WW1 Textures - Maps - Assets

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ShadowRunner
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WW1 Textures - Maps - Assets

Post by ShadowRunner »

WW1 has hijacked WW2 thread so I thought I should transfer it here.

This is a link to flags, signs, textures for WW1, I'll upload a utx soon:

http://deusexmultiplayer.freeforums.org ... -t497.html
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Re: WW1 Textures - Maps - Assets

Post by ShadowRunner »

Started a western front map

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Re: WW1 Textures - Maps - Assets

Post by Alvind »

Not much different from last time, now time for the bit i hate.......... texturing.
Seem to have found a good base texture for the armour.
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Re: WW1 Textures - Maps - Assets

Post by ShadowRunner »

Amazing, if you'd said to me last year that we will be blowing up WW1 tanks with landmines and watching Zeppelins, well...
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Re: WW1 Textures - Maps - Assets

Post by ShadowRunner »

Amazing, if you'd said to me last year that we will be blowing up WW1 tanks with landmines and watching Zeppelins, well...
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Re: WW1 Textures - Maps - Assets

Post by Alvind »

See post below
Last edited by Alvind on 26 Feb 2014, 21:50, edited 2 times in total.
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Re: WW1 Textures - Maps - Assets

Post by ShadowRunner »

Uber. That is amazing, just so unexpected in Deus Ex I guess, but absolutely brilliant for the engine too.

Of course, 100 years anniversary of WW1 too. Incredible to go from Fokker Eindecker to Space Shuttle in less than 100 years.

I could have the trench map finished by next Monday. A street map a little longer, but there could be a WW1 Landernau I guess.
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Re: WW1 Textures - Maps - Assets

Post by Alvind »

Nearly done..... just need to add more detail and shading. mighty close some flaps and lower some half way over the guns so you dont see a ugly black box but it sits in at 430 polys. Cant get more poly friendly than that XD
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Re: WW1 Textures - Maps - Assets

Post by chin.democ. »

Multiplayer friendly poly count...you heard it here first (take note modellers), good job! =D>
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Re: WW1 Textures - Maps - Assets

Post by ShadowRunner »

love the crosses... maybe a modeller's group hmm.
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Re: WW1 Textures - Maps - Assets

Post by Alvind »

What was the second tank you were looking Shadow?
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Re: WW1 Textures - Maps - Assets

Post by ShadowRunner »

http://en.wikipedia.org/wiki/Mark_IV_tank
I think the Mark IV was used by all allied countries, except Russia. That would be amazing if both teams had tanks.

These tanks though would only move at a crawl and would turn/rotate slowly as well, we will need to ask Poor to change the movement. Mark IV had 4 versions, probably the "male" is comparable/battleworthy to the German A7V.

Would be really amazing if this map was lit by starshells exploding every so often and slowly falling, is a moving light actor possible? Would it just wreck fps?
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Re: WW1 Textures - Maps - Assets

Post by Alvind »

It could be possible that it might work as a "unlit" cylinder shaped object with a custom explosion when it reaches it's trigger?

I think I'll enjoy doing this tank more than the last one :)

I'd actually appreciate Poor's input. Feels like I'm walking on his turf so to speak.
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Re: WW1 Textures - Maps - Assets

Post by Poor »

That first tank looks good. It has cannons on the side. I could make the tank fire the appropriate cannon for the direction the player is facing. But then the other tank would need something for game balanced.
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Re: WW1 Textures - Maps - Assets

Post by ShadowRunner »

Glad you're onboard with WW1 Poor, thanks.

The Allied Mark IV had guns in left and right barbettes, the cupola only contained mg.

Need WW1 speeds please, also I am not sure, should we toughen tanks up for WW1, because with the slow speed and lots of rifle fire, the tank needs to survive at least some of the slow trip across the map.

If we are using Clyzm for WW1, then we should only have weps like rifles, BAR, revolver, hand to hand weps and explosives.
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