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OWA

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Posts posted by OWA

  1. Say... that's just minor, but if I changed the keys prior to playing the tutorial, would the game pick up my settings and play the right sound files for my keys of choice, or would be keep telling me about the standard ones? Personally I find tutorials that don't account this rather annoying, which is why I'm asking.

    If you are seriously playing the tutorial then you probably would not have changed your keys. If you have you should know what key does what.

    This ^

  2. Wait what?

    Those same weapons were used in Renalert .9915. Back then, Renegade alert was dependent on renegade. Including UNLIMITED AMMO HELICOPTERS, limited ammunition weapons, and pistols for everyone.

    Not exactly.

     

    The same weapon models were used because they are from Renegade and we don't have most of our weapon models yet.

     

    However, they aren't balanced or are anything like the Renegade weapons in the presets, so they aren't technically the same weapons. They are only the same weapons visually. None of our stuff is dependent on Renegade's core build anymore. (Renalert wasn't dependent on Renegade either, but the level edit guy was too narrow-minded to change the values to RAlistic ones back then).

  3. I see that, you are going back to .9915 times with the weapons. (Just installed it)

    Wait what?

     

    The purchase terminal is beautiful in action. Though that one random GI is ... ear-rapey.

     

    I have to agree that the new cam angle is a little counterproductive. I might as well be in first-person.

     

    Speaking of which, is it possible to make it so you can free-aim in first person?

    The new camera needs to be tested in the next alpha build, so we'll get some tests in to see whether I did good or not.

     

    Free aim in first person would defeat the object of it.

     

    what random GI ?.....also love the video, and fango is the MAN !!!!

    He means the guy that blows up. The sound is really crappy quality, so when turned up loud it rapes the ears.

  4. Welcome to the blog guys. You may have noticed that I'm not writing these as often anymore; however, this enables us to show a lot more new stuff, instead of showing things that we've already shown you (if that makes sense).

     

    Anyway, onto the blog!

     

    <h3>G.I</h3>

    Our newest member, Fango, has put his skills to work swiftly and has produced this great G.I model, which is still a work in progress. Models like this ensure that Apocalypse rising's graphics will maintain a high quality. I'd even go as far to say that by the time we've got some infantry ingame, they'll be the best looking infantry on any w3d-based project. Just putting it out there. :D

     

    Anyway, take a look at this! Don't bother asking for the poly count on this one, because Fango is using a method of modelling which involves making a high poly model, then downgrading it to suit the engine.

     

    post-1484-1282346143.jpg

     

    <h3>Prototype Tutorial</h3>

    dtrngd had some time off, so he decided to look into making tutorials. With Wallywood's help, he has made a start on a prototype tutorial map. There's not much else I can say, so check the video out!

     

    <center><object width="480" height="385"><param name="movie" value="http://www.youtube.com/watch?v=XyC82Ck1Jj0?fs=1&hl=en_GB"></param><param'>http://www.youtube.com/watch?v=XyC82Ck1Jj0?fs=1&hl=en_GB"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=XyC82Ck1Jj0?fs=1&hl=en_GB" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object></center>

     

    <h3>Tesla Coil Update</h3>

    Guy with a wrench has been working on getting the Tesla Coil ingame and rigged. He's done a pretty damn good job as well, since he's been playing around with one of danpaul88's scripts that allows us to change the model and texture based on damage. This means that at half health, the Tesla Coil will appear to be bent slightly, with visiable damage on the texture. When the coil is destroyed, it'll explode and fall over, much to the amusement of the Allies. This has now been handed over to danpaul88, who will now attempt to get the coil into the main test builds and setup the Tesla Trooper charge logic.

     

    Here's an image of what the Tesla Coil looks like ingame.

     

    post-1484-1282434933.png

     

    <h3>Third Person Camera Position & Bunnyhop Nerf</h3>

    I've been having a play around with the third person camera, and have changed it so it now appears like this. I was hoping to do an "over-the-shoulder" style camera, but unfortunately, that's not possible in the engine.

     

    Check out the screenshot below for an idea of what it's going to be like. Also, if you have any different ideas about where the camwera should be positioned, post them!

