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Media v.106, New weapons models
d0dger
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*Bastille* said:
Yay! great to see these on cars, Thanks for getting these in Sam, AWESOME TINK!( I know I have pained you in this process, only 6 months, short time really after all :rolleyes:)

Colours of these mounts and rust and stuff has been a concern of mine, and one of the reasons Im really glad to see these on cars and in the Evan environment. Im not sure if multiple weapon skins is possible, a slight tone down on the brightness should be enough to blend them into most vehicle models. For those bright and pretty models out there.. ya just gunna have to make your models dirty and brown, what can I say this is the Pocky clipse!  :cyclops:



Yes but my gang got their start in the deathsports where easily recognizable brightly colored vehicles was a good thing and they've yet to lose that lingering sense of showmanship.
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Posted Nov 26, 2011, 4:21 am
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looks like some of the guns already aren't rusty:

http://i198.photobucket.com/albums/aa248/anomaly1k/Darkwind/screenshot_22-14-12-2.png

http://i198.photobucket.com/albums/aa248/anomaly1k/Darkwind/screenshot_22-006-25-1.png
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Posted Nov 26, 2011, 4:25 am
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LOVE the new weapons treatment! Kudos to all involved!
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Posted Nov 26, 2011, 6:19 am
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JeeTeeOh said:
LOVE the new weapons treatment! Kudos to all involved!


I sure would like to hope this is the first step to randomizing NPC car builds!
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Posted Nov 26, 2011, 7:45 am
Blaer
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Quote:

I sure would like to hope this is the first step to randomizing NPC car builds!

that would be most agreeable
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Posted Nov 26, 2011, 7:57 am
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If anyone has the urge I would me more then happy to send them the templates :)
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Posted Nov 26, 2011, 11:32 am
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the higher aim should also have the firing lines moved up. now when our firing lines are pointing into the ground we fire over the ground, a tad misleading
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Posted Nov 28, 2011, 8:39 am
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Just want to say LOVE the new guns and the work going into improving this game. Cant wait to see what comes next :cyclops:
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Posted Nov 28, 2011, 8:49 am
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while im loving the new los and graphics i did happen to notice one thing. on a landy a mmg mounted front(left side of car) it happens to not poke out far enough. looks like its half covered by the bumper... just thought you would like to know sam....other than that its a nice addition to LOS and overall looks!!!
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Posted Nov 28, 2011, 9:30 am
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Awesome upgrade! Very nice. Thanks to everyone who worked on this.
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Posted Nov 28, 2011, 8:32 pm
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Mad Mike said:
the higher aim should also have the firing lines moved up. now when our firing lines are pointing into the ground we fire over the ground, a tad misleading


I think the main problem here is that the new gun models weren't centred on the Z axis.. should be fixable
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Posted Nov 28, 2011, 9:13 pm
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In the dts exporter I used the "align with the bottom of the box" (and manually moving the box up or down), which was needed to get them all to align right at the same vertical position to the cars so all the weapons would look right siting on a hood for example.

hope that helps
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Posted Nov 28, 2011, 10:35 pm
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i was always thinking how the guns would look better over the hoods, now that they do they look much better...

id love to see individual graphics per gun, the car cannon and anti tank gun looking huge on the top of the vehicle.... but that can wait another day, baby steps baby steps
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Posted Nov 29, 2011, 3:03 am
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*Tinker* said:
In the dts exporter I used the "align with the bottom of the box" (and manually moving the box up or down), which was needed to get them all to align right at the same vertical position to the cars so all the weapons would look right siting on a hood for example.

hope that helps



Ah ok, all re-positioning needs to be done with the mount points defined in the car models, not within the gun models themselves.. I'll need to move their pivot point in 3dsmax so it aligns with their barrels..

You used Blender or something didn't you?

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Posted Nov 29, 2011, 8:44 am
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*sam* said:
Ah ok, all re-positioning needs to be done with the mount points defined in the car models, not within the gun models themselves.. I'll need to move their pivot point in 3dsmax so it aligns with their barrels..

You used Blender or something didn't you?



I used Cheetah 3d on mac to create and UV map them and exported to 3ds, then used SketchUp to re-export them again to 3ds (to fix some bug), then max 9 to export to dts.
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Posted Nov 29, 2011, 9:31 am
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Blaer said:
Quote:

I sure would like to hope this is the first step to randomizing NPC car builds!

that would be most agreeable


MMMMM.... Randomized builds.... that would be a treat...

Provided 1 thing... that the game didn't cheat with them.

Example.... Ever been chased by a Mantis for a while ? (aka reloading both driver and gunner on the fly, far more reloads than we could ever throw in etc.)
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Posted Nov 29, 2011, 2:30 pm
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The AI needs all the help it can get ... if it cheats i would rather say it is an attempted advantage, the AI needs every advantage over us that can be put in, its not like we are losing gangers daily is it !!
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Posted Nov 29, 2011, 3:28 pm Last edited Nov 29, 2011, 3:28 pm by *Grograt*
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I agree on both points... the AI can cheat a little but the engine + weapons + crew shouldn't exceed the allowed bulk of the car.
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Posted Nov 29, 2011, 4:28 pm
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Better they cheat on reloads and bulk than ganger skill and accuarcy boosts, those things break it more than anything.

I remember certain turn based games were 40-60% "to hit" meant one two things...

To the Player - You'll probaobly miss
To the AI - I will proboably hit... With a 50% chance of critical hit, ya foo'!
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Posted Nov 29, 2011, 5:27 pm Last edited Nov 29, 2011, 5:30 pm by FireFly
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So if we were to exit a event and let the AI take over fighting, they wouldnt suddenly get reloads where there wasn't any would they?
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Posted Nov 29, 2011, 5:44 pm
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