Author Topic: Total Annihilation mod  (Read 2775 times)

0 Members and 1 Guest are viewing this topic.

Offline Krackers87

  • 158 crew
  • 29
Total Annihilation mod
if any of you read the other TA topic in the general discussion about this, I finished the Orca i was working on

with 4 lods that work!!! (i've had bad luck with lod's)

www.hades-combine.com/mods/ships/dl/CAFOrca.zip

with a new sound and 2 weapons!!!!

Super L337!!!1

i might even make some shine maps for it.

Also i thought about doing a TA Mod with a campaign and all but it sounded like a bit much with all the stuff  do noiw so i decided to release the units as i make them so anyone else who wants to make a campaign with them can.
Put this in your profile if you know someone who is fighting, has survived, or has died from an awp no scope.

just like seventies goofballs
he's waiting on last calls
well listen method man
'cause if you leave on the last line
don't leave on the ground kind
born just a little too slow

 

Offline Krackers87

  • 158 crew
  • 29


heres what it sorta looks like. The 4 diamond thingsarent there anymore because when i tried to reduce its already low amount of polys by de-triangulating it, the face somehow got messed up so it paints textures on it funny. I decided to use a metal texture that would make it less noticeable.
Put this in your profile if you know someone who is fighting, has survived, or has died from an awp no scope.

just like seventies goofballs
he's waiting on last calls
well listen method man
'cause if you leave on the last line
don't leave on the ground kind
born just a little too slow

 

Offline Unknown Target

  • Get off my lawn!
  • 212
  • Push.Pull?
srry, but that is so low poly, it's not even funny :D

 

Offline Krackers87

  • 158 crew
  • 29
99 polys for the main hull part

Because i ported it from TA.

Think of it as your dollar Store Unit.
Not all that good looking but plenty useful and you can have lots.
Put this in your profile if you know someone who is fighting, has survived, or has died from an awp no scope.

just like seventies goofballs
he's waiting on last calls
well listen method man
'cause if you leave on the last line
don't leave on the ground kind
born just a little too slow

 

Offline Knight Templar

  • Stealth
  • 212
  • I'm a magic man, I've got magic hands.
Quote
Originally posted by Unknown Target
srry, but that is so low poly, it's not even funny :D
Copyright ©1976, 2003, KT Enterprises. All rights reserved

"I don't want to get laid right now. I want to get drunk."- Mars

Too Long, Didn't Read

 
Re: Total Annihilation mod
Quote
Originally posted by Krackers87
if any of you read the other TA topic in the general discussion about this, I finished the Orca i was working on

with 4 lods that work!!! (i've had bad luck with lod's)

www.hades-combine.com/mods/ships/dl/CAFOrca.zip

with a new sound and 2 weapons!!!!

Super L337!!!1

i might even make some shine maps for it.

Also i thought about doing a TA Mod with a campaign and all but it sounded like a bit much with all the stuff  do noiw so i decided to release the units as i make them so anyone else who wants to make a campaign with them can.


I love that Idea but how about a space setting? I could help out with space ship consepts I rock at those, I also know alot about weapons Tables, and can make weapons one the spot in like 1/2  an hour, and have it balenced out with the right look and everything. I would love to help out seeming as I have played all the TA games, and seen/used all the units in it.
The Ancients a old and proud reace, one that is not all alone, and I am not one of them, but I am Nouben.

 

Offline TopAce

  • Stalwart contributor
  • 212
  • FREDder, FSWiki editor, and tester
Quote
Originally posted by Krackers87
99 polys for the main hull part
....


Is it triangulated? I guess not. Do it, that's a good method of increasing the polynumber :p

Otherwise, don't be interested in anyone here saying: Low poly number. They are all excepting all models to consist of half a million polygon, and they call it average. And in addition, their eyes jump out from their place when they test it in game, wondering why is the framerate one per hour.
My community contributions - Get my campaigns from here.

I already announced my retirement twice, yet here I am. If I bring up that topic again, don't believe a word.

 

Offline Krackers87

  • 158 crew
  • 29
well most of the TA stuff is round 50 - 100 pollys
Put this in your profile if you know someone who is fighting, has survived, or has died from an awp no scope.

just like seventies goofballs
he's waiting on last calls
well listen method man
'cause if you leave on the last line
don't leave on the ground kind
born just a little too slow

 

Offline Unknown Target

  • Get off my lawn!
  • 212
  • Push.Pull?
99 polygons is just WAY TOO LOW. Even before the FS engine was upgraded, that was considered too low. Add some random bumps, or add  some texture detail using polygons, just do SOMETHING.

