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jarmen
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Posted: 23 May, 2012
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Joined: 16 Oct, 2011 Posts: 71
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they looked very much like percivals. are they just a stronger version of percys?
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brandon007
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Posted: 23 May, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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jarmen wrote: they looked very much like percivals. are they just a stronger version of percys? Pretty much. Im starting to work on a new type of Units. Mini Experimentals. Basically T3.5 Units. Tis working out pretty good so far. Edit: Speaking of which, V1 of the Cybran Mini-Experimental! 
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jazz117
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Posted: 24 May, 2012
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Joined: 27 Nov, 2009 Posts: 171 Location: Australia
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Are those the same leg models that the UEF Bots use  other than that this isn't to shabby  . . . . . . . Don't let it go to your head, there is still some shabbiness 
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brandon007
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Posted: 24 May, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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jazz117 wrote: Are those the same leg models that the UEF Bots use  other than that this isn't to shabby  . . . . . . . Don't let it go to your head, there is still some shabbiness  That it is. Cause I cant animate worth a crap 
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jazz117
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Posted: 24 May, 2012
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Joined: 27 Nov, 2009 Posts: 171 Location: Australia
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brandon007 wrote: jazz117 wrote: Are those the same leg models that the UEF Bots use  other than that this isn't to shabby  . . . . . . . Don't let it go to your head, there is still some shabbiness  That it is. Cause I cant animate worth a crap  I guessed that 
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brandon007
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Posted: 24 May, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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jazz117 wrote: brandon007 wrote: jazz117 wrote: Are those the same leg models that the UEF Bots use  other than that this isn't to shabby  . . . . . . . Don't let it go to your head, there is still some shabbiness  That it is. Cause I cant animate worth a crap  I guessed that  I know its funny =p I can do alot of stuff in Max, but Animation is the one thing I cant do >.<
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Kirvesnaama
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Posted: 25 May, 2012
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Joined: 17 Mar, 2007 Posts: 560 Location: Finland
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Hey brandon, just a tip: you do know the animations are instructions for the engine to turn/move the bones (by their pivot points)? In this sense the actual geography of these bones doesn't matter, just the hierarchy and pivots. You could remodel your leg parts around the old ones as long as they stay in the same places and their pivots point the same ways. Then the legs move just like before even if you edited them...
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Kirvesnaama's T3 Mobile AA
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brandon007
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Posted: 25 May, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Thanks for the tip Kirvs ^^ I do know this, as I did it with the New GC Model.
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vongratz
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Posted: 25 May, 2012
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Joined: 09 Mar, 2012 Posts: 20
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I know its funny =p I can do alot of stuff in Max, but Animation is the one thing I cant do >.<Brandon , you missed the word STILL ! I know its funny =p I can do alot of stuff in Max, but Animation is the one thing I STILL cant do All is possible with time and determination
_________________ Always back up your mods and models.Shyt happens!
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brandon007
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Posted: 27 May, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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(Ignores previous post by vongratz) Great news people, theres a possible Release tommorrow! Its already packaged up, and ready to go. Just waiting on Domino now.  EDIT: 1dt post on Page 1 has a New link... The Mods homepage. Its still a WIP, but its Database is completely up-to-date, and includes the units present in the new release!
Last edited by brandon007 on 27 May, 2012, edited 1 time in total.
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supcomrocks
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Posted: 27 May, 2012
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Joined: 03 Apr, 2012 Posts: 17 Location: behind you
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Awesome! now i'll have 16 mods in my skirmish games!
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brandon007
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Posted: 27 May, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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supcomrocks wrote: Awesome! now i'll have 16 mods in my skirmish games! Which other mods will you be running? Becuase there will be some incompatabilities. Also, Its 18 Mods, if you include the Minimods I will include =p
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brandon007
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Posted: 27 May, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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I decided to try to make a Logo pic for the mod, I am working on SEVERAL different versions of it, and the first one is off the board. It is 80% Identical to the BlackOps Unleashed Icon, as it used it as a template. What do you guys think? (Note: I may not use this one if I make a better one) 1st Choice  2nd Choice  Will post more later.
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supcomrocks
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Posted: 28 May, 2012
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Joined: 03 Apr, 2012 Posts: 17 Location: behind you
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i personally prefer the second option, with the eclipse and all...
And, to answer your previous question, i run tons of mods, pretty much all the bo mods, experimental wars, total mayhem, some miscellaneous unit packs couple ui mods and some times double resources or something depending on the ai.
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Domino
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Posted: 29 May, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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Hi, 2nd one pal, its actually rather good.  thumbs up! also sorry for the delay with DMS, you know the problems ive been having, ill have it ready by weekend.
