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OWA

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  1. Hey guys, sorry about the late blog. I'm up to my neck in deadlines at the moment so thanks for being so patient. This week we have a blast form the past. <h3>Old Forums are back!</h3> MightyBOB, from over at C&C Source, has been busy behind the scenes there digging up old relics. Amongst those relics are the old Apocalypse Rising forums. Which I have had a lot of laughs from already, remembering the good times back in the day. So, check it out if you want to see how Apocalypse Rising was back when we weren't as big. There is also quite a lot of nice information over there that you may not have seen before, so make sure to check it out! Here are a few screenies from some of my favourite topics. And a nice pic of the Allied Power Plant that I dug up Go check out the archive here! <h3>Police Car</h3> Guy with a wrench has been modeling up some civilian vehicles. So far he has done the police car. He did have the propaganda truck basically done too, but it needed a few tweaks so it didn't make it this week. Civilian vehicles will be placed on urban levels, whether they will be driveable is still to be decided. Expect to see some more stuff like this soon. Look! Pictures! <h3>Minutes from the 11th Conflab</h3> dtrngd is back to his conferencing antics again. Here he is with the update from saturday's discussion. -We haven't decided the PPSH's secondary fire, but if possible, you will switch to ironsights with right click. Animations will be redone with new hands. -Flak Trooper's cannon will be edited or completely remade. Primary fire: arced shot, strong vs infantry. Secondary fire (cluster shot): will have a long range and will do damage to aircraft, but little damage to infantry, since the shrapnel has broken up. (Remotely like the UT3 Flak Cannon) -Tesla Trooper: -Rocketeer's primary fire will be dual shot, secondary fire will be faster single shots -GI: -Seal: same as GI's undeployed mode gun -We also considered adding in an ironsight mode for most conventional weapons to increase accuracy and functionality. -The Allied Barracks' major weakpoint is going to have a neat explosion animation. A big boom will kill everyone inside the room, ammo crates will fly away, etc. TankMaster also participated! \o/ Topics for next meeting: -Infantry speeds/movement. -Buildings (War Factories is my priority). -New Test Build. -Texture artist recruitment <h3>Team Messages</h3> Coursework. Deadlines. Aaaaargh! <h3>OWA's Random Corner</h3> David Hayter at the anime expo. In one of the videos he's introduced to Egoraptor, creator of Metal Gear Awesome. Also a cool article on what Dave thought of the ending to MGS4. (SPOILERWARNING) Link to videos. <h3>Back to work.</h3> Hope you enjoyed this, I'm back to work on my university projects now. Seeya!
  2. Unless you have an keen eye, the rank is hard to spot. It shouldn't mess with camoflage any more than the target box does anyway. The rank does not appear on the mirage tank because the tree does not have the chevron bone. Empty slots as in spaces, maybe. But we may have the grand cannon replace one of the other defences.
  3. 1. Hopefully, yes. 2. The promotion system is the same as RA2 in terms of levels of promotion. But promotion is done by how much damage you do, not who gets the kill. 3. The animations aren't final yet, although it could do with some scaling down in the 3rd person perspective.
  4. 1. Tech structures will have basic interiors. When you capture a building you will probably have to re-buy your engineer or equipment somehow. We've still got to think about that one. 2. I'm not going to divulge anything more about Yuri, since we've got to have some secrets, eh? He probably won't be limited though. 3. We are using the Renegade keycard system to garrison buildings at the moment. It's not working too badly. 4. We'll cross that bridge when we get there, although at this stage I'd probably say less damage dealt to structures, implying that you need more trucks for a successful rush. 5. We haven't decided yet. However, we are making spawn friendly areas, so you'll never spawn too deep into a building. 6. There's not much point in having infantry camoflage, but for certain units such as Tanya and the SEAL, there will be changable camoflage. The Spy won;t have changeable camoflage on the menu, he will spawn in his tuxedo. 7. So far we are aiming for continuing background. Unless it's an infantry only or basic basic tech map.