 

Offline Krackers87

  • 158 crew
  • 29
what is it gonna crash if it gets too low?

chill...
Put this in your profile if you know someone who is fighting, has survived, or has died from an awp no scope.

just like seventies goofballs
he's waiting on last calls
well listen method man
'cause if you leave on the last line
don't leave on the ground kind
born just a little too slow

 

Offline Woolie Wool

  • 211
  • Fire main batteries
Quote
Originally posted by Krackers87
what is it gonna crash if it gets too low?

chill...


No, it will look uglier than Yasir Arafat's ass.
16:46   Quanto   ****, a mosquito somehow managed to bite the side of my palm
16:46   Quanto   it itches like hell
16:46   Woolie   !8ball does Quanto have malaria
16:46   BotenAnna   Woolie: The outlook is good.
16:47   Quanto   D:

"did they use anesthetic when they removed your sense of humor or did you have to weep and struggle like a tiny baby"
--General Battuta

 

Offline Dr.Zer0

  • Got Knossos?
  • 27
    • http://www.3dap.com/hlp/hosted/knossos/
heres a better idea, y not import freespace models over to TA insted of importing from TA, that way I could enjoy 2 great games at once :D
Calvin (Calvin & Hobbes):
My powerful brain in unraveling the myseries of the universe.
------------------
Its all fun and games until you hit the ground
------------------
Visit my site if you play TFC and hate the way it is
custom-tfc.co.uk
[/i]

 

Offline Unknown Target

  • Get off my lawn!
  • 212
  • Push.Pull?
lol, well, FS2 is gonna look l ike an old Atari game with those low-poly models :p

 

Offline TopAce

  • Stalwart contributor
  • 212
  • FREDder, FSWiki editor, and tester
Quote
Originally posted by Unknown Target
99 polygons is just WAY TOO LOW. Even before the FS engine was upgraded, .....


How do you mean 'FS engine upgrade'? Is that engine the original FS2 engine or the FS2_open engine?

Low poly has two advantages: no LODing is needed, and the performance is far better in the case several of those ships preset at a given time at once.
My community contributions - Get my campaigns from here.

I already announced my retirement twice, yet here I am. If I bring up that topic again, don't believe a word.

 

Offline Solatar

  • 211
Quote
Originally posted by TopAce


How do you mean 'FS engine upgrade'? Is that engine the original FS2 engine or the FS2_open engine?

Low poly has two advantages: no LODing is needed, and the performance is far better in the case several of those ships preset at a given time at once.


Yes but it also has a few disadvantages, mainly low poly models look like ****.:rolleyes:

Krackers, although I like the layout of that ship, I'd adivse doing it over with a few more polys.

 

Offline Flipside

  • əp!sd!l£
  • 212
Personally, I'd say the main problem isn't polys, it's textures. A low poly model CAN work, if the textures are ok. I've never played TA, so I don't know how these were presented in-game, but I think the model could be improved if someone used some artistic license on the textures :)

Flipside :)

 

Offline TopAce

  • Stalwart contributor
  • 212
  • FREDder, FSWiki editor, and tester
Converting an RTS model to a space simulation has the disadvantage that the RTS models are optimized to don't chop the game when twenty-thirty are on the screen. In a space sim, performace would not be a problem, only increasing the polys. Are they triangulated? That is the only was to increase the poly number that doesn't do any work on the looking of the ship ;)As a result, poly number is increased :D.
My community contributions - Get my campaigns from here.

I already announced my retirement twice, yet here I am. If I bring up that topic again, don't believe a word.

  

Offline Flipside

  • əp!sd!l£
  • 212
Well, there is the Subdivide function in lightwave, which divides all the polygons in two, and then a simple smooth function would round of some of the harder edges?
I had a feeling TA was a RTS, you don't get all that close to the models in RTS as well, which explains the lores textures :)

Flipside :)

 

Offline Krackers87

  • 158 crew
  • 29
Quote
Originally posted by Unknown Target
lol, well, FS2 is gonna look l ike an old Atari game with those low-poly models :p


HELL NO!!!

why dont you try it?

first id have to lower the pollys of all the ships to under 150 then write cobbler scripts then make sevral different tables all of which i have no clue how to do. Then theres 10 other programs i have to send these things through AND id have to reduce all the textures down to about as big as a quarter. TA cant handle texture maps like the ones used in the hercules 2.

And triangulating is wothless unless there is a problem! it doesent even make it look better.
Put this in your profile if you know someone who is fighting, has survived, or has died from an awp no scope.

just like seventies goofballs
he's waiting on last calls
well listen method man
'cause if you leave on the last line
don't leave on the ground kind
born just a little too slow

 

Offline Krackers87

  • 158 crew
  • 29
Freedom fighter coming soon!!!
Put this in your profile if you know someone who is fighting, has survived, or has died from an awp no scope.

just like seventies goofballs
he's waiting on last calls
well listen method man
'cause if you leave on the last line
don't leave on the ground kind
born just a little too slow