New; Mars Mod Units (04/02/05)

Or instead you could enlarge the forword stabiliser wingette thingies just behind the cockpit ...

Both units look fantastic

well done
 
Vbraun; I think you should keep the wings as they are. It may be that they aren't big enough for mars but I think it's important for the first plane of the game to be under engineered for use on mars. Later planes will be better designed for the thin martian atmosphere through the experience gained from early atempts at flight.

Agglo; I actualy meant it to be just a close up of one of the flight engines, but I guess if it had another flight bladder on the other end and giant blades in the middle (they would have to be in counter rotating sets to stop it spinning out of control), it could be a good balloon...
 
Bjornlo said:
So what is this new renderer you're using?

Its not really new. But the one I'm using to generate the previews and the civopedia is a really good raytracer (YafRay). This does have its disadvantages such as high rendering times and no halo effects (ie no smoke/explosions). For the animating I just stick to the default Blender Renderer which is faster and can do Halo Effects.
 
Is this a good size for in game? Also is the texture good?
 

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I'd make the trailing edge of the tail beam civ color, too.
 
Yeah! I think it looks good.
 
The bomb animation isn't needed. Heres why: civ 3 has Seperate animations for dropping bombs. They don't have the unit in it.. So how it works is that the game draws the plane flying over the target then, once it is over the target, plays the bombing flc. So.. seperate the bombs from the main plane. In the .ini the bomb.flc goes in the victory slot.
 
Oh, okay. Cool, then.
 
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