  5. Welcome to this week's blog. A little late, I know. But I have my reasons. <h3>Soviet Barracks</h3> dtrngd has been modelling up the office in the soviet barracks. What's that on the desk? Also he has produced a new hammer and sickle logo to put on the soviet sctrutures which have them. Check out the images below! <h3>More Props</h3> Poggel has been working on producing more and more props for use ingame. Check out these familiar objects below. We have a post box, some pipes an fountain and a merry-go-round. There's also a video of the fountain as well <center><embed width="448" height="361" type="application/x-shockwave-flash" wmode="transparent" src="http://i124.photobucket.com/player.swf?file=http://vid124.photobucket.com/albums/p34/Ultimako/Apocalypse%20Rising/Blog/Fountain.flv"></center> (Our water obviously won't be this pretty, but it's still nice to see the fountain in action). <h3>Team Messages</h3> I am up to my neck in university work right now. My first semester is nearing a close and the hand-in date is looming. It's time to work like crazy. I'm glad that I picked the course that I'm doing now dtrngd is working with me to get that soviet feel in the barracks. It's going well TheBeerinator has a treat in the pipeline for the budding modders out there. Conflab on saturday when we will all catch up and discuss things. Apparently some people don't like my blogs. If you feel the same, please, feel free to lodge a complaint for me to not care about <h3>OWA's Random Corner</h3> What would happen if Battlefield crossed over with Nintendo? <center><object width="425" height="344"><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="425" height="344"></embed></object></center> <h3>Rawr</h3> *Goes back to coursework*
  6. Only ingame referances and that drawing.
  7. That texture is a placeholder until somebody gets and textures it for real.
  8. That's where they are located....
  9. The mesh cages are gun lockers. The wire mesh texture will be alpha mapped soon. Yes, the tower will be enterable. Hence the ladder. Perhaps. Also:
  10. 1. Don't know. 2. Interiors have not been fully designed/completed. 3. When they appear, yes. 4. Yes and go read the mod overview blog that I wrote a while back. It has that stuff in there. This info will eventually appear on the website. 5. We don't know yet.
  11. You've guessed it, more barracks renders. But that's not all we have, oh no. Check below to see what you have and stop reading this........... now. <h3>Barracks Completion Imminent</h3> As you probably know well by now, TheBeerinator has been texturising the Allied Barracks. It has gotten to the stage where there is only a few objects left inside that actually need texturing, which is really exciting. We really can't wait to get this building into game to run around inside, because it is looking to be very nicely done out as well as layed out too. This should hopefully let us show you an awesome representation of what the barracks really looks like on the inside. Anyway, enough chit chat. Here are the latest renders hot off the max. <h3>Urban Props</h3> Poggel has been working on some civilian props for urban maps. so far, he has a fire hydrant, a bench and a bus shelter. These will be featured on urban maps to create an immersive gameplay experience. Check out these renders below! <h3>Cargo Plane</h3> Guy with a wrench has modelled up a cargo plane for use in paradrops and other such ventures. Check out this beast that'll be flying around an airspace near you soon! <h3>Team Messages</h3> Work continues on my HL2 level for my design coursework. It's looking pretty good now, which is satisfying. Also I shall be getting my new computer up together when I finish university for the year. This means I'll have an unholy amount of power from christmas time onwards. I'll post the exact specs up when I get the beast up and running, as it is currently still in bits. cfehunter is alive! Poggel and Guy with a wrench continue to churn out the 3d assets whilst dtrngd works on the soviet barracks and TheBeerinator textures the buildings as they come from dtrngd. In response to all of the people who have come to ask me for a pr job "no, we are not replacing Coolrock". <h3>OWA's Ranomd Corner</h3> All I can say is "Screw the rules, I have green hair!" In America! <h3>*Looney Tunes Ending Melody*</h3> That's all folks!
  12. 1. Yes. 2. They should be able to. 3. This isn't the Source engine. 4. We'll be making it as close to the concept art as possible. The War Factories have roof based entrances. There is no real disadvantage to flying around your own barracks other than it may cause a few camera issues.
