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OWA

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  1. Hey guys, welcome to this week's blog.

     

    We've been pretty busy and have some new content for you!

     

    <h3>Nighthawk Transport Model</h3>

    Guy with a wrench has modelled us a new Nighthawk transport. the old one was a bit inaccurate compared to any references we had. He's gone away and modelled an SH-3 Seaking and adapted the blade setup and a few other things which made the Nighthawk unique. Now it's nearly ready for texturing! There are just a few final model checks to do. :)

     

    The Nighthawk is armed with a front-mounted machine gun for self defence, but it cannot win the war for you. To be able to use the Nighthawk effectively, your team must coordinate it's infantry ranks to board the helicopter for air-based attacks. The Nighthawk can hold five infantry, so there is plenty of room for nasty surprises.

     

    post-1484-1271000615.jpg

     

    <h3>Rocketeer's Flechette Launcher</h3>

    poggel has been working on redesigning the Rocketeer's weapon ready for when it's rigged up. The rocketeer uses a Flechette Launcher that is effective against infantry and not bad vs light vehicles. More details on how the weapon will be utilised will come soon.

     

    post-1484-1271001580.png

     

    <h3>Website Updates</h3>

    I recently spoke with Soviet_Deso and he sent me the high quality faction logo's that he did a while ago. They can now be seen on the website and I'll be updating my signature to include them shortly!

     

    We are also working on downgrading the quality for use in the game. dtrngd just got the allied logo ingame and it's looking great. I should have some pictures next week, but for now here's the logos to remind you of what they look like.

     

    post-1484-1271000571.pngpost-1484-1271000588.png

     

    <h3>Team Messages</h3>

    I've been working to get my coursework finished along with TerrorTowers. Much Monstar has been consumed.

     

    cfehunter has gone home for easter.

     

    dtrngd is off to a party today. He's also been working on the Chrono Miner and a few other bits and pieces behind the scenes.

     

    danpaul88 is overseas!

     

    rm5348 is refining the Soviet Service Depot.

     

    Occult13 is looking to make/get some dust emitters.

     

    cuddling helped us out with a rippling flag for the allied barracks :D

     

    The rest of the team is working towards the masterplan.

     

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

    Moments With Heavy: Heavy Goes Bowling!

     

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    <h3>Coursework</h3>

    FFFFFFFFFFFFFFUUUUU!!!!

  2. Use the TT33 to shoot whoever gave you this idea.

     

    To elaborate on that point with some serious, the whole concept of weekly blogs is to keep stuff going at a steady pace, projects that have a layer too many of seperation from the userbase tend to slow in their progress. It's rather odd really, as if delay between updates was directly proportional to speed of progress...

    I guess I'll have to shoot myself then. :D

  3. Heya guys, welcome to this week's blog!

     

    <h3>Tokarev TT Textured!</h3>

    Soviet troops that cannot handle combat weaponry, due to carrying other heavier equipment, are assigned with a Tokarev TT as standard. This allows the commie's engineers and technicians the ability fight back when under fire from enemy threats.

     

    Guy with a wrench has textured Poggel's model and I think the results are really good so far. There are just a few bits and pieces to fix on the texture before it is ready for rigging. :)

     

    post-2093-1271023772.jpg

     

    <h3>Soviet Service Depot</h3>

    Has your Rhino Tank been ravaged? Siege Chopper looking smashed? Apocalypse Tank looking like it's been through one too many wars? Then get down to your local Service Depot, where our engineers will fix up your vehicles for a price that benefits everyone!

     

    rm5248 has been working on this model and it's starting to take shape really nicely. There are a few accuracy issues to fix up to make the model 100% true to RA2's shp, but once those are fixed up and a basic interior is added, we should be well on our way to getting this structure in-game!

     

    post-2093-1271023596.png

     

    The service depot has no weakpoint, but it does house a purchase terminal and a repair node.

     

    <h3>Game Update Format</h3>

    As you guys can probably tell, we've been down on content this past few weeks due to educational commitments as well as the release of a lot of popular games this past few months (Bad Company 2, Final Fantasy XIII, Bioshock 2, to name a few). This has led me to have a think about our PR strategy.

     

    Because I can't really get away with posting nothing and the blogs are getting later and later every week, I'd like to put an idea to you all.

     

    Should we change to doing fortnightly or monthly mega-blogs instead of smaller weekly offerings?

     

    Post what you think, because I'm eager to read your opinions.

