Soaring eagles
#1
Posted 25 August 2006 - 10:45 AM
Lockheed P-38 Lightning
Bell P-39 Airacobra
Curtiss P-40 Warhawk
North American P-51 Mustang (normals fix)
North American F-86 Sabre
Douglas AD-6 Skyraider
Boeing B-17 Flyingfortress
Boeing B-29 Superfortress
Convair B-36 Peacemaker
#3
Posted 25 August 2006 - 12:08 PM
World Domination Status: ▾2.7%
#4
Posted 25 August 2006 - 12:15 PM
Looks awesome tho!
#6
Posted 25 August 2006 - 05:19 PM
this is wrong topic but are you gonna make new explosions? or maybie a new nuke explosion
#8
Posted 26 August 2006 - 04:51 AM
I’m already using some edited explosions & also ones converted from TD & TS. As for the nuke tho I’m just using a larger version of the normal RA2 one.
wow, so its gonna be a pritty big plane dropping a pritty big bomb
#9
Posted 26 August 2006 - 08:02 PM
Very nicely done though, overall, especially on the B-36. It's just massively awesome.
Edited by Rattuskid, 27 August 2006 - 05:01 PM.
#10
Posted 26 August 2006 - 08:31 PM
You lot might be interested to know that I actually made the B-36 over a year ago & it’s gone though several makeovers too get it to that (still not 100% happy with it tho)
#11
Posted 28 August 2006 - 03:18 AM
#12
Posted 28 August 2006 - 08:31 AM
and thats only half ?
(good luck with the job BTW)
"I'm not retreating, I'm just fighting in another direction" (anonymous US corporal, Korea)
work is sacred...so don't go near it.
#13
Posted 28 August 2006 - 10:52 AM
And also, will you make the super looooong range P-51 some special ability to longer their maintaining time over enemy territory (like selfhealing) or simplly make it a good fighter?
hope it more than another common good fighter
#14
Posted 29 August 2006 - 12:12 PM
#15
Posted 30 August 2006 - 07:26 AM
The way the game views voxels (as far as I understand) is a medium to convert to 2d, not a medium to display as 3d model in an isometric game. That's to say it has very simply and non-dynamic ways of having positioning... it simply draws each flat 'layer' over another in preset orders.
For tanks, it goes turret-barrel-chassis when the cannons are facing anything more north than south, and barrel-turret-chassis for any facing more south then north. Play with the apoc pointing it's gun to the side, and you can clearly see the transition. I don't know about rocking-weapons or sinking ships though, so it may display some bits dynamically.
aircraft though, rely on the offsets, but here's the catch... the game views everything about voxels as converted sprites under normal conditions. So it really fucks up on the negative space. Now, you don't notice this when you have the nighthawk or even MMK2, because the bits are either perfectly centered laterally or well blocked by the bulk on the other side.
Mig's B-29, though, lacks these advantages so the farther propellers are told by the game engine that they are within the larger voxel's space, even though it's empty, where as the nearer ones are too, but they are taking centerstage, so they get drawn in front, while the other's get drawn behind. I don't know if this is determined by center or bounding box. I'd guess center since the p-38 is perfectly fine.
This is assuming my ponders are correct though, and the easiest method to check would be to make the plane 'body' into two sections; everything behind and everything in from of the propellers, cutting the fuselage apart and pasting it back together in HVA builder or whatnot. That might fix the issue, but would be a pain.
(I could give diagrams, but none of this explains the little rotating remap thing on the spyplane, unless everything but lateral non-centering works just like you'd expect it to)
Edited by Rattuskid, 30 August 2006 - 07:34 AM.
#16
Posted 30 August 2006 - 05:59 PM
#17
Posted 30 August 2006 - 07:25 PM
Actually, instead of ruining any good propellor animations, at least try my method first.
The blue and orange bits would be seperate sections, barely touching or overalapping via HVA builder placement.
The rotors all would be more 'forward' than the new blue sections center, so they would render infront of it when the unit is facing south, or behind it when north (AKA looking normal).
The orange section would always be more forward than the blades, blocking them out when facing south, and being draw under then when facing north.
It may just fix the issue for good.
(only difference would be the peacemaker, where the tail would be the detached section)
Edited by Rattuskid, 30 August 2006 - 07:29 PM.
#18
Posted 30 August 2006 - 07:52 PM
As for fixing the B-29 I forgot that I can just make all four props in one vxl & flip the whole thing 180o as long as their asymmetric.
PS: All of the B-36's props are displayed properly & doesn't need any fixing
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