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Re: Propulsion models
Posted: 14 Apr 2010, 20:07
by Olrox
Hey, no problem really. If you take my first posts, for instance, you'll see that they are much worse than this
You're absolutely fine. I've just thought that you would want me to help with the model because usually I do help anyone that wants me to help - but I must be sure that the idea is worth it.
I really like the idea of having upgraded versions of the propulsions, perhaps you could think a bit about more of those (like upgraded wheels, half-tracks, hover and VTOL)? Maybe we can have some nice results that could very well fit ideas for a fourth tech level. There are people who would have use for that, certainly.
About the trangulation, yes, the most relevant count is the triangle count, so probably you'll want to work based only on triangular faces.
Don't be too fussy about your posts - they're fine
No problem about their length, it is no problem.
~Olrox
Re: Propulsion models
Posted: 27 Jun 2010, 03:33
by nighthawk
Personally i like your first version, with the armor on the front. it adds an air of inspiration basically saying "WE WILL NOT GO BACK! WE WILL ALWAYS GO FORWARDS!" i think at least make a version of it for the wackos like me ;^)
and here are some of my propulsion ideas:
viewtopic.php?f=5&t=4680
Re: Propulsion models
Posted: 26 Dec 2010, 20:05
by zamaszysty
Just a question ... Is this project of new vehicle looks dead, or is it just going slowly ?
I must tell that this is SO great looking, that i would be glad to get some ewaven if i would have to add every part separately one by one to the game. And remembering about some performance discussions here on forums ill ask about one thing:
Do You have high - med and - low polygon versions of those that could be used ? This way it all could be added to the game with an option in settings menu for every player to select "High/med/low" model geometry settings. That would solve any performance issues if players could just select how detailed those should be for them

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Re: Propulsion models
Posted: 12 Jan 2011, 02:16
by Olrox
zamaszysty wrote:Just a question ... Is this project of new vehicle looks dead, or is it just going slowly ?
I must tell that this is SO great looking, that i would be glad to get some ewaven if i would have to add every part separately one by one to the game. And remembering about some performance discussions here on forums ill ask about one thing:
Do You have high - med and - low polygon versions of those that could be used ? This way it all could be added to the game with an option in settings menu for every player to select "High/med/low" model geometry settings. That would solve any performance issues if players could just select how detailed those should be for them

.
Hey,
It was probably maybe discarded, but I gave full permission for the current developers of AR (Art Revolution) to use it (even though I think I've lost parts of it). Hell, I've remembered now, I've released the small tracks model (along with viper body and a HPV cannon turret) for
everyone to
fully and
freely use it, I'll give a link shortly.
But I'm not into any projects alone right now. If I'm gonna get back into action, it'll surely be to help with AR.
Anyway, I'm glad that you like it! If you want the small tracks model, you can find them in this post as a pack:
viewtopic.php?f=33&t=4448#p45677. It is not ready for in-game addition, however: you'll need to have it converted and finished in order to use them in-game.
This topic is dead, but the ideas and inspiration are hopefully still alive, and that would surely fulfill my ambitions of messing with the way at least some artists interact with Warzone. A small ripple in the lake was probably what little I've made, but hopefully it reached people who could produce true waves. My pending dream is still to make those waves add to each other and make a true tsunami, however
Regards,
~Olrox
Re: Propulsion models
Posted: 12 Jan 2011, 08:35
by NEXUS
Looking good Olrox...this is great work.