     

    <h3>Team Messages</h3>

    I've been busy with a UDK mod that I'm working on for university. It involves killing time travelling wolves in power armour with a G3 :D

     

    cfehunter has been busy with university, but he is still alive!

     

    dtrngd has been working on the Chrono Miner!

     

    danpaul88 has been given the strings I was working on.

     

    Guy with a wrench has been getting the Tokarev TT ready for the riggers.

     

    rm5248 is continuing work on the Service Depot.

     

    Poggel is working on the Rocketeer's Flechette Launcher.

     

    Occult is on a school trip!

     

    The rest of the team has been gearing up for another meeting this weekend.

     

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

    Chatroulette piano improv! The video was taken down, so BUILD A TURTLE FENCE INSTEAD!

     

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

    name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="
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    <h3>This is it for now...</h3>

    ...but don't worry, we'll be back soon.

  4. Hey guys. I'm late again with this one. But enjoy the content I have lined up.

     

    <h3>Guardian GI IFV</h3>

    dtrngd has been working on the Guardin GI's IFV turret. When you purchase a Guardian GI and use him with an IFV, it makes for a powerful anti-tank and anti-air weapon. Adjustments will be made to the turret to allow the barrels to pivot up and down for good anti-air capabilities.

     

    Take a look at the new turret, sitting to the left of the normal rocket IFV!

     

    post-2093-1271023185.pngpost-2093-1271022844.png

    Rocket maaaaaan!

     

    <h3>Staff Meeting</h3>

    We had a meeting 10 days ago to discuss what everyone was doing. We've had these conferences before, but these are now taking a more structured form. We sorted some key issues out regarding what you can find below.

     

    Take it away dt!

    Date/Time: 6th March, 9pm UTC/GMT

     

    Output:

    • Soviet Service Depot model finishing by rm5248 was moved over to April.
    • Eggman is fixing the thumb on the fps hands. From there OWA will create the sleeveless and gloves variants, so proper rigging can begin!
    • Weapon rigging plans will be modified at the next meeting, as ChAoS does not have that much experience yet. Someone please join him to form the weapon rigging squad.
    • The Soviet Walls will be done soon and rigged for next version, according to Occult13.
    • Please upload the Rocketeer with its current jetpack and guns for Poggel. Poggel will use the concept art reference to correct/remodel the guns. In TPS: weapon doesnt appear, it's part of the character model.
    • OWA will finish the character base mesh soon, using that all infantry can be modelled nicely. A guideline will be needed for it! Also someone must team up with OWA for character modeling, he won't be able to do them all alone in time.
    • Guywithawrench's next texture assignment will be the Tokarev TT-33, as seen in the March projects!
    • GI MP5K is still at Chevy (unwrapping process) but if someone has more time, take it from him ASAP and texture it! (Chevy has very little time to work, that's why)
    • Sandbags setup: invisible vehicle-collision ramp leading up to the top of the sandbags, making a deployed G.I. squishable (starting deeper underground to fit slopes better), but it will still have problems. Can the script check terrain steepness and not allow deployment if it's too steep? (this would avoid floating sandbags too)
    • Rocketeer MUST be kicked from vehicles upon entering them! With a Host Message you can't drive vehicles while being a Rocketeer or something. (script). He also needs a cooldown timer for turning the jetpack on/off, so he can't abuse the fall-down speed to then turn it back on before hitting the ground and not die from the falling.

     

    <h3>War Miner In-Game & Working</h3>

    dtrngd has gotten the Soviet War Miner ingame now. This vehicle is the soviet's harvesting unit. Before we had it ingame as a prop to test the textures, but now it is rigged and drivable! The finished version will even have animations for mining ore and dumping it off at the refinery. This is a pretty big unit, so it has been scaled up to be bigger than the Rhino Tank. dtrngd is now working on getting the Chrono Miner ready for unwrapping.

     

    Take a look at the screenie below for a peek at what will be ingame.

     

    post-2093-1271022548.png

    The texture will probably change a bit before release.

    <h3>Team Messages</h3>

    I'm bogged down with university work.

     

    cfehunter is too.

     

    dtrngd is back!

     

    danpaul88 has been sucked into Final Fantasy XIII

     

    Chronojam and Venompawz got married! Congratulations to you both!

     

    rm5248 is making adjustments to the Soviet Service depot.

     

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

    How is babby formed?

     

    <center><object width="480" height="385"><param name="movie" value="http://www.youtube.com/watch?v=w_RaPOOVX1Y&hl=en_GB&fs=1&color1=0x3a3a3a&color2=0x999999"></param><param'>http://www.youtube.com/watch?v=w_RaPOOVX1Y&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=w_RaPOOVX1Y&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>

     

    <h3>Until...</h3>

    ...next time.