     

    post-1484-1282435112.pngpost-1484-1282435354.png

     

    Also, danpaul88 has taken a look into how we should effectively kill bunnyhopping. The answer? Limit the jump height to a more realistic level. The default Renegade jump height is rediculous when you take into acount how high your character is actually jumping, so we've limited it to stop bunnyhoppping for good. You can still strafe quickly from side to side, but it's killed off the main problem, which was the hopping.

     

    <h3>Dreadnought :)</h3>

    danpaul88 was looking through some of the old test builds and found the Dreadnought sitting idly, so he decided to give the Allies a shock and play around with it. This monster is armed with two triple-barreled cannons (as seen in the concept art here), two massive missiles and a salvo of smaller missiles (as seen in the RA2 intro movie).

     

    post-1484-1282346154.jpgpost-1484-1282346166.jpg

    post-1484-1282346175.jpgpost-1484-1282346186.jpg

     

    It's nostalgic to see this monster back in game, since it's from a time where we were using the Renegade vehicles and such to do our testing. I think we've come on a lot since then.

     

    Our next test build it set to include more units to help with balancing, but we shan't be seeing this monster ingame for a while sadly. Fortunately though, we have some really epic plans for the Dreadnought, the Aircraft Carrier and the Naval Transports which will blow your minds. But I'll keep them til a later date. :)

     

    <h3>Team Messages</h3>

    I've been working a lot to get some money to get back to university with. I'm also off to my frined Scott's place because it's his birthday!

     

    cfehunter is back and working on the IFV

     

    dtrngd has been doing amazing things with the tutorial prototype.

     

    danpaul88 has been making a building capture script for oil derricks and other tech structures!

     

    Guy with a wrench has been working on some more civilian structures.

     

    The rest of the team is doing various things.

     

     

    <h3>OWA's Random Corner</h3>

    <center>

    Washing Machine Self-Destructs!

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    Bonus! Blasto the Hanar Spectre

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    </center>

     

    <h3>Til next time!</h3>

    Seeya!

  5. Another question: what about the Chrono Legionaires, super weapons, and of course battle labs? And when will the game be released to be played.

    All of those will feature in the game eventually.

     

    I don't want to say when we are gong to release because it puts pressure on my team to deliver. If something comes up and we are delayed, we'll get flak for it. So I am not yet ready to make the chance of estimation. I'll let you guys know nearer the release date however.

     

    Will there really never be a yuri? :D And what's the release data?

    We aren't including Yuri's Army. Yuri himself will make an appearance though.

     

    The release data is probably going to be a newspost in which we tell the public that we are releasing the game.

  6. Will the mobile fortress, seige chopper, gi gaurdians, or carriers and submarines be implemented?

     

    my suggestion for the mobile fortress would to make it like a small buildin on wheels, however the rear door would only open up to friendlies that press E(friendlies of the driver, so there has to be a driver), there would be small windows to shoot out from.

    Yes to all.

     

    The Battlefortress will be a vehicle with mannable turrets stuck onto it.

  7. Good blog and a "good job" to all the workers. Hopefully we will get weekly blogs again. :D

    Nice map Wallywood and congrantulations to your new sound job position.

     

    I have 2 questions:

    1. Is it possible to give the Conscript glowing eyes like here ?

    Will you give him glowing eyes if it is possible?

    2. Can you make a map in 3DS Max and then use this heightfield to edit/improve the map in LE? Is it wise to this?

     

    If it is easy to make maps with this heightfield then I will give it a try.

    1. Yes! and probably!

    2. Unfortunately, we can't do this because it is impossible to convert meshes to heightfield terrain.

     

    I knew it would be impossible. Anyway, can users create their own base templates to share with others?

     

    If you are feeling really adventurous, we'll be providing the building pack in 3ds max, so you can make your own base templates if you wish. The possibilities are endless!

  8. Hey guys and welcome to a big media blargout! I've been getting slack these past few weeks, but here's a mega-update for all of you who crave AR knowledge.

     

    So here you go!

     

    <h3>Tesla Coil</h3>

    Guy with a wrench has been texturing the Tesla Coil! He's currently appying some sweet surface effects to the metallic parts, so expect this to look great when it's finished!

     

    As for what's going to happen with Tesla Troopers, I'll leave that for another time.

     

    post-1484-1279639788.jpg

     

    <h3>Conscript & FPS Hands</h3>

    I've been working to get the Conscript finished so that we acually have some ingame infantry! Not much to say here other than I've finished unwrapping him and I'm using Mudbox to paint the texture and normal map.

