WHAT'S NEW
I made it 25% smaller and it now features 32 positions (32 frames).
TODO:
- Modify lights and shadows
- Add waves hitting the hull
- Team Colors are not yet implemented.
- Add turrets
- Add a heliport
- It would be cool to be able to create aircrafts or helicopters (to do this, maybe the player would have to stop the aircraft carrier first)
Can you post a feature request for a carrier trait that can truely rearm/repair aircraft while also still being mobile at http://bugs.open-ra.org please? QUICK_EDIT
Even if a carrier which has planes and turrets might be a bit OP, the asymmetric turret layout does look very nice. Do the turrets work independent? Can they target only AA? Would it be possible to make them fire and destroy only incoming projectiles like other missiles?
I'm not sure, but i think the perspective is a bit off. I think TD/RA1 are rendered in 40-45° camera angle, not the 30° isometric view of TS/RA2.
Colors and style should also be changed to match a bit more the RA1 style. e.g. a fully remappable island (command center) matching in design and colors the other ships.
Even if a carrier which has planes and turrets might be a bit OP, the asymmetric turret layout does look very nice. Do the turrets work independent? Can they target only AA? Would it be possible to make them fire and destroy only incoming projectiles like other missiles?
It's just a WIP unit. In fact, it's a request by Scott (one of our talented OpenRA developers) who wanted an aircraft carrier for a particular mission. I planed to use turrets as anti-air weapons but Scott doesn't seem happy with them. Maybe this would make the unit too powerful. But I like them so I might consider weaken them a little bit. About what they can target, I guess it's possible to modify the .yaml files to make them target only one kind of enemies, or anything. OpenRA is really flexible on that regard (but I don't think it's possible for them to counter incoming projectiles/missiles).
Quote:
I'm not sure, but i think the perspective is a bit off. I think TD/RA1 are rendered in 40-45° camera angle, not the 30° isometric view of TS/RA2.
About the camera angle, I used strict 45°.
Quote:
Colors and style should also be changed to match a bit more the RA1 style. e.g. a fully remappable island (command center) matching in design and colors the other ships.
Yes I know I should make it more 'compatible' with RA1's style. But as a "modder newbie" like me, it's not that easy. Aircraft Carriers have dark decks.. It's not easy to make them look like a RA1 original unit.
The unit size is a problem too. I think it now has decent dimensions (compared to other ships) but Scott only wanted the AC to carry one aircraft.. while I think two aircrafts would be better. So I might resize the unit a little bit anyway.
Thanks for commenting !
PS: have you tried OpenRA ? You are a talented unit creator, we would benefit a lot from your help on mods, tiles, units, ideas, tests ...
Join our IRC channel and we'll discuss. QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Sun Nov 24, 2013 7:30 am Post subject:
Just a thought, but Carriers don't necessarily have to have dark decks.
RA is within the timeframe of having a wood deck, and you can also use a lighter gray, either ship hull or merely a non-black
Excellent work regardless. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Yes I know I should make it more 'compatible' with RA1's style. But as a "modder newbie" like me, it's not that easy. Aircraft Carriers have dark decks.. It's not easy to make them look like a RA1 original unit.
If you want, i can send you a 3dsmax file with the gunboat and moving animation that i did for the DTA TD gunboat.
It uses 3dsmax materials only (no bitmap for textures, just combinations of Noise and other maps, so all you need is the max file only)
Then you could check the lighting setup, textures (which match TD and thus should also RA1) and the particle system for the wave motion.
xanax wrote:
The unit size is a problem too. I think it now has decent dimensions (compared to other ships) but Scott only wanted the AC to carry one aircraft.. while I think two aircrafts would be better. So I might resize the unit a little bit anyway.
Can't the OpenRA devs add bigger unit foundations? In TD the gunboat had a 3x1 foundation and i think it would be great if ships would take up more space than normal units. (Pathfinding will be probably a pain to code though)
xanax wrote:
have you tried OpenRA ? You are a talented unit creator, we would benefit a lot from your help on mods, tiles, units, ideas, tests ...
Join our IRC channel and we'll discuss.
No, i haven't tried OpenRA. You can always ask questions here and i'll try to help if i can. But i don't have the time to mod OpenRA, since TI and DTA take up pretty much all my time.
I'm not a fan of chat (ask Aro or Bittah, they'll tell you about my Skype and chat online activity, which is almost nonexistant ) _________________ SHP Artist of Twisted Insurrection: Nod buildings
If you want, i can send you a 3dsmax file with the gunboat and moving animation that i did for the DTA TD gunboat.
Sure, it would be very kind of you if you sent me this file. Thanks !
That will help me a lot understanding how you, mod experts, do your units and all your artwork stuff.
Lin Kuei Ominae wrote:
It uses 3dsmax materials only (no bitmap for textures, just combinations of Noise and other maps, so all you need is the max file only)
Then you could check the lighting setup, textures (which match TD and thus should also RA1) and the particle system for the wave motion.
Wow, these boats are impressive, they look really good.
Lin Kuei Ominae wrote:
No, i haven't tried OpenRA. You can always ask questions here and i'll try to help if i can. But i don't have the time to mod OpenRA, since TI and DTA take up pretty much all my time.
I'm not a fan of chat (ask Aro or Bittah, they'll tell you about my Skype and chat online activity, which is almost nonexistant )
Sure, it would be very kind of you if you sent me this file. Thanks !
That will help me a lot understanding how you, mod experts, do your units and all your artwork stuff.
Note: Due to DTA's 32 facings hack for the TS engine, the first camera direction isn't directly north but something northeast. So don't wonder why the 3dsmax file has this weird camera direction for the start of the frames. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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