new art in progress

It's too bad there isn't more artwork for makeshift weapons. The Road Warrior types didn't have a lot in the way of guns. It would be nice to see a truck 'jingled-up' with armored plates, concertina wife, some wheel spikes and a air-dart thrower.
 
You wouldn't see details like concertina wire on the games scale - you can barely see a cal.50 barrel....
Armored plates are however planed.

As to makeshift weapons - i think the notion/setting of the mod shows rather clearly that the Survivors do gain access to Leftover/Re-Manufactured pre-war weaponry at some point.

Stuff like dart guns and improvised firearms would be a cool addition to the early game, before the salvaged/remanufactured firearms become available. As of now this phase of the game is very short however, barely leaving space for the units already there (crossbows).

At the point in the game where UTE's with Heavy Mount promotion become available, there are firearms already.
Choosing between an air-dart-gun an an Browning M2 - a simple, robust design that stayed in service for more than 50 years, survived a world war, and will probalby survive the armageddon as well - as "Heavy Weapon" to put on a vehicle, i think the later is clearly a more reasonable choice.
 
I had another hour, so i finished the variants from previous post with a "Armor" upgrade.

ute3fp2.jpg


Each armored variant uses the same anims as the according not armored one, so they should stick together in the same folder.
And still/again the LandRover**** Textures on all units are the same.

The archive here is complete, so i took out the attached file from the previous post.
 
The code to convert utes to different unit types based on promotions is now working. Two minor problems. (1) The unit changes direction to face east, which is only cosmetic. (2) If you suddenly gain enough XP for multiple promotions you can apparently only get one promotion per turn. This is unlikely to happen in practice, but you can give yourself a bunch of XP in WB. After taking the first promotion, something about pUnit.convert() turns off all the promotion action buttons. The proper experience shows, ie 25/10, which implies more promotions are available. Next turn the promotion buttons show up again. I'm not going to worry about that.

That is the last feature I was planning for version 9, so now I will "turn the crank" and put out the new version.
 
I tried to make a new Main Menu BG.
Made the earth a darker, with more desert and changed the script.
Not 100% happy - the earth texture/color combination could be better. But for now...
furymmkt0.jpg
 
What about putting random blackened areas on the Earth texture? If possible, especially in Europe, coastal North America, and other heavily populated areas like eastern China, Japan, and India.
 
I tried painting some kind of "scorch marks" where ruined/bombed cities could be.
Looked like crap. I am not the texture guy, so maybe someone else has better luck at it.
 
I tried painting some kind of "scorch marks" where ruined/bombed cities could be.
Looked like crap. I am not the texture guy, so maybe someone else has better luck at it.

To bad you there wasn't a way to wash out the words in this pic: Of course as it is copyrighted, I'm sure it can't be used anyway.
doomsday3.jpg


Course it would be better if the guy has some makeshift weapon or crossbow, but it's an imperfect world. :crazyeye:
 
I tried to make a new Main Menu BG.
Made the earth a darker, with more desert and changed the script.
Not 100% happy - the earth texture/color combination could be better. But for now...

Interesting idea. Instead of scorch marks, could you put bright yellow/orange mushroom clouds? I was thinking just a circle with a yellow,orange center, no 3d effect. If you had the right aspect ratio you could put them onto the earth.dds.

Also, in my loading screen, I had made a poor attempt to match the lightning bolt background in the Mad Max logo:

mad_max_logo_125.jpg
 
I had tried to add "glowing fallout" as well - similar to the one in the game... Did not look right either. Right now i have put it away, hoping for new/better inspiration/ideas.

There is also the possibility of using another background at all - the BTS menu BG with the building - if we make the sky somewhat more Red'ish and replace the building with a ruin, where you can see the the sky throught the restoyed windows... Might work out better than this earth...
 
With this ^^ sorted out and exiled in a new thread :p ...

Here are some of the UTE variants...
Unfortunately it took a bit longer than i expected, so i did not have time to make the "Armored" extension today (nor to finish up the knight, sorry)

The AT variant with TOW missile and one MG - i did not want to make it "Missile only" - i think it would look odd, the "Heavy Weapon" with 2 Browning MG's and a HeavyAT with both dual Mg and TOW. All featuring SeZereth's cool guys.
ute2ht3.jpg

ute1jx3.jpg


The LandRover_*** texture set is the same on all 3 (4 with the basic crossbow variant) so it might be a good idea to put all units in one folder, to save momery. Or keep separate folders, but move the 3 textures to the "Shared" Art folder.

Also i only actually tried the HeavyAT variant in game. There should be no problems with the others - they are more or less clones animation-wise.

EDIT: Oh... The File...

looks incredible.

sorry for my long absence, but I am very busy with university and after creating the walls, tower, fort, i will abandon the fury road project again, because I want to focus my little time on FfH. sorry again, but as I can see, refar is so awesome, you won´t need me anyway!
 
looks incredible.

sorry for my long absence, but I am very busy with university and after creating the walls, tower, fort, i will abandon the fury road project again, because I want to focus my little time on FfH. sorry again, but as I can see, refar is so awesome, you won´t need me anyway!
Thanks a lot.
A pity you don't have more time - your units are great and were of big help. But i know it's hard to find time to do all the stuff.

@ The blasts-texture... It does look a bit better than wht i had. But i am still not convinced - it does not show in the screenshot, but somehow these static blasts look odd in a animated BG.

Maybe i can make them glim a bit... Must try around what can be done on that BG scene.
capture20082008232319vx6.jpg
 
Hey,
i created some new rusted walls...
at least I tried, it is quiet annoying, i cant explain why it is soo dark in game. I tried around with normals, but I didnt get it to work :/
can someone else have a look at it?
thanks
 

Attachments

Hey,
i created some new rusted walls...
at least I tried, it is quiet annoying, i cant explain why it is soo dark in game. I tried around with normals, but I didnt get it to work :/
can someone else have a look at it?
thanks

Cool texture.
capture21082008035302on8.jpg


Something about the material/lightning is annoying indeed... I don't really know what is wrong - i suspect it is somehow connected with the Vertex Color Propertie, but i couldn't figure it out.

I just have set materials emissive colour brighter to compensate, i think it looks ok now.
 
Cool texture.
capture21082008035302on8.jpg


Something about the material/lightning is annoying indeed... I don't really know what is wrong - i suspect it is somehow connected with the Vertex Color Propertie, but i couldn't figure it out.

I just have set materials emissive colour brighter to compensate, i think it looks ok now.

ok, cool.
but the screenshot suggests you are running a very low graphics setting?
it looks really blurry :)
 
I had the graphics not configured properly yet, sorry. Just had reinstalled BTS.

It had refused to load any mod -not even the ones that came with the game- no error message, nothing - just ignored the Mod entry in the ini and loaded up the base game. I couldnt find what cause it and had to reinstall...
 
I don't think the fuzzy wall is completely due to refar's graphics settings:
attachment.php


The ground texture is slightly fuzzy anyway. But the trees and bombed buildings are crisper than the wall texture.
 
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