TF facelift goes beta

A place to discuss user-created Allegiance 3D models, textures, images, and other visual ingame content.
Broodwich
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Post by Broodwich »

i love the work you've both done, the int looks awesome even though it totally looks like the droid fighters from SW ep1 :D, i also like how its more visible because i have trouble picking out the current tf models.

Rains scout definately looks a little too aggressive for a scout, perhaps it would work well as a dif ship. Rain's sf as well i feel is too blocky, although looks perfect for say, a fb.

The fighter's nice, and i def think rama's model looks a little delicate to be a fig, and fits the sf role perfectly

I am however sad that the ic fig hitbox is changed, spidey will probably go ic sup even more if that is even possible =(
QUOTE Drizzo: ha ha good old chap
Drizzo: i am a brit
Drizzo: tut tut
Drizzo: wankarrrrrr
Drizzo: i only have sex whilst in the missionary position[/quote] Fas est et ab hoste doceri - Ovid
raingriffin
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Location: Italy

Post by raingriffin »

tho it's something i worked on, i do not support the ramaglor scout myself for one simple reason: it's overly flat. you can't hit it from 50 meters away, and its hitbox is roughly half of the old tf int or less in height from the front. Same goes for the side and back, you can only hit it from top or bottom but otherwise... due to the extreme flatness it has a lots of stretching in its textures, especially from the front where it ends in sharp, horizontal edges. I just put it in because it's a workable model and it was intended to be a scout. I am afraid none will like trying to shoot one down tho. The only ones who will like it will be the ones piloting the lil babe: learn to roll a bit and you're generically invincible.

The point about the guns not being the real gunpoints is one of usefulness: Alleg has a very weird kind of system of scaling: a very minor difference in the x coordinates of the gumounts makes a huge different from inside the cockpit: making the guns fire from the gatling was easy... but in the initial testing phase it was impossible to hit something consistently cause the mounts were too wide. same goes for the other models: you can't have guns coming from the ramaglor's "claws" (which in the final release host guns as well, they're not just pointed tentacles)... they are too wide, and the same goes for every other ship... that's why i removed the guns from everything else... but the scout's model becomes very poor without the guns imho, thus why they stayed.

I agree the sf is blocky... i tried to make all my models to follow a certain style... you know since they're AI they'd care about toughness and efficiency, and a compact design in space may be better than a sleek one in terms of endurance. fter that it's all a matter of taste really, and it's good it's that wa or things would be pretty boring. Yes i too a bit of an advice from podracers but only in the general design, i stil think its everly large engines/cloak gens have a nice old school design, i feel it fits alleg in a way, and ic too, in a way: somehow buly, with no cockpit, spartan but effective.

As for the warning signs, i reasoned this way: TF was a project by IC and IC is made of humans... their designs are possibly taken from IC sources and while TF is sentient, i very much doubt they store much in the way of personal fashion taste. I thought they may have kept replicating the initial attire their creators gave them. And humans need warning signs if things are dangerous.

As a final note, as i said the squid is also a runner for the place of fig. i put it in SF mode only because it was vegeta's impression and it really has three visible guns, instead than the 4 in adv figs, nothing more.

That said, whatever passes is ok by me, what does not pass may be reworked, if i have the time to, or i'll keep for another project maybe.

Note: keep the impressions coming: the present roster is nothing but temporary and it's only a proposal we can still see what goes where!
Last edited by raingriffin on Sat Jan 16, 2010 11:19 am, edited 1 time in total.
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fwiffo
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Post by fwiffo »

all the new models really look nice. the squid ship really stands out for me... but it seems better suited for bios, dont you think?

the int models remind me of manta rays... could they be bios too?



anyway awesome work
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Makida
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Joined: Tue May 08, 2007 12:04 pm
Location: Canada

Post by Makida »

fwiffo wrote:QUOTE (fwiffo @ Jan 15 2010, 01:51 PM)
Excellent screenshot of a Rix SF. What texture mods are you using, there? :P
Last edited by Makida on Fri Jan 15, 2010 9:09 pm, edited 1 time in total.
Mryddlin
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Post by Mryddlin »

BEAUTIFUL WORK!!

that is really awesome, once the new models are in I will want to play TF more often :)

I personally think the mini guns look cool on the scout but I like both of them a lot.

nice work and thank you so much!
Hyro wrote:QUOTE (Hyro @ Feb 22 2010, 01:08 PM) You grasp subtlety like a quadriplegic grasps his dick. Never or with grudging help.
fuzzylunkin1

Post by fuzzylunkin1 »

Cool :) .
Broodwich
Posts: 5662
Joined: Fri Oct 19, 2007 3:48 am
Location: Raincity

Post by Broodwich »

raingriffin wrote:QUOTE (raingriffin @ Jan 15 2010, 10:50 AM) tho it's something i worked on, i do not support the ramaglor scout myself for one simple reason: it's overly flat. you can't hit it from 50 meters away, and its hitbox is roughly half of the old tf int or less in height from the front. Same goes for the size and back, you can only hit it from top or bottom but otherwise... due to the extreme flatness it has a lots of stretching in its textures, especially from the front where it ends in sharp, horizontal edges. I just put it in because it's a workable model and it was intended to be a scout. I am afraid none will like trying to shoot one down tho. The only ones who will like it will be the ones piloting the lil babe: learn to roll a bit and you're generically invincible.
yes well i cant really say i liked rama's scout either. I did like yours and would rather have that than the current however it just doesnt look like a scout :P
QUOTE Drizzo: ha ha good old chap
Drizzo: i am a brit
Drizzo: tut tut
Drizzo: wankarrrrrr
Drizzo: i only have sex whilst in the missionary position[/quote] Fas est et ab hoste doceri - Ovid
Schroedinger
Posts: 4
Joined: Thu Jan 14, 2010 2:24 am
Location: Babylon

Post by Schroedinger »

These look awesome! :D
I personally love the SB, Squid Fig and Int, very stylish ;) It's great how you added a bit of weight to the int, int was driving me mad.
As for the scout, I personally like the Rama version much better. I'm all for an intimidating scout, but Rain's looks much less like one. If you can fix the vertical width of the scout (maybe even an arbitrary size increase) it would be awesome.
Either way I love how these are looking, here's hoping they make it into main.
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Death3D
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Post by Death3D »

Maybe leave the scout have the wide gunmounts and it will be a nice drawback to the perk of them being a bit on the smaller side?
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Adept
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Post by Adept »

Broodwich wrote:QUOTE (Broodwich @ Jan 16 2010, 01:35 AM) yes well i cant really say i liked rama's scout either. I did like yours and would rather have that than the current however it just doesnt look like a scout :P
With boosters and twin / triple gats, it's not a normal scout anyway so the signal is just right. It's scout sized anyway, and miles better than the hunk of pink plastic we have now.


The rama scout is awful. It's like it's been hammered flat. How can you guys think it even looks good?
Last edited by Adept on Sat Jan 16, 2010 12:55 am, edited 1 time in total.
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