     

    Check out these new images!

     

    post-1484-1279639525.pngpost-1484-1279639545.png

     

    Guy with a wrench has been texturing the Soviet Arms, with great success so far! These will be used for the Conscript, Technician and Flak Trooper! Good news for ChAoS who will be able to start rigging some weapons!

     

    post-1484-1279640561.jpgpost-1484-1279640516.jpg

     

    <h3>Soviet War Factory Elevator</h3>

    dtrngd rigged up the Soviet War Factory to work in all it's glory. Now the motherland's vehicle-producing machine is working how it should. Bringing all requisitioned tanks up to the battlefield from it's cavernous innards via a giant cargo lift.

     

    Behold! The power of the motherland!

     

    <center><object width="480" height="385"><param name="movie" value="

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    <h3>Hair Brained Mapping Scheme</h3>

    I have recently been lookking into completely changing the way we make C&C maps, or at least provide an alternative to you, the community members, who want to make maps but don't want to learn 3ds Max.

     

    The key to this is heightfield. For those of you that don't know, Heightfield is a map editing tool that allows you to make terrain within Level Edit; very similar to UDK's terrain tool and other similar engines. You can raise and lower terrain, paint up to 10 textures (as opposed to max's limited texture count per w3d mesh) and even cut holes for basements/caves and the like.

     

    SpecialTerrainIngame-1.jpg

    Fig 1. Test map made using Heightfield and 4 textures.

     

    We are planning to adopt an unreal engine-like mentality of building up assets and cataloguing them within Level Edit, so that you guys out in the community can build maps and decorate them with ease. This will include (but is not limited to) objects such as rocks, trees, buildings and general decoration objects.

     

    DSAPO.png

    Fig 2. Example of Asset Grouping for usage in mapping.

     

    But what about buildings? Well, that's quite simple. We'll supply a few base templates for you to use within level edit, so you can setup bases really easily. However, you'll need to cut out the holes in the terrain (for the basements) using heightfield, which is easy.

     

    If you are feeling really adventurous, we'll be providing the building pack in 3ds max, so you can make your own base templates if you wish. The possibilities are endless!

     

    Just to put this in perspective for you, Wallywood recently had a go at making a map using heightfield, and after two days, this is what he came up with:

     

    post-1484-1279644567.png

    Fig 3. Wallywood's snow map.

     

    With this, we can provider the community with an easier way of mapping, so that more fan maps can be made, so please leave your thoughts, ideas and questions.

     

    <h3>Team Messages</h3>

    I've been busy working the odd day but I'm finding time to keep up with AR :D

     

    cfehunter has been unwrapping the IFV, but there hasn;t been that much progress recently.

     

    dtrngd is working on the soviet radar tower.

     

    danpaul88 has just coded up a new "lite" launcher for people to use with AR and APB.

     

    Guy with a wrench is working on finishing off the Tesla Coil and the first set of first person arms for AR.

     

    Poggel is looking into fixing up the Personal flak cannon.

     

    Ric is unwrapping the nighthawk.

     

    ChAoS is waiting for the arms to be completed so that he can get rigging.

     

    We give a warm welcome to Wallywood, who recently joined the team as a sound guy!

     

    The rest of the team has been lurking around.

     

    <h3>Random video</h3>

    <center>

    Bas Rutten Street Defence!

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    And a Bonus! Fracture Grizzly!

    <object width="480" height="385"><param name="movie" value="

    name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="
    type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

    </center>

     

    <h3>Bye</h3>

    More will come comrades. Time will tell.

  9. I have some more questions (im a lttle anoing today :D )

     

    1. Does allied have an attilery unit, because if its gonna be exactly the same as in yuris revenge, soviet have 2 attilery units and allied 0

    2. When naval will be introduced to RA2 AR, is there gonna be a map with 2 islands without bridges?

    3. Will the Cronominer store less ore (500 credits) than the war miner (900 credits)?

    1. Other than the Prisn Tank, no. Use Rocketeers and Harriers to dislodge soviet artillery.

    2. Release Candidate 2. I'd like to do a map liek that if possible, because Naval Transports are going to be awesome.

    3. Chrono Miner currently carries 500 and the War Miner carries 1000. The economy is surprisingly balanced right now.

     

    The prism tank will be an allied artillery. but it is not available in the first release. Of course, if it comes to it, some canceled units will be utilized. (Howitizer)

     

     

    It was like that in RA2, it will likely be like that in AR. Becuase then the allies would get an advantage (Faster ore mining than the soviets)

    I'm a developer. I'll answer the questions.