  5. Hahah, it really does look like a HB turret, maybe you should model the actual barrel off something not the same calibre as a tank cannon? Heh.

    Just remember how much damage Gun IFV's did to vehicles and buildings in RA2.

     

    as many people said, the IFV's MG turret looks great, but from that screenshot the IFV's MG barrel is a little too short, try extending it if you can. oh and i believe the base character models had Mesh Smooth applied, so there were lines.but if it wasn't applied, where did the lines come from? btw, the lines on the blue base character models made them look like spiderman's costume lol

    The mesh smooth modifier does not make lines magically appear on the model. What the Mesh smooth modifier does do, is add a buttload more polygons to make everything look smoother.

     

    I used a custom material to display the polygon structure and mesh flow. What you see in the render is what I have modelled by hand without the use of any modifiers (other than symmetry).

  6. Hey guys, it's time for the blog. This one is really late, but I've been off form for a week or two, not to mention having nothing really to show.

     

    Anyway, here we go.

     

    <h3>IFV Gun Turret</h3>

    I've been working on the new machine-gun IFV turret. When you use a GI or Conscript with an IFV, this is what you'll get. It's not based on the original voxel art, because we thought that the weird dome turret didn't look right when brought into an FPS environment. So, with a bit of inspiration from military sources, I have designed this new turret which, I feel, fits the general allied aesthetic.

     

    See what you guys think anyway.

     

    post-2093-1271023250.png

     

    <h3>Base Character Updates</h3>

    I've been continuing work on the base character mk. 2. I'm working to get the arms and legs finished up for next week. From this base, I can create all of the new infantry :)

     

    Here's some progress!

     

    post-2093-1271022406.png

     

    <h3>Strings</h3>

    I've also been working on getting the strings sorted out. jonwil has coded up a nice new strings editor that is much better than the one that's built in to level edit. With this I can search for strings as well as other neat tricks.

     

    As an example, here are the strings for the weapons in RC1 :D

     

    post-2093-1271023759.png

     

    <h3>Team Messages</h3>

    I've been really busy with various things concerning university and finding houses.

     

    cfehunter has been busy with his course.

     

    dtrngd has scheduled a meeting.

     

    danpaul88 has been tweaking the G.I's deploy script.

     

    Guy with a wrench is away.

     

    The rest of the team is gearing up for a meeting later today.

     

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

    Magikarp use a splash attack!

     

    <center><object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=i5-2fkHbCkY&hl=en_GB&fs=1&"></param><param'>http://www.youtube.com/watch?v=i5-2fkHbCkY&hl=en_GB&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=i5-2fkHbCkY&hl=en_GB&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center>

     

    <h3>Ummm...</h3>

    Yeah, hopefully next week, we won't be as late.

  7. I would like it much more if the GI and SEAL firing sounds were the same as the sounds used in RA2.

    We tried putting them in, but I personally felt that they didn't sound good at all when transferred. I had to chop up the GI and SEAL sounds because they only came in a "burst fire" sound clip which didn't work as well as I'd hoped. Hopefully we'll be able to use the RA2 sound for the G.I's Minimi Para (unless it's already been put in; I can't tell because this computer has no sound...).

     

    Also, I am indeed away for the weekend, but I couldn't resist checking the forums to see what's happening :p

  8. It's not really RA2-lism that's the problem, but more of unit identification at long ranges. However, we're not like Valve where we focus on making every little element of gameplay as perfect as possible. I'll shut up now because the debate is already over.

    The desert/urban/forest/snow camos for each faction's units are slightly different, making identification slightly easier.

  9. Heya guys. This one is late due to a lack of content, but Guy with a wrench saved the day just recently!

     

    Have fun reading.

     

    <h3>Prism Tower</h3>

    Guy with a wrench has finished texturing the allied Prism Tower! Using a mix of his textures and TheBeerinator's, he's made a texture which fits nicely into the style we're going for. The tower's mirrors will need some shader effects applied and then all should be well.

     

    Take a look!

     

    prismtower-1.jpgprismtower2-1.jpg

    Einstein would be proud.

     

    <h3>Technician IFV</h3>

    dtrngd has modelled up a prototype model for the Technician IFV. This IFV will only repair buildings. This is the result of combining either faction's technician with the IFV.

     

    ifv_technician1-1.pngifv_technician2-1.png

    Tools on Wheels.

