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adzling

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Everything posted by adzling

  1. Those models were acquired from the same source that battlefront acquired theirs from hence their similarity.
  2. I'm travelling and not back in country until october 8th guys so won't be able to participate until then....gluck!
  3. hey jd i like what you've got going there. it would be cool if you brought them along as a completely parallel force choice...i.e. another strain of humans...rather than simply adding them into the existing afv choice. i could see their roles (going from left to right) -light tank destroyer -light tank (same role as the paladins) -infantry fighting vehicle (carries a 76mm or 20mm or something similar..mebbe this strain of humans uses 90mm gun in this role...and a squad of inf.) -medium tank (could be fitted with a variety of weaponry for different roles....atgm turret, 120mm cannon whatever) -super-heavy tank (something the basic human strain doesn't use). I like this idea because it introduces force assymetry into the game... I'm travelling right now hence the lack of posts...
  4. about 1). you're gonna need soemthing other than sketchup to the texture mapping. i.e. blender or wings 3d (if you're going for the free 3d apps). and you'll need to use the texture map and camo packs that were posted in the tank destroyer thread.... or make up your own
  5. i really like the way it looks jdevlin. mebbe you should go with creating a line of vehicles for another human "variant" culture built around the concept of big, heavily armed, slow moving behemoths.... the idea of assymetric forces is really appealing to me..
  6. dang, ok do you have a section of the splinter pattern you can provide? Doesn't have to be as big as the digital patterns you provided, Perhaps just a piece cut-out of the overlay for the existing texture maps. I can do some work to convert it to a seamless pattern. It won't be as nice as your final hand-drawn ones but at least there will be some visual continuity. Failing that i'll take the color chips cheers
  7. Hey Clay, a few more things: 1). I guess given how nimble the drop-ships are and how localized (i.e. low-ceiling) the air defences are giving them flexibilty in their landing trajectory makes sense. 2). The idea of dropping directly from the drop-ship vs. refilling the local Asset Pool is kind of a fudge. I agree that in reality the way you would want to do it is refill the local Asset Pool as an asset runs out. Let's look at that for a minute. -The Asset Pool is a game device to maintain play balance via a logicaly constructed mechanism to restrict the player to certain unit choices and use his assets in a tactically appropriate manner (instead constantly dropping thors, hermes and hurricanes). It represents the fact that certain units are more costly/difficult to construct and so therefore are inherently rarer. -It's restricts the quantity of various units available to the players. A Liveship on Station in an optimal position could refill it very quickly, effectively removing most of the unit restrictions to the player. Although if one side ran through all 6 thors in 5 minutes they would still have to wait at least another 5 minutes + drop-ship deployment time for replacement thors to arrive on the battlefield. This becomes marginally so when the Liveship's Station status is sub-optimal as it could take up to 15 minutes + deployment time to refill your Thor stock....which could easily be longer than the duration of a game if you're already 10 minutes or more into it. If you Liveship Station status is "in-system" it's not going to be able to refill your Asset Pool at all as the time to planet is hours, much longer than the engagement itself. This means that you could give one side a very powerful advantage in numbers/ asset strength through manipulation of their Liveship Station status.....i.e. attacker gets more/better assets leaving the defender with a different set of tools to work with (see other post in chaos and order re: HQ, emplacements, stronger defensive turrets etc.). The other interesting scenarios this creates is to further increase the importance of drop-ships. If the defender can shoot down enough of your drop-ships then you won't have enough to replenish your Asset Pool AND ferry assets to the battlefield. Perhaps a player in a command track has access to a slider that lets him adjust how many drop-ships are available to ferry troops to the battlefield and how many are available to replenish the Asset Pool. The default setting is to have drop-ships give priority to ferrying reinforcements to the battlefield. But if the players really need those replacement thors they could divert dropships to replenish the Asset Pool forcing them to drive onto the map via the map-edge reinforcement zones in the mean time. Additionaly the player in the command track could have the option of changing the constituency of the Asset Pool over time. Of course the map designer could still have significant reinforcements to the Asset Pool for a defender w/out a local Liveship based on them being delivered to the Asset Pool via local transport infrastructure. and finally a couple more thoughts...... 1). The Station status of the Liveship could well be affected by events on the ground or a pre-timed event by the map designer. These could represent respectively a fight for a ground-based orbital battery or the arrival on Station of the opposition's Liveship. 2). The Station status of the Liveship should be represented in the GUI for the players, with a simple light/indicator that perhaps turns from green to amber to red to represent "optimal drop-orbit", "sub-optimal drop orbit", and "in-system". 3). infantry could have the option of being delivered direct from the Liveship by the orbitally fired drop-pods (smaller signature/smaller targets + not drawn from the Asset Pool) or via drop-ship from the Asset Pool (in which case they arrive WITH an IFV). The really nice thing about all this is it introduces some interesting tactical and strategic elements to the game that are really sci-fi. Your Liveship's orbital status becomes a critical part of your battlefield plans.