_________________ Domino. ______________
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brandon007
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Posted: 04 Jun, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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With the release of 4DC and DMS, I think its time I did this...
VERSION 2 IS UP FOR DOWNLOAD!
Finally! First post on page 1 has been updated!
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Domino
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Posted: 04 Jun, 2012
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Joined: 26 Feb, 2009 Posts: 2997
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good job brandon!  nice job.
_________________ Domino. ______________
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brandon007
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Posted: 04 Jun, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Domino wrote: good job brandon!  nice job. Thanks much man ^^
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Nightmurderer03
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Posted: 04 Jun, 2012
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Joined: 11 May, 2012 Posts: 11
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Hi Brandon just started using your mod haven't tested it thoroughly but i have a bit of feedback of what i've seen. -The new resource generators are a neat idea however they are under-priced they should cost something like 8000 mass or so. - the new voices are neat in some cases(like experimental unit online  ) however the mass one isn't, it loops and becomes very annoying, can you make it so it only plays once when your reserve runs out then shuts up until you have mass again and deplete it again? instead of looping all the time after you ran out. - tried sandbox to see the units, the wyvern is a great model but i still haven't tried it in battle, will do soon nice to see a new unit pack around here ill bring more feedback when we try it some more.
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brandon007
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Posted: 04 Jun, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Nightmurderer03 wrote: Hi Brandon just started using your mod haven't tested it thoroughly but i have a bit of feedback of what i've seen. -The new resource generators are a neat idea however they are under-priced they should cost something like 8000 mass or so. - the new voices are neat in some cases(like experimental unit online  ) however the mass one isn't, it loops and becomes very annoying, can you make it so it only plays once when your reserve runs out then shuts up until you have mass again and deplete it again? instead of looping all the time after you ran out. - tried sandbox to see the units, the wyvern is a great model but i still haven't tried it in battle, will do soon nice to see a new unit pack around here ill bring more feedback when we try it some more. 1. I feel that the resource generators are balanced enough, considering their output. 2. Nope, It repeats every 10 seconds to tell you your economy is stalling. if you knew how to play, you wouldnt stall. 
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Nightmurderer03
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Posted: 04 Jun, 2012
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Joined: 11 May, 2012 Posts: 11
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no i do think they are cheap uef t3 mass generator- mass cost 3000 output 12 mass uef t3 energy generator- mass cost 3240 output 2500 energy uef t3 resource generator- mass cost 4620 output 15 mass 2500 energy
so at least it should cost 6240 mass in energy cost it actually costs more than building one of each gens but energy is easy to get.
and about the other thingy come on this isn't supcom 2 stalling is part of the fun XD, and i cant be that bad if i can beat a sorian aix with 1.2 advantage now cant i? maybe i ain't a master but still....
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Lt_hawkeye
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Posted: 04 Jun, 2012
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Joined: 26 Mar, 2007 Posts: 5080 Location: California, United States
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brandon007 wrote: 2. Nope, It repeats every 10 seconds to tell you your economy is stalling. if you knew how to play, you wouldnt stall.  you realize that not matter what in any game at some point your eco will stall a bit yes? even late game when you try and power build those 10 experimentals. honestly looping every 10 seconds? that is a bit much, you really should change it to something like 30 seconds
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brandon007
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Posted: 04 Jun, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Lt_hawkeye wrote: brandon007 wrote: 2. Nope, It repeats every 10 seconds to tell you your economy is stalling. if you knew how to play, you wouldnt stall.  you realize that not matter what in any game at some point your eco will stall a bit yes? even late game when you try and power build those 10 experimentals. honestly looping every 10 seconds? that is a bit much, you really should change it to something like 30 seconds Hmm, Ill see about changing that in 2.1
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OrangeKnight
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Posted: 04 Jun, 2012
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Joined: 02 Mar, 2007 Posts: 9003 Location: Ninja Editing Your Post from a Canadian IPhone
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brandon007 wrote: if you knew how to play, you wouldnt stall. :lol: If you knew how to play, you'd know you always want to be at negative mass, you don't want to let any of that precious mass go to waste in storage. Nightmurderer03 wrote: no i do think they are cheap uef t3 mass generator- mass cost 3000 output 12 mass uef t3 energy generator- mass cost 3240 output 2500 energy uef t3 resource generator- mass cost 4620 output 15 mass 2500 energy If this is accurate then I'd agree they are very underpriced UNLESS they happen to be about as big as a CZAR. It could cost at least as much it's output's equivalent, so at least 6990 Mass, then you have to factor in things like it's size, if it's volatile or not and other such things. If those numbers are accurate, you can just turtle HARD once you reach T3 and win doing it. Mike
_________________ God of Models - Moderator BlackOps Team Twitter
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