     

    <h3>Characters</h3>

    I've been working on a new character base mesh that will form a base for new infantry. The topology on the old model wasn't brilliant, so I'm having a go at reproducing a more anatomically correct base model.

     

    This is also university work, so I'll get marked on it in the end :D

     

    Basemesh1-1.png

     

    <h3>Team Messages</h3>

    I'm working on a lot of things right now. University work is encroaching.

     

    cfehunter has lots of work.

     

    dtrngd has been doing some stuff with the Allied Power Plant.

     

    danpaul88 has made a test map.

     

    C&CFPS.com are recruiting! Head over there if you are interested in joining their community team.

     

    The rest of the team has been chillin'

     

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

    KITTEN MITTENS!

     

    <center><object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=vCaTpFwcC9o&hl=en_GB&fs=1&"></param><param'>http://www.youtube.com/watch?v=vCaTpFwcC9o&hl=en_GB&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=vCaTpFwcC9o&hl=en_GB&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center>

     

    <h3>Fin~</h3>

    Well played chaps.

     

     

     

    <h3>danpaul88's ninja edit</h3>

    You want a video? Fine, have one then;

    <center>

    W-pXzWFTkSQ

    </center>

    That's what happens when you forget to turn the AI off on all the vehicle spawners for the test map! Now stop complaining about lack of videos!

  10. Welcome to this week's blog. This is much later than usual, but I have a valid excuse. It was my birthday on friday meaning I've been really busy with friends and stuff up til yesterday really. I had a really awesome time and people who've got me on facebook can see a few of the pictures.

     

    Here's some updates!

     

    <h3>Main Menu</h3>

    dtrngd has been working hard on AR's main menu. It's basically a reproduction of the RA2 menu, but with a few changes to make it fit in to AR. Once it's done, it should look awesome!

     

    dtrngd based the AR menu on TheKGBspy's RA2 Vengeance version, then added his own flair to it, turning it into something awesome. Take a look!

     

    RA2MenuAR-1.jpg

     

    We are in need of graphics for various menus and stuff, since the RA2 menu graphics are starting to look a bit tired these days and we need things such as win banners, help menus and menu backgrounds. So if there are any good photoshoppers out there, send me and dtrngd a pm!

     

    <h3>Harrier Ingame</h3>

    dtrngd has rigged up the Harrier and has begun testing it ingame. This is properly exciting because we've got our first flying vehicle ingame. We're still deciding it's payload, but we're interested on what you guys think.

     

    Have some screenies!

     

    harrieringame1-1.pngharrieringame2-1.png

    Model by DannyCon

    Texture by Guywithawrench

     

    <h3>Repair IFV</h3>

    dtrngd has also been modelling the Repair variant of the IFV. He's been a busy guy! If you stick an engineer in the IFV you can switch to this mode. It repairs buildings and vehicles. Technicians get a separate IFV mode which just repairs buildings.

     

    Take a look at the awesomeclaw below!

     

    ifv_repair_n1-1.pngifv_repair_n2-1.png

     

    <h3>Team Messages</h3>

    I'm now 20. But I'm still a big kid.

     

    cfehunter is still older than me though.

     

    dtrngd is a menu marauder.

     

    danpaul88 is hanging around the secret place presenting ideas for Ivan's dynamite.

     

    rm5248 modelled a service depot, but it needs refining.

     

    The rest of the team is lurking, ready to pounce.

     

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

    Take a digger, a pond, some skis and a rope. This video is the result.

     

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    <h3>This is the end...</h3>

    ...but only the beginning.

  11. Wait what? We spent hours discussing this before and decided the grenade launcher idea was the best fit...

     

    Since when do they need a driver to be elite? AI units have always been able to become elite.

    A better solution has been found.

     

    I haven't been paying attention ingame :x

  12. Question time!

     

    1. How will Spy Sattlites work?

    2. Will Rocketeers be allowed on roofs?

    3. Do rocketteers do splash?

    4. Can AI War Miners go elite?

    5. Can Battle Fortresses Crush walls?

    6. I want Exploding Nuke Reactors!! :)

    7. If a Tanya was in my base :) and Put C4 on the Major Weakpoint, will I be able to use the AR equivlent of the Golden Wrench and Remove her C4 at a repair terminal? If yes, the the tanya has to guard all repair termanils :)

    8. VIDEOS NEXT BLOG PLX!!! :)

     

     

    I want AR now :D

     

    EDIT ^ ^ ^WTF!?!?!^ ^ ^

    1. I have an idea, but I don't want to say anything just yet.

    2. Yeah

    3. We're changing the ammo type of the Rocketeer so that his projectiles no longer explode.

    4. They need a driver in to become elite, but we may be able to get round it.

    5. Hopefully yes.

    6. Cool, we'll try and get them in.

    7. You need to go to the C4 to disarm it.

    8. If we have anything to put in a video, sure.

  13. And what about tech? ARCC is a higher tech building so on lower-tech maps (with Factories of course) allies won't have it, and won't be able to re-wire Drones. :D

    Robot Tanks and Terror Drones aren't mirrored units. The tech levels will stay the same.