  8. the named picture is just to help you with the deletion of faces....or at least that's how i read clay's description of the process
  9. thanks Gordon. If you can post the other camo patterns that would be nice too looking forward to your tutorial on creating them in photoshop when you get a chance. i'm a mac persoange but for you windows people out there heres a nice camo pattern generator: http://www.vanderlee.com/plugins_camouflage_download.html
  10. iceman- the 5 minutes drop times are avoided by calling your reinforcements from the Asset Pool per the post. It is a LONG post but if you read it again you might appreciate it more What the method described above adds is some complexity and rational for the delivery of reinforcements. If you MUST have an asset that has been depleted from the force pool when then it has to come down from orbit and that will take time, it's a trade-off. The current method of asset delivery via drop-ship would remain unaffected.
  11. Hey folx the chaos and order thread got me thinking about the whole reinforcement/dropship delivery mechanisms and how we might better implement them to represent what's happening above and on the planet in advance of/during our tactical melees. First a couple of figures of note: Space shuttle takes @ 8.5minutes to climb to orbit (for an earth type planet). Space shuttle take about 30 minutes for a glide landing from first atmospheric contact (this includes a few maneuvers where they burn speed by turning in the atmosphere). Ok now forget those figures and let's look at some of the strategic situations the commander of a dropteam engagement might find himself in (these are related to the concepts i outlined in the Chaos and Order thread re meeting engagements, set piece battles etc): Liveship on station: The liveship has secured local orbital supremacy (driven off or killed any enemy orbital assets) and is in geosynchronous orbit at the optimal launch point for it's drop-ships (usually slightly in advance of planetary rotation). Quickest and most direct drop times @ 5 minutes from launch to touch-down (assuming as vertical a trajectory as possible and you burn almost all the way down). *This figure is a fudge* Liveship in stand-off mode: The Liveship is positioned out of the optimal drop area (perhaps it was driven off by the enemy's Liveship or is avoiding ground fire form the target area) but it is still in geosynchronous orbit. Second quickest drop times @10-15 minutes from launch to touch-down. *This figure is a fudge* Liveship in system but not in orbit: The Liveship has not been able to achieve orbital supremacy and is positioned in the local planetary system but is not in orbit above planet/target. Drop-ships have to conduct some intra-planetary flight in addition to atmospheric drop to arrive at target. Longest drop-times expect hours to touch-down (this is relevant though see later in this post). While this would preclude player drops from orbit in-game you would still be able to drop assets (pods and ships) to arrive at the onset of the engagement (it's assumed the commander ordered them in advance to arrive at the start of the engagement). Ground reinforcements: Force is receiving reinforcements from the ground. Arrival time to off-map staging area is dependent upon distance to reinforcements and local transport infrastructure. Ok now let's look at how the player receives reinforcements in drop-team. There is an Asset Pool defined by the map designer from which the player can select assets to be deployed either by drop-ship or map-edge reinforcement zone. Drop-ship reinforcement takes about a minute, much quicker than actual drop from the liveship would take. This is important as a player waiting 5 to 15 minutes for their AFV to arrive will get dang bored. Building on all the above assumption I suggest a mechanism for the asset pool and asset delivery to the battlefield that is somewhat more realistic than we currently have, introduces some interesting tactical considerations and just feels more "real". 1). Asset Pool. There is a secure off-map drop location that is used as a staging area for drive-on and drop-ship based asset delivery. This represents the Asset Pool as currently used in-game. Delivery to the asset pool is conducted in advance of the game start and represents either drop-ship based delivery or ground-based delivery or potentially both. 2). Reinforcements. Reinforcements (when a player call for an asset to be delivered to the battlefield) can be drawn from this pool either via drop-ship or map-edge delivery. In this instance the drop-ship is simply ferrying the reinforcement from off-map and not orbit and so arrives relatively quickly (and potentially has a different drop-approach see later). 