  10. Some may have been answered but...

     

    1. Will the Kirov have unlimited bombs?

     

    2. If not, where will it reload at?

     

    3. Do you have a estimated price for the Kirov?

     

    4. Will it be strong enough to single handedly kill buildings with ease or be toned down?

     

    That is all.

    1. Yes

     

    2. Nowhere, it has infinite bombs.

     

    3. 2000 Credits

     

    4. Probably toned down a little bit, but still a juggernaut of a unit to deal with.

  11. In RA2, the AI did ignore school buses and the like. Then again, the RA2 1.006 AI had a few things that were "HERP DERP" about it. I can remember the AI ignoring terrorists...and me setting up barracks with waypoints leading to their base...

     

    YR was a different story. They fixed the AI ignoring those things (and also broke the smart auto-deploy logic used by GIs...)

     

    Will we see some classic modes get implemented?

    IE MegaWealth and Meat Grinder?

     

    MegaWealth = Maps with no refinery/ore, you have to capture and hold Oil Derricks for $$$. (perhaps make Derricks invulnerable so it doesn't decay into mindless stalemate when one team gets pissy and blows up all the Derricks)

    Meat Grinder = Low tech level maps with country specials.

     

    Speaking of Oil Derricks, got any special explosions planned for those?

    Fair enough; I was thinking of Yuri's Revenge then.

     

    Meat Grinder mode is essentially the first release xD

     

    Megawealth is also an idea that I've been toying with. Not only could you have oil derricks, but also special crates that have a higher percentage of giving money to your team.

     

    Oil Derricks are going to go boom in a a big way.

  12. Any enhancements that are combat type? Such as school bus can be driven by anyone, not just mind controlled. To refresh your memory, the school bus in RA2 transported 6 troops. BUT, it did so without getting fired upon by enemy defences, basicly, it had spy logic.

    The Bus will be in some maps. I don't think it did the spy thing in RA2, but it did it in Tiberian Sun.

     

    I have a few questions:

     

    1: Will a Harrier be able to shoot down a Kirov or siege chopper (that is airborn)?

    2: Will a prism tank only be effeciteve versus buildings and infantry and not other vehicles?

    3: If you're not the driver of the battle fortress, can u use your own weapons than?

    4: Does a prism tank still have the star effect when the prism beam hits the grond?

    1. Yes

    2. We haven't balanced the Prism Tank yet.

    3. Yes

    4. Yes

     

    Will there be destroyable and repairable bridges in the next release? If so, will there be a bridge repair hut in which there is a "fusebox" you can repair or destroy, or will you haft to fire on the bridge itself?

    There's going to be bridge huts.

  13. Can we get a list of game modes that will go in?

    C&C mode.

    Team Deathmatch.

    Hunt the Mirage Tank.

    Assault.

     

    These game-modes are currently planned.

     

    Will there be any BHP original music included?

    Yes.

     

    Also, how will you allow only one player to have tanya? There are a few ways. 1 is to vote for a commander. The commander gets to have tanya, and has other features. Another way is to have only 1 player at a time, although this could create some fights.

    We're not doing commanders, but we'll figure it out when we get round to including Tanya.

  14. First of all, the tanks were mentioned on a previous post. The original models would look bad in a FPS enviroment. Second of all, OF COURSE IT'S INCOMPLETE. IT'S AN ALPHA VERSION.

    Wait what? Our models are 100% based on RA2 artwork. The Rhino is based off of the RA2 installer image whilst the Grizzly tank is based off of the RA2 voxel.

     

    We'll probably be changing the Rhino tank to fit the RA2 voxel in the future.

     

    Please refrain from answering questions directed at the development team.

  15. Question, Will the soviets have a variation of the spy? It seems wrong to have a powerful commando but no chrono ivan. Perhaps it could be called a sabotuer? It will have the make-up kit, but he will also have a knife that does not inform the players of the kill and has a bomb pack that explodes when his heart rate reaches zero (In other words, when he dies).

