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What garrison units, BTW? I've seen some people in the StPDT list entitled "writers"; possible, they have a clue. I need't especialy detailed explanations, just a unit list with (it's good while not required) short suggestions on their general outlook ("15 m length heavy tank with two turrets and something missile-launcing" would be nice)
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duh well maybe start with a colonization unit? and simple garrison units? but i dont have a clue about how they look like
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Originally posted by Rasbelin
There's no ignorance, Targon. Replies don't always come within the first minutes or hours after the thread was posted.
The thing I suspect to recieve is something like "light tank, heavy tank, IFV, MRLS, APC, naval carrier, .... .... .... "
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There's no ignorance, Targon. Replies don't always come within the first minutes or hours after the thread was posted.
1. No comments. Someone else who knows that better could suggest something.
2. PNG images. This has been decided previously as stated a few months ago.
3. Hmm... I don't have any answer to this one.
4. This is solemly up to the graphics team.
5. I guess it's agreed then, unless someone has something better to propose on that one.
6. That would give a better idea the models, IMO. BTW, the version numbering goes like this:
alpha versions ... Alpha 1-x
beta versions ... 0.1-0.x
stable versions ... 1.x-1.x
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Does this ignorance mean that StP currently requires no unit models?
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List of units required
Originally posted by Jeremy Buloch
No they aren't they are helping you practice.
Well I guess they are kinda useless to the project.
Do some game graphics of units.
-J.B.-
So I, among other StPDT artists (anybody home?), need several things to know. Not a lot of things, though.
1) How moving parts of the units must be handled (distinct tri-mesh chunks in the only .3ds, different .3ds etc)
2) Texture format (.png, .tga or any other loseless. Or possible lossy?)
3) Texture palletes? How units of different factions will be "colored" (specific texture index, rectangular patch with faction logo somewhere etc.)
4) Texture size (256x256, 512x512 etc).
5) Texture mapping: UV is the best, but some parts may require more simplistic view; also, texture mapping for multipart units (single atlas or multiple)
6) Some prototype animation (not for 0.0.1-alpha version, of course, but start thinking about this)
And, last but not least, what units must be created ASAP for game consistency (may be not especialy fancy, like placeholders for the future fore broad range of units).Tags: None
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