3). Adding to the asset pool. You can add to this asset pool via liveship drops to the pool (to replenish specific AFV assets such as "more thors") or via ground based replacements if mandated by the map designer (we managed to unload get operational another thor from the mono-rail). The time to add assets to the pool would be based on either the Liveship's station status or an arbitrary time for ground replenishments by the map designer. If the Liveship is in orbit you could replenish the pool, if not then the time required would be prohibitive. What this would mean in-game: The above Asset Pool concept would mean that most dropships are conducting ground-based ferrying operations from the Asset Pool to the area of engagement. This is represented by the common 1 minute drop-time. This would not preclude a drop directly from a Liveship if you wanted to depending upon the Liveship's station status. Of course this drop will take longer (5 to 15 minutes) however the asset would NOT be drawn from the Asset Pool. Run out of thors? Drop another from orbit but you'll have to sit on your hands for 5 minutes AT LEAST. Liveships are the only method of drop-pod delivery. Drop-ships and drop-pods take the same time to arrive from orbit which as stated previously depends on the Liveship's station status. This puts somewhat of a crimp in johhny-on-the-spot turret drops and to rectify that somewhat my suggestions are: 1). during the deployment phase the defender doesn't have to wait for drops (as it is currently). 2). during the deployment phase the attacker can specify multiple drop-pod drops to arrive at the start of the game (no waiting time however quantity should be limited to avoid instant map saturation, perhaps 3 at a time?) with any subsequent in-game drops taking the full time based on Liveship station status. 3). Instead of calling for a series of (3?) Liveship delivered drop-pods to be delivered at the end of the deployment phase the attacking player can call for a SINGLE drop-ship delivered asset that is in addition to the force pool. Normally this would mean waiting 5 to 15 minutes but in this instance it's assumed the commander has ordered the asset to be delivered from the Liveship in advance of the engagement to coincide with the arrival of the rest of the force from the off-map Asset Pool. 4). Because drop-pods and drop-ships can now take up to 15 minutes to arrive based on Liveship station status i suggest the player no longer has to wait for their arrival but once he has called for one to be dropped he can then switch to a bot or other on-map asset. Drop-ship flight trajectory. This will vary depending upon where the drop-ship is coming from. 1). From the off-map asset pool: flat n.o.e. from closest map edge to target location wherever possible (taking into account air defenses). If the drop-ship cannot plot a n.o.e. trajectory from a map edge to the target (due to intervening terrain or air defenses) the drop-ship will notify that it is not a useable drop point and prompt the player to select another. 2). From orbit: The drop-ship drops steeply to location off-map shedding the majority of it's speed prior to entering the map then has a similar approach vector as a delivery from asset pool. IF the drop-ship cannot land in the location using this method (due to intervening air defenses) it will try to compute a trajectory that places it in the landing zone via a more vertical approach path. This will obviously result in more vertical approach that opens the drop-ship up for targeting as it completes it's final almost vertical descent. Assumptions: secure off-map drop location is used as a staging area for drive on and drop-ship based asset delivery. This represents the Asset Pool. Assets can be drawn from this pool either via drop-ship or map-edge delivery. You can add to this Asset Pool via liveship drops to the pool (to replenish specific AFV assets such as "more thors") or ground based replacements. Most dropships are conducting ground-based ferrying operations from the asset pool to the area of engagement. This is represented by the common 1 minute drop-time. You can drop directly from a liveship if you want depending upon the Liveship's station status. Liveships are the only method of drop-pod delivery. Drop-ships and drop-pods take the same time to arrive from orbit. The one logical question this brings up is "why doesn't the commander drop every damn asset at once and overwhelm the defender?". Well perhaps the Liveship is engaged in multiple operations in-system or on-planet and must spread his resources across multiple operation. So he picks the minimum force combination he believes can capture the objective so he has other assets available for other objectives. Naturally any commander worth his salt retains some strategic reserve to be committed to tight tactical situations, hence the drops directly from orbit. thoughts, comments, ideas?
  12. i put some of this stuff up on the wiki
  13. hey poesel, any way we can hlep each other sure. how should i send the sketchup files to you?
  14. hey poesel, i'm working on a concept for an alien race of afv's that would use some relatively advanced technology (including force fields). it would be nice if the force fields used on the liveship-human produced afv's were somewhat limited. I was thinking about this issue last night and i think a force field that works as a simple add to armor thickness and has to be synced to the gun so that when the weapon is fired the force field is turned off for a 1/4 second would be a good compromise for the human tech. the force field generator should be LARGE and HEAVY so that only a BIG afv could carry it and would have to make some sacrifice in SPEED to carry it. ions could go right through it unimpeded (would make those ions a little more useful).