     

    Also I think a list of what the spy does should be done. For example:

     

    War factory: All vehicles start with veteracy

     

    Barracks: all infantry start with veteracy

     

    Battle lab: Player gets additional technology

     

    Power plant: power goes offline for some time

     

    Radar/airforce command: Radar goes off line for some time. Also allows you to see number of enemy units are in the field.

     

    Con yard: Interesting, I will haft to think about this one.

     

    Refinery/silo: You steal credits contained in refinery/silo

     

    Super weapon: count resets

     

    Naval shipyard: Navy starts as veteran

     

     

     

     

     

    Also suggestion for game mode: Tech revolution. There are no countries, as all units for your side are available. So you can snipe a desolator rush while a grand cannon fires at tesla tanks. And if you do implement game modes, how will you balance unholy alliance and nuke war?

    Soviets don't get spies.

     

    The spy's abilities sound about right.

     

    Some game modes like the one you described are going in, but others that aren't feasible (unholy alliance) won't be included.

  16. Chevy787: Welcome to Blog 180 of our fabulous mod, Apocalypse Rising for Renegade's w3d engine. In this blog, we'll flip your you the other way (straight towards communism). Well at any rate, 180 is half a circle, and it so happens that it is only half a circle because someone liked the number. So, I hope you like the blargh as much as your like the base 60 system or Ptolemy.

    The consumer market has left me in despair

    I'll be starting off a bit random for the better good of my full intentions

    There is a point in life where some say humans are no longer humans as in the sense where they bond together. At some point, they simply become consumers and fuel the market. I'd like to take this time to say that we go over this rules by installing an order of Communism within ourselves. So trust us, we are still part human.

     

    post-2255-1275557299.jpg

    I'll show you now just how old the evil of markets are.

     

    Calendars

    post-2255-1275557355.jpg

    Free candy at the end of the month!. No, just more marking evil

    Now, stop stuffing thinking about what costume you want to wear and take a look at the calendar. Looks normal, right? EXACTLY, maybe a bit too normal. I will explain this through the use of square units.

    We can see it as so: 7 units horizontal (for each day) and 5 vertical (for weeks rows), but there is also space to place the month and days of week which bring the 5 vertical to 7. 7 by 7. Yes, a calendar was designed to take the form of the perfect box to make the marketing thereof easier. Looks, the pope has been planning this for hundred of years.

     

    post-2255-1275557412.jpg

     

    "How bout we put pictures of half-naked women on it?", The Pope, as you can tell, was quite the foreseeing man.

     

     

    Fret not on the BHP forums though.

     

    Apocalypse Rising is free. Even if you aren't gonna play it, you should still love us for not tricking you and stealing your money...

    post-2255-1275557447.jpg

    or else we'll spin your neck 180 degrees.

    <a href="

    http://httppng" target="_blank"></a>

    Alpha 9 is out for Testers

    So Alpha 9 went live a couple of days ago and the new testers are getting acclimatised to their new habitat. To celebrate the release of this new alpha, WallyWood made a video and OWa added some music. Enjoy!

     

    <center><object width="480" height="385"><param name="movie" value="

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    The Return of Cfehunter: New IFV

    Yes, we've captured ourself our old cfehunter :D. He's been working on this fancy piece of machinery for us.

     

    post-2255-1275557833.png

    Up for a game of red and blue chess?

     

    Conscript again

    We've been battling about his gas mask, and this is what we (OWA has) have for now. Expect mutiple variants of gas masks for release.

    post-2255-1275558278.pngpost-2255-1275558285.png

    post-2255-1275558293.png

    This also gives the Soviets a cool factor, a factor that may just win a fashion battle.

     

    The Spy Plane Control Room

     

    post-2255-1275558416.png

    "Table, chair and all objects on the table were made by Poggel, everything else by me :p"-dt

    The player will be able to use the high-tech spy planes from here. I don't believe we've agreed on a method of implementing them, but they will be implemented.

     

    Terror Drone Control Room

    post-2255-1275558432.pngpost-2255-1275558482.png

    "It uses the same terminals and server as the War Factory (because well, it's supposed to be the same) but the room is actually different + smaller!"-dt

    The player will be able to sit down and control terror drones from here, nifty right?

