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XCOMUFO & Xenocide

Hwpies Strikes Back :)


demich

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Yeah, from what can be seen it looks nice. Perhaps a background that's not a greytone would help? Like red/blue/green, just to make the HWP stand out better to see.

 

Will each turret be designed so that it can "snap on" to each chassis?

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Hey -

 

I like the concept work :D . Would it be possible to put a human near the tank, so that we can get an idea of scale? Also, are we planning it so that all tracked tanks use the same chassis with a different turret?

 

Gold

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Guest drewid

I like the camo, it's got a nice broken feel to it, but I think there should be some beige / brown in there as well. That way it'll work on a wider range of terrains.

 

I'd like all the craft to use the same pattern and colours, (at least till the alien tech kicks in). I've started on the skyranger equivalent, so you can use my texture, or send me yours.

Edited by drewid
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Greatgold: yes we are :) There will be two types of chassis hover type and tank type. And minimum of four types of turrets: cannon or autocannon (or both), laser, plasma and blaster. Each type of turret can be mounted to each chassis. So you can have a Blaster tank and Hover cannon etc. :)

 

I was thinking also about apocalypse-like ideas (as i remeber it was ina "question about hwp" post):customizable engines, armor, and miscellaneous stuff like shield generators, aiming computers etc. What you think?

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I think the expanded concept of modular design is considered post v1 right now. So long as either chassis can be used with each turret, that is the goal right now. As to scale, the tank still has to fit into a 2 meter square, and be less than 2.5 meters tall. These were the size limits from the original game. So I'd figure the chassis is very close to the 2x2m footprint, and the height can be figured from there. I suggest the chassis be around 1-1.5 meters high, the turret at most 1 meter.
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Yep, modularity is not in the original game, so it is past version 1. I actually do not see much benefits in that. What for? To cut cost in half: buy turret and chassi separately? Then you would need an interface to couple them.

 

Demich:

You forgot the rocket launcher.

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breunor: i checked the dimensions of chassis with turret and it perfectly fits into a 2mx2mx2m cube :) the height is aprox 1,8 m with turret

 

mamutas: this IS a rocket luncher :), i know it doesn't look like :)

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turret closeup :)

the grey part is where the rockets will be stored (4 rockets) when tank will be out of ammo the next 4 rockets will be loaded from the back of turret(back of white part). That gives us a total amount of *only* 8 rockets :). This turret concept solves the problem of "flying alien above and i can't shoot him down". You can set up turret in almost vertical position :)

post-29-1053462674_thumb.jpg

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Demich, I really like it. I understand the need for modularity or otherwise we'd have one model for each type of tank. The way you're doing it we need the two bases (hover and tracked) and one type of turret for each tank. Good thinking.

 

Don't lose the texture. It can be used, all that one needs is changing the colour a little to make it suitable for mars. Try changing the black to a dark red.

 

I'd agree that we should have a standard camo scheme for the base level tech. It has to be something that works in all terrain types so there'll have to be a sandy beige, a light brown, some green and possibly a tiny amount of black. It'd definitely have to be pattern breaker in style and we'd have to have different sizes as the texture for say the skyranger won't fit on a trooper.

 

Of course we could go down the other path with the camo and go for a generic pattern that sends out the feeling of strength kind of like the green and black woodland pattern the US army uses. Not any real use in combat as a camoflage but identifies and unifies everone as a military operative.

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Yep, modularity is not in the original game, so it is past version 1. I actually do not see much benefits in that. What for? To cut cost in half: buy turret and chassi separately? Then you would need an interface to couple them.

 

Demich:

You forgot the rocket launcher.

Um, sorry, I did not noticed who was an original poster.