  15. thanks for the reply gordon understood about the tutorial and resources taking some time. if you have the camo patterns available as a simple texture i would be happy to make do with those for the time being until you get the time to deal with putting together a tutorial or presenting the texture files in a more robust manner. With the new tool formz is building for me stretching of patterns won't be a problem as the uv mapping will be constructed without any of this...nice
  16. oh and the tracks are animate by moving the track texture around the track, the track itself doesn't move, neither do any of the wheels if you read that tank destroyer thread you'll understand how the components are placed but the general overview goes like this: one component for the turret one for the chassis (including tracks etc) one for the gun assembly (i.e. maingun with mantel and any coax). the turret gets placed with it's center of rotation on the origin of the x/y/z axis the chassis gets placed with the center of it's mass on the x/y axis and it's lowest point (usually the tracks or wheels) on the ground plane (i.e. origin of the z axis). the main gun gets placed with it's center of elevation/depression on the origin of the x/y axis and it's lowest point (usually the mantle but maybe there is no mantle) on the ground plane (origin of the z axis) hope this helps
  17. you've gotten further than me at this point. good to see someone monkeying with the scripting yurch and clay seem to have all the answers re: scripting. as far as scaling goes i scale the treads within sketchup to match the chassis size (of course i had to scale that first). I got some overall dimensions from clay for the afv's in dropteam and have used those figures to scale all the vehicles in sketchup, i'll post those values later on when i dig em out. btw i have a pretty decent library of components built in sketchup (guns and things from the game). I[ll post those later this week for you to play with
  18. These ideas are mostly based around trying to use some of the strategic elements you have to consider when waging war and how they reach down to the tactical level to affect the way individual battles are fought and the how the combat stance of the forces gives them differing options to work with. First off i'd like to see the objective battles broadly defined as either: a). typical set-piece battles or . meeting engagements a). typical set-piece battles- This is where the defender has has significant time to prep the battlefield yet the attacker has dislodged (temporarily or permanently) their planetary and interplanetary support. This would allow the attacker to dominate the flow of reinforcements and create an inbalance in the nature of play. Attacker get more units/ quicker reinforcements while the defender has better/stronger defences. These battles could change states as they progress. Perhaps after a set-time the defenders planetary, interplanetary or both support is restored to some degree and the attackers is degraded forcing a shift in tactics. Or perhaps the attacker's ability to maintain local support superiority is a function of them capturing a specific objective within an alloted time frame (i.e. capture that bloody huge hellbore cannon within 10 minutes or the defenders regain local support superiorty and their reinforcements start flowing again). . meeting engagements- Both sides arrive on an equal footing with similar time to prep (or not) and everything is relatively equal as far as support goes (reinforcement flow etc) however once one side captures objective "A" the other side's support capability is deteriorated and their reinforcements slow down or become poorer quality. Capture objective "B" and it get worse or better etc. a list of things that would help defenders: 1). pre-designed hull-down positions and other emplacements/ earth-works you can place without using the cutter to dig. You can mandate only a certain number of these are available to place avoiding the map-wide entrenchment. 2). visual camo you can place over a tank or other equipment to create a hide. perhaps with sensor jamming or perhaps not thereby requiring the user to pair it with a sensor jammer manually. 3). spider-holes for infantry with an accompanying bot order "wait til their close enough to hit with atg's". 4). tougher turrets that can only be placed during deployment phase...you still get the weedy turrets to be deployed during the rest of the game but the one dropped during deployment phase are ARMORED and have BIGGER GUNS. 5). Armored buildings or other deployables that can be placed during deployment phase to fill a similar role as walls, strongpoints, ammo depots and command centers (see M.E.U.s in modding forum). I think it's worth looking hard at the role that a real command post might play for the defender on the battlefield. With the ability to place sensors of various types in advance and to have a dedicated front-line command post with enhanced information processing (i.e. real-time a.i.) it might go a long way towards justifying giving the defender a real-time battlenet where if any pipper or information shows up on a team-mate's sensor display it's shared with the rest of his team....with perhaps even the nice capability of switching view to their gun cam, work together to lase targets, switch to control a remote turret, mark targets for arty to fire at, an enhanced display that allows those counter-battery pippers to be used somewhat effectively etc. What's nice about this is it would also be a prime target for destruction by the attackers. As a defender you could place it in the middle of your primary defensive position or in some unobtrusive area of the map and hope it remains hidden while the attackers pound away at your main base. and for attackers: 1). more units/quicker reinforcements. 