  13. A Renegadesque crosshair and iron sights.
  14. Welcome to this week's blog. Which is below. <h3>Allied Barracks Progress</h3> TheBeerinator has been working on the Allied Barracks, if you didn't know already. Here is some progress made to the exterior and I have reason to believe that it looks awesome. Once we get some textured barracks structures in, the infantry testing can commence! A big milestone in development in my opinion! Here are some nice renders for you all to look at. <h3>Soviet Barracks Progress</h3> dtrngd has been working on the Soviet Barracks ready for TheBeerinator to start on once he has completed the Allied counterpart. Props are being added into each of the rooms to give it that communistic kind of feel. Expect to see a lot of faction logos dotted around each faction's respective structures. After this has been completed, expect to see dtrngd back on mapping, as he fixes up some of the really older maps we have, like Dunes, the first ever AR map. Here are a couple of images of the Soviet Barracks, complete with new bunk beds! <h3>Team Messages</h3> Not much else has been happening this week on the mod because we've simply been really busy. I've got myself a Half Life 2 level that won't produce itself, as well as a few other various bits and pieces. More content will be rolling out from me and the other guys once we get on top of our work though. My motherboard for my new pc should be here this week or next week, so you can stop complaining about my lagging in RA3 >=( We don't know where cfehunter has gone too. PM me if you find him. danpaul88 has been working on getting the sound scripts up together ready for APB's newest build. AR will hopefully feature a slightly differant script that achieves a slightly differant effect. Once Chevy becomes unbusy he shall be working on finishing up the unwrap on the Harrier! Due to some unforseen circumstances Coolrock has resigned from his PR postion on the team. We at the AR section of Bluehell Productions would like to wish him well for the future. <h3>OWA's Random Corner</h3> This week it's really random. That's right! You've guessed it! http://www.weebls-stuff.com/ <h3>Zee End</h3> Indeed. Feel free to come back next week.
  15. We are waiting on some new first person arms before we rig the dynamite.
  16. Attack dogs are the only real exception because they require a barnd new skeleton and a buttload of animation, which we don't have.
  17. The conscript will be pretty chunky. The Navy SEAL will swim and change into his scuba diving stuff. However, this won't be in the first release. The Rhino will have a 360 degree turret rotation. Super weapons are slated for the third major release. They won't be beacon/flare based. Some other form of delivery will be used.
  18. APB is awesome. Also, I don't cheat. I just played it nonstop for 2 days.
  19. In the ini the weapon name is "Para", so we went with that. Fixed. I think it'll be noticed when it starts mowing down unsuspecting soviet infantry.
  20. These statements are both correct. Although the beacon may be used for a differant purpose.
  21. Welcome to this week's blog folks! I hope I can whet your appetite with these new developments. Here we go. <h3>Allied Barracks Texture Progress</h3> TheBeerinator has been working on texturing the Allied Barracks. I am really pleased with how it's turned out, as is TheBeerinator himself. See the progress for yourself below! <h3>FN Minimi Para</h3> Here's one for theta123. Yes that's right! The FN Minimi Para, modelled by Guywithawrench. You will need to deploy your GI to use this weapon. It will have more range than the Conscript's gun but will offer restricted manouverability for the operator. The model shall undergo some final tweaks before it is unwrapped, so feel free to leave constructive critisism. <h3>The Chrono Miner Strikes Back</h3> So, those soviets thought they had the upper hand in the mining stakes huh? They'll all learn their mistakes when we bring forth our newest weapon built using bits of their technology. Mwahahahahaha! Here is an image. And three more here. <h3>Team Messages</h3> Well, I've finished RA3 but my new PC has been delayed again, so I have to wait to experience it in it's full glory. I saw cfehunter at the weekend when I went home and he was suprised to hear that I was on BCPT. He's doing well and is cleaning up his coursework ready for the christmas holidays. dtrngd has been dancing and informing hungarian girls that I am an avid drinker of tea, much to their joy. Score! TheBeerinator has been trying to evade a certain individual that has been pm spamming him. It's not right that our poor artist be subjected to such torture D: Lord_Kane, however, enjoys watching the torture, for he has no heart. <h3>OWA's Random Section</h3> If Homer simpson and Barney the Dinosaur took on Peter Griffin and Fred Flintstone, who would win? Lets' find out! <center><object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=51aPwzksAjs&hl=en&fs=1"></param><param'>http://www.youtube.com/watch?v=51aPwzksAjs&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=51aPwzksAjs&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center> <h3>Envoy of the End</h3> That card is banned
  22. Oh right. No I didn't play RA3 at all because I was busy meeting people and handing out flyers
  23. Awww <3 I've completed all the campaigns. I agree. Kari was hawt but deadly I did have a think about making the comrade statue into a sniping point, but then came across two fundamental flaws. 1. Soviets don't have snipers. 2. The only way to the top is through the crotch, as the legs aren't thick enough. We decided not to o with elevators in the soviet barracks because none of the rooms are particularly below any of the others (apart from the major weakpoint room). I guess we could make a lift that goes to the connection corridor though.
  24. Romanov's Suprise, really you don't want to know We have not planned for collapsible buildings, mainly because we don't have many animators and it'd take too much time. We can make the exterior topple and crumble easily, but I think that's about it.
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