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  1. 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. <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! 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! <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=" 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>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. 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. 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: 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 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! <object width="480" height="385"><param name="movie" value="http://www.youtube.com/watch?v=D3K-mrlYG7Y&hl=en_GB&fs=1?color1=0x3a3a3a&color2=0x999999"></param><param'>http://www.youtube.com/watch?v=D3K-mrlYG7Y&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=D3K-mrlYG7Y&hl=en_GB&fs=1?color1=0x3a3a3a&color2=0x999999" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object> 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.
  2. Harriers are too fast to be hit that easily.
  3. 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. I'm a developer. I'll answer the questions.
  4. This is already planned and nearly complete.
  5. 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.
  6. Fair enough; I was thinking of Yuri's Revenge then. Meat Grinder mode is essentially the first release 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.
  7. 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. 1. Yes 2. We haven't balanced the Prism Tank yet. 3. Yes 4. Yes There's going to be bridge huts.
  8. C&C mode. Team Deathmatch. Hunt the Mirage Tank. Assault. These game-modes are currently planned. Yes. We're not doing commanders, but we'll figure it out when we get round to including Tanya.
  9. 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.
  10. 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.
  11. 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. I'll show you now just how old the evil of markets are. Calendars 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. "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... 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=" 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> The Return of Cfehunter: New IFV Yes, we've captured ourself our old cfehunter . He's been working on this fancy piece of machinery for us. 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. This also gives the Soviets a cool factor, a factor that may just win a fashion battle. The Spy Plane Control Room "Table, chair and all objects on the table were made by Poggel, everything else by me "-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 "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> <OBJECT classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=9,0,0,28;" WIDTH=848 HEIGHT=552><PARAM NAME=movie VALUE="http://tk2.blackintel.org/priv/danpaul88/ApocRising/AR_20Chronominer_toolbar.swf">'>http://tk2.blackintel.org/priv/danpaul88/ApocRising/AR_20Chronominer_toolbar.swf"> <PARAM NAME=quality VALUE=high> <PARAM NAME=bgcolor VALUE="#FFFFFF"><param name="allowFullScreen" value="true" ><EMBED src="http://tk2.blackintel.org/priv/danpaul88/ApocRising/AR_20Chronominer_toolbar.swf" allowfullscreen="true" quality=high bgcolor="#FFFFFF" WIDTH=848 HEIGHT=552 TYPE="application/x-shockwave-flash" PLUGINSPAGE="http://www.macromedia.com/shockwave/download/index.cgi?P1_Prod_Version=ShockwaveFlash"></EMBED></OBJECT> </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!
  12. 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 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! 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. <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. <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). <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!
  13. Beginning of this blog wins. I'd rather be a steam train though, since it's Killboy who is the dirty diesel.
  14. The next blog will be on the week after next because I have university to deal with.
  15. 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. <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. <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. <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 The rest of the team is working towards the masterplan. <h3>OWA's Random Corner</h3> Moments With Heavy: Heavy Goes Bowling! <center><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>Coursework</h3> FFFFFFFFFFFFFFUUUUU!!!!
  16. I guess I'll have to shoot myself then.
  17. 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. <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! 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 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=" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object></center> <h3>This is it for now...</h3> ...but don't worry, we'll be back soon.
  18. 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! 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! <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. 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.
  19. Just remember how much damage Gun IFV's did to vehicles and buildings in RA2. 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).
  20. 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. <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! <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 <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.
  21. 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
  22. The desert/urban/forest/snow camos for each faction's units are slightly different, making identification slightly easier.
  23. Not if they are already of a good graphical quality.
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