     

    Eye Candy

    We'll finish the eyecandy reel with this awesome video that danpaul has recorded.

    <center>

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    </center>

    Pretty, is it not?

     

    Team Messages

    Chevy787, unwrapping

     

    danpaul88 got older and has slammed out the new build for new testers.

     

    OWA has been procrastinating and finishing the Conscript up.

     

    Cfehunter is as elusive as ever

     

    Poggel has been pimping the Rocketeer

     

    dtrngd has been doing stuff as always.

     

    Guy with a spanner is unwrapping the Allied Night Hawk

     

    rm5248 has finished the Service Depot. :)

     

    The rest of the team is rejoicing over getting 700 moddb watchers.

     

     

    The Random Corner

    Quote of the time in between blogs periods:

    rm5248: "we are not Duke Nukem Forever."

    Video of the today:

    <center>

    <object width="480" height="385"><param name="movie" value="http://www.youtube.com/watch?v=WGoi1MSGu64&hl=en_GB&fs=1&color1=0x3a3a3a&color2=0x999999"></param><param'>http://www.youtube.com/watch?v=WGoi1MSGu64&hl=en_GB&fs=1&color1=0x3a3a3a&color2=0x999999"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=WGoi1MSGu64&hl=en_GB&fs=1&color1=0x3a3a3a&color2=0x999999" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

    </center>

     

     

    End...

    KITTENS!

     

    post-2255-1275558518.jpg

  17. Hey guys. I’m back! (Just like rumble features on a PS3 controller). I've been away doing various pieces of coursework that I can link to you guys in this blog if you're interested.

    Many thanks to Chevy787 and dtrngd who have taken up the slack whilst I've been away; expect to see more blogs from them in the future :3

     

    Anyway, you want content and I’m here to deliver. Cool story; at the time of writing this section, this blog is being written on a train from Peterborough to Birmingham New Street, since I’ve been to visit a friend and I now have a laptop! AR goes mobile! :D

     

    I am a king of procrastination, so lets get to the content while we're still young.

     

    <h3>Conscript Updates</h3>

    The conscript is well underway now and, frankly, he needs no more introduction. Currently he's sitting pretty at about 4595 polygons. I've posed him a little differently to how I used to pose infantry that I made. This new pose is known as the “A” pose as opposed to the old “T” pose. It’s a bit of an experiment really, since I don't believe that anyone has tried rigging a w3d in the “A” pose before.

    “But what are the advantages?”, I hear you say. Well, for one thing, the “A” pose is a lot more natural than the “T” pose, so the model starts out looking, overall, a lot more human. This also helps with the character is rigged, because you can essentially get more natural looking movements. When this guy gets rigged, we'll find out whether it has paid off or not.

    I'm also thinking of re-working the gas mask shown in the image below, so any suggestions/images would be very welcome.

     

    post-1484-1273185374.pngpost-1484-1273185443.png

     

    <h3>Rocketeer Jetpack Update</h3>

    Poggel has been modelling up the Rocketeer's jetpack and has posted a few updates since last week's blog. Some simple colouring has been done on the second image, but nothing final yet.

     

    post-1484-1273188211.pngpost-1484-1273188226.png

     

    <h3>Soviet Service Depot</h3>

    rm5248 has been working on the Soviet Service Depot. The model is getting very near final, but it will require some accuracy-to-RA2 moderation (which will probably be carried out by dtrngd).

     

    post-1484-1273190929.pngpost-1484-1273190940.png

     

    <h3>Team Messages</h3>

    I've been travelling around a bit. I won a Yu-Gi-Oh pre-release tournament in Peterborough which I was chuffed about.

    cfehunter has disappeared, I haven't seen him in ages.

    dtrngd took the reins whilst I was away and did a pretty good job. Cheers!

    danpaul88 has a birthday on Sunday. Wish him well for then :)

    rm5248 has been busy with school.

    The rest of the team is gearing up for a productive summer!

     

    <h3>OWA's Random Corner</h3>

    Wallywood and a few other have been producing a machinima for APB. It's looking great so far, so stay tuned for the videos to come!

     

    <center><object width="640" height="385"><param name="movie" value="

    name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="
    type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object></center>

     

    <h3>Finish</h3>

    Congratulations you beat the lap record!

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