex Computer Targeting" for Weapon system, with the Icon as a crate.