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Question : Making new unit.
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GrayWolf
Development
Posts: 1590
Question : Making new unit.
«
on:
January 27, 2014, 07:55:16 am »
At the moment I have only one question and I'm counting for honest answer. If EiR member make a unit : fully coded, skin, other stuff, is there a chance to implement this unit to EiR ?
I just want to know if it's worthwhile
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Scotzmen
EIR Veteran
Posts: 2035
Re: Question : Making new unit.
«
Reply #1 on:
January 27, 2014, 08:08:19 am »
I'd say good luck, as there are... 5 people in the whole of the COH community that can even do all of that.
The hardest part isn't coding or textures.
It's the other stuff.
Like, modeling, UVW mapping, Animating.
It gets more complex, like importing and exporting the model with the right shaders and amount of polygons and smoothness, along with vertex's being properly weighted to the correct bones so animations are flawless, making sure bones have the right links and parents, making sure the whole bone structure moves like it should. Then there's animations, as far as 5 animation files may be needed for one action. Then theirs making sure everything works in the object editor.
And that's only half of it. And before you ask, no you can't use animations from the COH models. Because of different bones placement, names so on so forth, unless it's just minor conversion to a model. Like giving a Sherman the rockets, to turn it into a Tulip variant.
TL:DR it took me 3 years to learn how to model and animate effectively in COH, and that was after 2 years of doing the same with Dawn of war, which was a ton easier. So no, it wouldn't be worth it. Because it's impossible to achieve for a vast majority of people. Even me.
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tank130
Sugar Daddy
Posts: 8889
Re: Question : Making new unit.
«
Reply #2 on:
January 27, 2014, 08:23:05 am »
Quote from: GrayWolf on January 27, 2014, 07:55:16 am
At the moment I have only one question and I'm counting for honest answer. If EiR member make a unit : fully coded, skin, other stuff, is there a chance to implement this unit to EiR ?
I just want to know if it's worthwhile
If you are able to do everything listed by Scotzmen and the unit is consistent with other units (WW2 themed) then yes, of course we would implement it.
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Geez, while Wind was banned I forgot that he is, in fact, totally insufferable
Quote from: Hicks58 on June 05, 2013, 02:14:06 pm
I'm not going to lie Tig, 9/10 times you open your mouth, I'm overwhelmed with the urge to put my foot in it.
GrayWolf
Development
Posts: 1590
Re: Question : Making new unit.
«
Reply #3 on:
January 27, 2014, 08:47:06 am »
Quote from: Scotzmen on January 27, 2014, 08:08:19 am
I'd say good luck, as there are... 5 people in the whole of the COH community that can even do all of that.
The hardest part isn't coding or textures.
It's the other stuff.
Like, modeling, UVW mapping, Animating.
It gets more complex, like importing and exporting the model with the right shaders and amount of polygons and smoothness, along with vertex's being properly weighted to the correct bones so animations are flawless, making sure bones have the right links and parents, making sure the whole bone structure moves like it should. Then there's animations, as far as 5 animation files may be needed for one action. Then theirs making sure everything works in the object editor.
And that's only half of it. And before you ask, no you can't use animations from the COH models. Because of different bones placement, names so on so forth, unless it's just minor conversion to a model. Like giving a Sherman the rockets, to turn it into a Tulip variant.
TL:DR it took me 3 years to learn how to model and animate effectively in COH, and that was after 2 years of doing the same with Dawn of war, which was a ton easier. So no, it wouldn't be worth it. Because it's impossible to achieve for a vast majority of people. Even me.
I have too much time, but I won't play w 3dsmax 8 anymore. I'll just find a good model in archive and just code it. I'll also ask hans for help, he's the master of paint™
«
Last Edit: January 27, 2014, 08:48:38 am by GrayWolf
»
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Scotzmen
EIR Veteran
Posts: 2035
Re: Question : Making new unit.
«
Reply #4 on:
January 27, 2014, 09:04:40 pm »
You may be able to "obtain" models and such like from similiar games like "MOW"
And maybe "borrow" them.
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nikomas
Shameless Perv
Posts: 4286
Re: Question : Making new unit.
«
Reply #5 on:
January 28, 2014, 03:35:35 am »
I'd like to add that codling in a unit that is avelible, modeled and fully animated is not hard to do. The main problem is obtaining the model and correct animations.
The problem is finding a use for them, take the Matilda/Crusader tanks for example, the have them in the set files but what possible function can they really serve?
Matilda = Inferior Churchill
Crusader = Inferior Cromwell
PzIII... You get the idea.
If you guys want them to be added for the sake of (moar units!) then I don't personally mind, but I'm not quite sure that's what everyone wants.
Now back to work for me!
«
Last Edit: January 28, 2014, 03:37:11 am by nikomas
»
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"You can always count on Americans to do the right thing—after they've tried everything else."
Quote from: PonySlaystation
The officer is considerably better than a riflemen squad at carrying weapons.
Officers have good accuracy so they will hit most targets.
PonySlaystation
EIR Veteran
Posts: 4136
Re: Question : Making new unit.
«
Reply #6 on:
January 28, 2014, 03:43:30 am »
You sacrifice armor or firepower for a lighter tank which costs less resources and pop.
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Sharks are not monsters Henley, they are cute, cuddly and misunderstood. They love humans. sometimes they love TOO much. They love people so much that sometimes their kisses separate people into two flailing pieces which are consumed by other sharks in a frenzy of peace and joy.
GrayWolf
Development
Posts: 1590
Re: Question : Making new unit.
«
Reply #7 on:
January 28, 2014, 03:53:52 am »
Well I thought about making reward INFANTRY units, like Saboteurs or Wolfs of Smoleńsk
Maybe some recon squads or Jaegers
«
Last Edit: January 28, 2014, 03:57:47 am by GrayWolf
»
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Scotzmen
EIR Veteran
Posts: 2035
Re: Question : Making new unit.
«
Reply #8 on:
January 28, 2014, 04:20:51 am »
Infantry are easy. All you have to do is build knowledge of alpha channel and texture editing along with Object editor for some insanely advanced stuff that look cool.
But i doubt any one wants more infantry than is there. It'll need to fit a certain.. gap?
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XIIcorps
Donator
Posts: 2558
Re: Question : Making new unit.
«
Reply #9 on:
January 28, 2014, 04:32:22 am »
Quote from: PonySlaystation on January 28, 2014, 03:43:30 am
You sacrifice armor or firepower for a lighter tank which costs less resources and pop.
We already have redundant Vechs that need proper roles/rebalancing
tho im all for adding sandwiches to the plate
«
Last Edit: January 28, 2014, 04:40:36 am by XIIcorps
»
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Quote from: Heartmann on December 03, 2013, 11:20:45 am
some of My kids i work with shower me
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