 

And actually, I thought that you all were talking about having modules assembled in the game, not about the models. My mistake. :) I am a coder, not an artist, you know. :)

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Mamutas: exactly, just for modeling purposes. Post v1 idea was that you could upgrade chunks of HWP in the game (engine, armor, weapon), this would mesh with that concept nicely. Legos of Death! :D
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I would suggest keeping that texture for now and work on the turret. Shouldn't we be able to just swap out one texture for another later on, assuming that both of them are square? Drewid's sample in the other thread is 256px square, so if your texture is a lot smaller it might need scaling, but that can be done easily enough later on I think. You can download the other texture and swap them out to check it out whenever. I think the important thing is that the camo texture be similar, but again that doesn't have to mean the same exact one I don't think. The hover chassis will use a different texture, since it's based on alien technology, and would use a shinier texture because of that. Edited by Breunor
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Sort of like the commander in the movie Aliens(2). You sit back and watch the soldiers from the command station, but also control things like the HWP. I used to chase my neighbor's yippy dog with my RC car, this takes it to the extreme. :rock:
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That's a nice system for the ammo. The tilt is also nice, allows realistic targetting of anything in the field of view.

 

That pastel texture just makes the model too! (I know, just kidding!) :D

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I have 2 questions and a comment

1. I would first like to say nice job...but if that's a vehicle carrying the turret try a Greyish color so we can see what that looks like as well

 

2. Did you create that image yourself and are you a part of the Xenocide Team?

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Two comments in one post:

 

demich: Even though it is important to check how the textures are going to be applied, the most important thing is to know if the geometry is well done, textures do not help in that regard, they distract the eye... You should concentrate on getting the model right (ie. looking good without textures) and then do the texturing. Take a look at this article: "Keeping Up with the Sims: Managing Large Scale Game Content Production" a MUST read for any artist. Another comment is that black is not the best colour to use to show detail in dark objects because of the low contrast between the object and the background. Think that it is 13:00 hs for showing the models, if they look good almost in mid-day, they will look good at midnight (when you cannot see all the detail)...

 

revenant: If you look at the left side (where the avatar is) you should notice that demich is a Xenocide Recruit...

 

Greetings

Red Knight

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red knight: so i have to post images without textures, with light grey background and images with textures, grey background and proper light?

Thats the idea, if you get a high quality model, then the texturing will look even better... The only way to test model detail is rendering with good light models like radiosity or ray tracing, and a good light setup...

 

Greetings

Red Knight

Edited by red knight
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Maybe it is my monitor, but u could use more brightness in those images. Make those gun barrels longer. Leave center of the tube as it is. And if u are doing hi poly version, make barrels seperate. Looking good tho.
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I wouldn't suggest making the barrels longer, because when you swing that turret around it will smack a soldier in the head if it's too long. Also remember that the HWP is 2 meters square, and the main body is under 4 feet tall. Making it much shorter will make it look awfully wimpy. I agree about lining up the barrel texture in front with the texture down the length of the barrel. Making seperate barrels in the model won't make much of a difference in detail, as those screen shots are at least twice as large as you'll see in the game. But it could add close to 1000 polys in doing so. A bad trade IMO.

 

The brightness in the last models looks fine on my screen, you can see the shadows being cast. Perhaps if you put a fairly intense light source about 20 above the model, light a streetlight? That might provide what people are looking for. Hey Deimos, do you still have the street model you used to do the battlescape window samples? That would provide some good perspective for everyone perhaps.

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Sorry Bruenor that was one of the things I lost in the machine crash I had. However I am going to be pulling together another street scene. So if any of the modelling team wants to send me models and stuff I can import it into the scene. Once that's done I'll post the file as a .3ds with textures. Mainly it'll be for exactly the purpose you suggest. Showing how stuff shouls look in game. :)

 

Unless anyone else is working on it already in which case give me a shout.

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@Demich: Schick mal die Modelle als 3DS... ^_^

 

Edit By Red Knight: Translation Please for everyone to read it....

Edited by red knight
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@Demich: Schick mal die Modelle als 3DS...  ^_^

 

Edit By Red Knight: Translation Please for everyone to read it....

OHHHHHHH DAMN... :hammer:

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Hey Deimos, last I saw Maverick was doing models for billboard, streetlight and the like. Maybe he can send you some items. They're posted in the environmental model thread.
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That design will look sweet. Remember that the HWP replaces 4 soldiers who would have been about 1200 polys each, so as long as the HWP is under 5000 polys it shouldn't be an issue.
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Guest drewid

NIce.

I'm not sure of any plasma effects that are planned.

It might affect things like spike distance at the end of the barrel

The deathstar/ID4 "lots of arcs into the middle and a big beam shoots out" thing has been done to death I think.

 

Any ideas anyone?

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