Galaxy at War: General Discussion
#61
Posted 16 August 2007 - 04:38 PM
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#62
Posted 17 August 2007 - 01:45 PM
Mmmm k... and we can be glad that so many assets are already finished, before modding has officially begun. Normally it would take a lot longer since none of the models or skins is ready when the mod is started.
if you guys are gonna try to make this realistic even though it isnt cuz its star wars...comon...when you blow up a Republic space cruiser or CIS one...i think where the laser went thru is the point the cruiser snaps...so basically if the laser hits the middle then the cruiser snaps in the middle lotsa debris things falling explosions followed by a HUGE explosion after a few 30 seconds...maybe this is to much buut atleast make it look good at the death of a cruiser....i like explosions.
Edited by Murderdevil, 17 August 2007 - 01:50 PM.
"In the game of Chess never let you oppenent see your pieces" - Zapp Brannigan
#63
Posted 17 August 2007 - 01:56 PM
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#64
Posted 18 August 2007 - 05:45 PM
and by area damage to ground units...lets say the cruiser fell on your mass horde of hover tanks which you keeep saying oh yeah ima win then they all go boom...and will you add the eeeeeeooooooooo or the explosions for a few seconds on the space ship and then
Edited by Murderdevil, 18 August 2007 - 05:52 PM.
"In the game of Chess never let you oppenent see your pieces" - Zapp Brannigan
#65
Posted 18 August 2007 - 05:54 PM
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#66
Posted 18 August 2007 - 06:50 PM
Murderdevil: We can add a small amount of damage when things like LAAT's crashing to the ground and destroying a couple units.
Nothing like huge ships though. Would make the game way too random and not RTS enough.
#67
Posted 19 August 2007 - 09:45 PM
No no you dont understand....Lets say you can control Space cruisers on land battles...sorta like the mothership in SC2 or CnC 3...And then it blows up..Thats what im talking about..Thats a good idea (DLOTS) we'll definitely implement that.
Murderdevil: We can add a small amount of damage when things like LAAT's crashing to the ground and destroying a couple units.
Nothing like huge ships though. Would make the game way too random and not RTS enough.
"In the game of Chess never let you oppenent see your pieces" - Zapp Brannigan
#69
Posted 20 August 2007 - 03:13 PM
Hey i have a question off-topic...ITs August 20th now but the World in conflict demo isnt out on gamershell or anywhere...does anyone know the time for release?Oh, of course we'll be having big things like that blow up. And maybe we'll add some damage to surrounding units when they blow up, but it'll be small.
Don't worry, we'll make sure things blow up realistically.
"In the game of Chess never let you oppenent see your pieces" - Zapp Brannigan
#70
Posted 20 August 2007 - 03:49 PM
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#71
Posted 21 August 2007 - 05:18 PM
"In the game of Chess never let you oppenent see your pieces" - Zapp Brannigan
#73
Posted 21 August 2007 - 11:28 PM
Eh?Great.
I really need to figure out if units in CNC3 have normal maps too or not.
"In the game of Chess never let you oppenent see your pieces" - Zapp Brannigan
#74
Posted 21 August 2007 - 11:48 PM
I was saying great to you figuring out the World in Conflict demo thing...
Normal maps are something that go along with textures, and 'fake' extra polies. It's why graphics have started to look so good now, in both FPS's and RTS's.
Ever noticed why things are shiny now? Why they look 'bumpy' or really 3d? That's because of normal maps. BFME II was the first game in the CNC Generals version of the SAGE engine series of games to use normal maps. CNC3 takes it further by including normal maps for almost everything.
I'm not sure if CNC3 uses normal maps for units though. The more normal maps you include, the more lag....its like doubling the textures size if you add a normal map.
Hope that wasn't too hard to follow
#75
Posted 22 August 2007 - 09:29 PM
No No it was quite...Quite..Uhh Easy..*Cough* Gonna go invent Microsoft Word Translator *cough*...No seriously it was easy the way u put it now well...i think CnC 3 is good graphs why do u worry so much..i mean its alot better than most RTS out there...Cept WiC, U CANNOT BEAT WICSorry, that was probably a bit confusing...
I was saying great to you figuring out the World in Conflict demo thing...
Normal maps are something that go along with textures, and 'fake' extra polies. It's why graphics have started to look so good now, in both FPS's and RTS's.
Ever noticed why things are shiny now? Why they look 'bumpy' or really 3d? That's because of normal maps. BFME II was the first game in the CNC Generals version of the SAGE engine series of games to use normal maps. CNC3 takes it further by including normal maps for almost everything.
I'm not sure if CNC3 uses normal maps for units though. The more normal maps you include, the more lag....its like doubling the textures size if you add a normal map.
Hope that wasn't too hard to follow
Edit: OH AND HALO WARS
Edited by Murderdevil, 22 August 2007 - 09:30 PM.
"In the game of Chess never let you oppenent see your pieces" - Zapp Brannigan
#76
Posted 23 August 2007 - 01:03 AM
Do you have any ideas on how to keep Jedi as powerful as they are yet keep it so they aren't overpowered and invincible?
I don't want Jedi to die quickly, but they need to have some weakness that the CIS can exploit...
Well, I guess that is what the MagnaGuards are for, but they might not be a good enough counter.
#77
Posted 23 August 2007 - 02:05 AM
Well...Take a example from BFME 2 .....It takes Dozens of shots from the arrows of orcs and others and yet they still have the health to fight and take em out...and yet its quite easy to finish em...and i dont think they could be over powered because even if...they could still be taken on by other jedi....Like Aragorn for example hes no pushover to kill and neither are the Ring WraithsSorry, its a bit much for people who don't really do a lot of modeling/3ds max work.
Do you have any ideas on how to keep Jedi as powerful as they are yet keep it so they aren't overpowered and invincible?
I don't want Jedi to die quickly, but they need to have some weakness that the CIS can exploit...
Well, I guess that is what the MagnaGuards are for, but they might not be a good enough counter.
"In the game of Chess never let you oppenent see your pieces" - Zapp Brannigan
#79
Posted 23 August 2007 - 09:15 PM
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#80
Posted 23 August 2007 - 10:17 PM
I mean that we no longer just have to make ideas. It is possible to try them out ingame, it is just going to take time.
I just mean that there is a way to start up ingame work.
I'm already trying to figure out how to export Grievous and his animations so they can be ingame (which will take me a while).
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