Dead stations

A place to discuss user-created Allegiance 3D models, textures, images, and other visual ingame content.
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Avalanche
Posts: 865
Joined: Sun Feb 22, 2004 8:00 am
Location: Stockholm, Sweden, Tellus, Sol

Post by Avalanche »

I have checked the code and noticed that it probably wouldn't be hard to add "dead" stations. Basicly they would be treated as asteroids by the code. My idea was to instead of just removing the station (like the current code does) create a new object in the same location textured as a dead station. It would leave a more lasting visual impression of the battles that have been fought.

The problem with the idea is that it would require new textures for all stations that are in the game (and perhaps new models, if people want to be creative). I don't know how to do this, so I am wondering if this idea is possible to do on the graphical side... And if people like the idea enough to want to do it?
/Avalanche

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Any technology, no matter how primitive, is magic to those that do not understand it. (Mark Stanley, Freefall, 1999)
Quod licet Iovi, non licet bovi
12/27/07 20:48:39: <Player in trouble> (all): Run its AVA
jgbaxter
Posts: 2181
Joined: Mon Apr 25, 2005 7:00 am

Post by jgbaxter »

Hmm, I like the idea, and would support it if it wasn't too much work on the dev team. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
n.b. I may not see a forum post replied to me or a pm sent to me for weeks and weeks...
juckto
Posts: 2332
Joined: Sat Jul 30, 2005 7:00 am
Location: NZ

Post by juckto »

Put it on the 'To-Do' list.
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Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.
Adaven
Posts: 1959
Joined: Sat Oct 25, 2003 7:00 am
Location: Greater Ozarks

Post by Adaven »

There are damage textures (only 256x256, but still) in the artwork repository for a smattering of bases or ships I think. It'd be really sweet to also have wreckage left behind from dead cap ships. I think this would be great for mixing the scenery up, maybe even have some custom maps with Junkyard sectors.
FlingPu
Posts: 540
Joined: Tue Jan 30, 2007 2:42 am
Location: Dayton, Ohio, USA

Post by FlingPu »

Nice! I think this would add to the game.

Hmm. Black and brown air brush for scorching. Splattered bullet holes. Sheering tears & cracks. Some solid black areas that took the direct explosive impact. Possibly flames, but I doubt they would look right without animation. Maybe a hint of lingering flames with glowing inside of the cracks and holes. Does Allegiance support bump mapping? Otherwise it will be difficult for this to look like something other than just the same painted mesh. Maybe slightly deform the existing meshes in milkshape and remap the new textures.

No, I'm not volunteering. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Usually when I mod a game, I can't play it anymore because it looses it's virtual feeling. Suddenly everything is just lines, vectors, pixels, AI scripts, etc...
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Grim_Reaper_4u
Posts: 356
Joined: Wed Jul 30, 2003 7:00 am
Location: Netherlands

Post by Grim_Reaper_4u »

Adaven wrote:QUOTE (Adaven @ Feb 24 2007, 12:38 AM) It'd be really sweet to also have wreckage left behind from dead cap ships. I think this would be great for mixing the scenery up, maybe even have some custom maps with Junkyard sectors.
Oooh I doubt peeps will find it funny to avoid space junk. /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> Blind as a bat heavy ints will ram themselves to death each time the go over 120 mps /laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" />
madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

$%^$ noobs should fly fighters.

just give the wreckage 1hp

as for the animation, i have a suggestion which i have said before, but will say again in the morning because i need to sleep now ...
Psychosis
Posts: 4218
Joined: Wed Oct 27, 2004 7:00 am
Location: California

Post by Psychosis »

i dunno about the rest, but I think the dead bases idea is great. I would try rearranging parts of the models, make the IC hanges kinda hang off their hinges, break the back of the Belters base.
parcival
Posts: 2872
Joined: Tue May 03, 2005 7:00 am
Location: Greece

Post by parcival »

Good idea!
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" There is good in everyone. You just need the eyes for it. "
Avalanche
Posts: 865
Joined: Sun Feb 22, 2004 8:00 am
Location: Stockholm, Sweden, Tellus, Sol

Post by Avalanche »

My suggestion is to start the project by simply creating a few stations that can be included as asteroides in maps. The code change would take some time (think atleast one release) and this way we can use the art work even if the code change doesn't work for some reason /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
/Avalanche

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Any technology, no matter how primitive, is magic to those that do not understand it. (Mark Stanley, Freefall, 1999)
Quod licet Iovi, non licet bovi
12/27/07 20:48:39: <Player in trouble> (all): Run its AVA
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