     

    Whether it will be balanced or not is up to us to find out.

  14. Sweet!!

     

    ok Next Question: There was a misson in UR (idk the Misson Number, it was after the Tropical Island Campaign) Where you had to go to the moon and destroy Yuri's Space Command Center. In that Misson you got Cosmonauts and I believe moon rovers. Can there be a map in AR where it takes place on the moon and the adjective for the Allies and Soviets is to destroy each other's Space Center and each faction will have the same equipment as in the misson?

     

    Thanks in advance.

    You didn't get rovers, but cosmonauts are going to be in AR.

     

    Allies never had a moon mission, so we'll need to select their moon tech carefully.

  15. Welcome to this week's blog. We've not got much this time. But I'll see what I can find.

     

    <h3>Website Updates</h3>

    Over the course of the next month or two I'm going to start updating the website with some new content relevant to AR. This has started with the inclusion of a new website banner.

     

    I shall be adding in unit and structure profiles along with new information about AR that you won't get anywhere else. Look for this in the coming months.

     

    Site-1.png

     

    <h3>Conscript Update</h3>

    I've been continuing modelling work on the conscript. I've now decided the selectable variants that we'll be using in AR.

     

    You'll be able to pick from 3 different models. One without any headgear at all, one with a classic-style gas mask (as scene in the RA2 and it's FMV's) and finally a more modern gas masked version. Below is an image of the more modern gas mask on the conscript.

     

    modernmask-1.png

     

    <h3>Breakdancing</h3>

    We were doing some ingame testing the other day and I got killed whilst in the soviet base. Just as I died, BigCheese256 took this screenshot. It looks a bit like my GI is breakdancing, so I thought I'd share this funny with you guys.

     

    lolfail-1.jpg

    Lolwut!?

     

    <h3>Engineers and Terror Drones</h3>

    To put it bluntly, we want to know if you want engineers to have the ability to re-wire dead robot tanks and terror drones if they are left inactive on the field.

     

    Since we want engineers to play a bigger role on the battlefield, I've come up with the idea of allowing engineers to use their pliers to re-wire robotic units so they can be remotely controlled by the opposite team. This means you'll be able to effectively steal robot tanks and terror drones if they become inactive on the field.

     

    Tell us what you think about this.

     

    <h3>Team Messages</h3>

    I'm going away this weekend, but I should be back on sunday.

     

    cfehunter is bogged down with coursework.

     

    So is danpaul88.

     

    dtrngd has resumed work on the IFV.

     

    Guy with a wrench has nearly finished the texture on the FN Minimi Para

     

    The rest of the team has been posting in secret places.

     

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

    Chewbacca is trapped!

     

    <center><object width="425" height="344"><param name="movie" value="

    name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="
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    <h3>Alrighty</h3>

    I'll see you guys next week. Hopefully I'll have a bit more to show.

  16. The Skull cloud? The Sucide Ivan? That would be a nice addition :D

     

    Now here are some of my unanswered questions:

    Q: Will the Psychic Sensor be included in AR? If so, how will it function?

    Q: If Ivan sneaks behind an Allied Soldier, can there a sequence where he grabs the soldier and slits his throat?

    Q: Will there be a map where the Soviets and Allies have to defend themselves from dinosaurs?

    1. It'll be included in AR. We're not sure how it'll work yet though.

     

    2. We're going to rig the knife as a normal weapon, so no fancy sequences.

     

    3. Possibly. I have dinosaurs planned at least.

  17. Erm.. So... Is the kirov gonna have 2000HP? If so, then it will be seriously OPed :v

    The w3d engine works with health values and armour types.

     

    The health values determines how much physical health a unit has and the armour type determines what weapons will do the most (or least) damage vs that unit.

     

    This way, you could have a terror drone that is invincible to cannon-type weapons, heals from tesla weapons, but is really weak against prism beams.

     

    It's a really nice system for doing armour types if you ask me. If you want to know more, take a look at Renegade/APB's armor.ini

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