Request partners; MARS mod

How easy should it be to live on mars?

  • Easy (A bit like living in Russia)

    Votes: 4 6.3%
  • Fairly difficult (like living at the north pole)

    Votes: 29 46.0%
  • Very difficult (Almost like trying to live on the moon)

    Votes: 30 47.6%

  • Total voters
    63
Would one of these guys fit your scenario well?
 
Oh man, that is just want I want to see - SF3D style suits for the mod (or for general public release).

Excellent work!

Sincerely,

Gaultesian
 
EDIT; wyrmshadow; Would you animate them for us? They look pretty cool, what format are they? and how many polly's? If you don't feel like making them in to units I could probably tackle them at a later date if they are in 3DS and not above 3000 pollys or so. (my comp is prety crap so I have to use low polly models with high detail textures) :)

Kal-el said:
there is no reason to give barbs HN, and sandstorms as barbs would mean that the storms would be chasing your units around. sounds kinda silly to me.

I have been toying with the idea of sand storms and alien microbes as aliens, but they'll have to wait till testing to see if it's possible.

The way I would do it is to have the basic barb as a rogue colonist, with the upgraded barb as a marsrover or mars car. Also preplaced on the map, in areas that are inacessable, would be a large number of sand storms or barterial attacks, these would be invisible and have a long range cruise missile type attack. The actual unit would have no default animation, just an explosion effect that looked like a sand storm. It'd also be a good idea to give it stealth attack so that it could target weak or damaged units to be more realistic. The only problem being that if you had a unit with see invisible, and the fact that every time you got hit it'd say "we've just been stealth attacked" unless there was a way to change the text.

Kal-el; That looks superb! a little way into the terraformiing process you'd be able to get away with just breathing gear and goggles, or even a single-use filtermask to cut out the co2 that would make up most of the atmosphere. For a strong helemt perhaps a flat plane helm would be better, I used something similar in one of the models I produced for the warhammer 40K mod, it could be redesigned to be wider at the bottom than at the top (to acommodate the breathing mask) or perhaps another way, such as to have it make an octagonal structure with single octagonal planes (to take advantage of the structural shape of a sphere, but the individual strength of flat planes;
 

Attachments

  • helmet.gif
    helmet.gif
    19.8 KB · Views: 259
vbraun said:
Heres my quick attempt at a basic model of it. The smaller tube is like a camera (for possible manual use). The entire box like structure will rotate.
This is about at civ level. Still not yet textured.
tripodv2.png

Looks pretty good, you may want to make the barrel a bit shorter, at the moment it looks a bit like it'd fall over when it fires. I'd suggest either a short barreled gun or a long barrel placed halfway down... Oh well its easier to show you what I mean, I'd also recomend four legs rather than three, just from a visual standpoint I've learned from experience that it looks better from the eight views;
 

Attachments

  • rocket.gif
    rocket.gif
    25.6 KB · Views: 240
I will whip up a quick sketch with the helmet on. I am still thinking a bubble would be best when considering the whole transition from your first unit to the SF3D armor.

With the goggles and breath mask I was going for that Cold War era Soviet pilot thing.
 
Kal-el; Having good visibility is always usefull for close in combat or city fighting, though it can also be usefull to have special visibility enhancing sensors. While engaging in an artillery duel it would also be usefull to see incoming shots, but also to survive them when they arrive! :) Maybe you'd use a different helmet for different duties, while using the same body suit... It'd be difficult to design a hemet that is optimised for all uses, though a strengthened dome with IR goggles underneath would be good. What would you think of having protective bars, a bit like what you have put on the spotlights.

I've started a Mars mod units thread in the Units forum, Only the Civil guard is posted so far and I'm thinking that he's actualy a little undersized, Have a look and see what you all think; Units thread
 
SM: did the link with the file I sent you work? OBJ good for you?
 
he looks great. I don't have the game with me, so I can't get distracted ( ;)) so I can't check to see if he is undersized, but the design is excellent.

As for bars, I don't really like the idea too much. Having played both American Football and Lacrosse, I can tell you having bars in front of your face can be a real pain in the ass. They totally cut into your field of vision. I would rather just hypothesize that they have developed sturdier materials with which to make the bubble, and leave it at that. Had a terribly busy and unproductive afternoon. Time to go get snookered at the local watering hole. Thankfully I hav eduty tomorrow which means I will not be going out at all, leaving me plenty of time to draw. :D
 
Am I going in the right direction? (Sorry if the lighting seems strange I've been playing around with it to get more of a Global Illumination)

Edit: Forgot the picture :blush:
Edit2: Preview with some color and better lighting.
tripodv4.png
 
Wyrmshadow said:
SM: did the link with the file I sent you work? OBJ good for you?

I tried your link Wyrmshadow, but it's in a format I can't use. I use Open FX for modeling and animating, but I think the SF3D units are in poser format.

vbraun; Looks good, I'm glad you went for four legs rather than three. You may want to make it little smaller, Or are you planning on resizing the whole frame after production using SSB? It would probably be worth the effort as large frame sizes can realy slow down the game. Is there a way to make the darks more dark? So that there is more contrast...

Kal-el; The bubble dome looks great, I guess the viewing glass is always going to be a weak spot, even if its an improved material.

I realy like the Reiver, as I was saying to aaglo the other day Capes are always a problem, in the case of Open FX it's even more so because it demands a whole new skeleton arrangement, so you can't use already established animations. I may have an experiment with making the cape (or the lower arrangement) a seperate object. I think I can make most of the Reiver from the body parts I aready have, I'll probably have to use an extra texture sheet for the Panzerfaust and extra details, but that shouldn't reduce render time too much.

I'm going to render the Paramilitary today, I'm going to try him at a slightly larger size, if it works OK I' re-render the civil guard to match, better to get it right now than later.
 
SM: can you use .3ds? I can convert it for you. PM me an email I can send it to.
 
I'm going to make it smaller. I'm going to try and add more detail today. I will post what I get done in an hour or two.
 
Here is what I came up with. Doesn't look much diffrant from this view but I added a wire thing in the back. Also I'm having problems with proper textures. If you have any ideas other then what it is now just speak up. It is also a little bit smaller.

tripodv5.png
 
Actualy Vbraun that looks fine, I think it's just the right size. Don't forget to feature plenty of movement in the animations though, not the legs, but the body of the gun has to move, and perhaps you can work in some recoil on the barel as it fires.

The paramilitary guard is finished and will be posted in the finished units thread as soon as it finishes uploading. I think the size is just right this time, so I may have to redo the Civil guard.

EDIT:

The Mars ROV is posted, For now I've set it up as a worker, with a work animation. It won't be as efficient as the later dedicated rover worker, but I think it suits better the idea of a mars scenario, where each unit is too expensive for it to be doing only one thing, now your rovers can explore, clear roads, set up monitoring stations etc.. I think I'll try to set it up so that the ROV will be used up in these actions.

One other unit I'm thinking of including with this batch is the commando, He'll be quite weak (no armour), but will have HN so he'll be able to raid enemy ROV's and settlers and damage enemy infrastructure. He'll upgrade to the reiver, though I'll probably work on a new model template for the next set of units, don't want them looking too much like variations on a theme (also enables me to include more stuff on one texture sheet and save rendering time);
commciv.gif
 
Back
Top Bottom