2). better units (as the attacker you know where to focus your forces and can therefore concentrate your best units in this engagement....the defender has has to spread their units among many possible targets.....as well their interplanetary and planetary defensives....so the attacker made the choice to concentrate their forces HERE, drive away/degrade the interplanetary and planetary suport capability of the defender and theny landed with the best units he had. 3). force-fields! yeah ok you don't get many and their not impervious but as the attacker you should have the choice of deploying one or two vehicles with a force-field generator to act as the tip of your spear....after all you chose the site of battle and chose your best assets to attack JUST THIS SINGLE SPOT while the defender had to spread his out all over the solar system. This would also doevtail nicely into yurch's thread about varying tech levels to some degree....the attacker's advantage is composed of a mix of more units, faster reinforcements, better tech levels while the defender's advantage is prepared defenses, better organization. This assymetric nature of the battlefield encourages complexity by ensuring that you don't end up with the default tactical scenario of "5 thors meet 5 thors and shoot at each other til one side dies". [ September 04, 2006, 03:18 PM: Message edited by: adzling ]
  19. Hey Gordon all i really need is a file that contains your camo texture overlays as delivered to marco; no need to detail how you arrived at those camo textures. If you have any info as to how those camo overlays and destroyed vehicle effects were added to the base textures supplied by marco that would be appreciated but please don't let that delay the posting/release of the camo textures themselves. I am happy to report that ADS has finished adding their tool for unfolding uv maps to FormZ and i am currently beta-testing it for them. This means that once i get the camo layers from Gordon i will have all the elements in place to accurately and easily construct uv texture maps based on the existing details and camo designs!!! I can't tell you how excited I am at the fantastic response of ADS. I emailed them regarding the difficulty i was having with uv mapping using their current tool and within a week and half they constructed a new tool just for me! It's worth noting that the uv maps that FormZ will now generate are dimensionally accurate with NO stretching or warping associated with traditional uv mapping techniques (see marco's previous posts in this thread). Now that is an unheard of level of customer support. woot!
  20. i agree keep the turret on a raised platform per the original apollo.
  21. wow i'm really impressed (and happy) to see that you're time out has raised your level of discourse darky. some really good points there. i wholeheartedly agree that the Thor is nowhwere near as scary (or effective) a tank as it should be. An M1 hauls ass and that's with a gas turbine engine let alone an anti-matter drive! In my experience inf could care less about a thor, i know it doesn't scare me as much as a bot-driven 20mm paladin. and that just doesn't feel right. The turret traverse speed and slow drive speed combined with super flat side and rear armor of simply massive dimensions make it easier to kill a thor with inf than a smaller fast moving paladin. a ring of those hammer-slammer type claymore defensive measures would help add survivability and credibility to the thor as an MBT (against both atgms and inf) but more important is the armor. When an inf carried rpg can EASILY knock out an MBT from the side or rear almost every time then IMHO it's NOT an MBT. It's a tank destroyer with a turret. Look at all the hits m1's are taking from rpg's in Iraq and still surviving. I say beef the speed, armor AND add the claymore-type atgm/inf point defense and then the Thor will at last be the MBT it's meant to be. Realistic physics notwithstanding an accurate hit from a thor should simply shred a shrike, destroy it occupants and toss the whole mess down the road while it burns and rolls. As it is i've pumped multiple rounds into a shrike and watched it sit there and continue to fire those atgms at me. Perhaps it can't move, perhaps it's driver has a headache, mebbe he lost all his tires but that damn thing is still firing his atgm at me. Picture an m1 hitting a jeep cherokee with a single round and tell me that fugger is in any way shape or form still functional. My main reason for building the Mjolnir and and nemesis was to bring some facsimile of logical afv design to the game. sloped armor and all. once i get the texturing issues worked out we'll see if this helps out somewhat.. course i'm still waiting for those camo textures from the developers..... I'm glad to see Clay is spending his time to right the wrongs of 1.1.4 and 1.1.3 before introducting any more changes. I simply have not played it much at all the past two weeks what with the bot arty and the cobra-kills-all dropships.
  22. yeah i encountered this last week. those frakking bots can hit anything on the map with those mortars, in defilage or not, hidden or not, sensor jammed or not!
  23. check the tank destroyer thread again for marco's comments. the grey textures with painted details are the "base layer". the camo layer is applied over the top of that (they are super-saturated to counteract the loss of color from making them partially transparent so the underlying details show through). as soon as we get those camo textures from marco's compadre we will be good to go.
  24. read the tank destroyer thead. there's a link in there that marco put up allowing to download some the texture assets. read the whole thread and you'll understand their process for adding the camo layer AFTER the texturing is done. I am still waiting for marco to post the camo layer assets. Furthermore my 3D software supplier (FormZ) has committed to writing a script for me that will enable some powerful unfolding/editing of UV maps within formZ which will make it way easier for me to do texture mapping. In fact i'm waiting on that script from formZ and the camo layer assets from marco before i can complete the mjolnir, nemesis and heavy IFV. at some point i'll get around to adding all of this into the wiki
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