andrey12345
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« Reply #640 on: October 11, 2014, 10:49:25 PM » |
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Tool for platoon options replacement.
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Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
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Lemonade
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« Reply #641 on: October 18, 2014, 12:06:05 AM » |
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Andrey, will there be some instructions telling us how to convert 3D models that are in industry formats to a format readable by GT series, and maybe some utilities to do the conversion? Maybe I didn't spend enough time researching this topic, but I have no idea how could I, say, take my tank model to GT series, define its vital zones (ammo store, crew compartments, armour thickness, etc. - probably by some primitives, driven by an unknown naming convention?). Plus, how to define vehicle parameters like speed, acceleration, etc.? Same question about infantry. How do I take a rigged and animated (what poses does GT require from an infantryman?) infantryman into a GT game? Some clear guidelines for modding community would be really welcome.
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« Last Edit: October 18, 2014, 12:08:12 AM by Lemonade »
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andrey12345
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« Reply #642 on: October 18, 2014, 11:53:55 AM » |
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Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
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andrey12345
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« Reply #643 on: October 18, 2014, 12:15:51 PM » |
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Andrey, will there be some instructions telling us how to convert 3D models that are in industry formats to a format readable by GT series, and maybe some utilities to do the conversion?
See manual in GTOS docs folder mkmodels.pdf Plus, how to define vehicle parameters like speed, acceleration, etc.?
These parameters do not make sense, so never be set. Vehicle description available through unpack and copy one of existing ones (modtools.pdf). Better to start with simple model like gun or truck. Same question about infantry. How do I take a rigged and animated (what poses does GT require from an infantryman?) infantryman into a GT game? Some clear guidelines for modding community would be really welcome.
No guidelines on this topic. GT not supported tools for animations or rigged models, only skins on existing.
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Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
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andrey12345
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« Reply #644 on: October 18, 2014, 08:08:27 PM » |
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Abandoned but still moves Hits at short range from Marders. APCR - bottom, APHE - top Knocked out
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Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
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Lemonade
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« Reply #645 on: October 24, 2014, 09:16:57 PM » |
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Thanks Andrey, I'll take a look at those documents. Andrey, will there be some instructions telling us how to convert 3D models that are in industry formats to a format readable by GT series, and maybe some utilities to do the conversion?
See manual in GTOS docs folder mkmodels.pdf Plus, how to define vehicle parameters like speed, acceleration, etc.?
These parameters do not make sense, so never be set. Vehicle description available through unpack and copy one of existing ones (modtools.pdf). Better to start with simple model like gun or truck. Same question about infantry. How do I take a rigged and animated (what poses does GT require from an infantryman?) infantryman into a GT game? Some clear guidelines for modding community would be really welcome.
No guidelines on this topic. GT not supported tools for animations or rigged models, only skins on existing.
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andrey12345
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Posts: 6642
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« Reply #646 on: November 06, 2014, 10:34:42 AM » |
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45 mm 53-K AT gun mod.1943 (with wheels from GAZ-AA truck)
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« Last Edit: January 03, 2015, 02:18:32 PM by andrey12345 »
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Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
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andrey12345
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« Reply #647 on: November 06, 2014, 10:43:00 AM » |
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45 mm 53-K AT gun mod.1937 (with the spoked wheels)
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« Last Edit: January 03, 2015, 02:18:59 PM by andrey12345 »
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Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
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Ultimaratio
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Posts: 25
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« Reply #648 on: November 07, 2014, 05:19:20 PM » |
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New fan here, looks pretty good!
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Lemonade
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« Reply #649 on: November 09, 2014, 09:59:15 PM » |
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The more early war stuff, the better. Spoke wheeled 53-K looks great.
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andrey12345
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« Reply #650 on: December 02, 2014, 04:32:20 PM » |
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Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
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andrey12345
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« Reply #651 on: December 04, 2014, 12:22:08 AM » |
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Mius-Front map changed according to WWII maps
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« Last Edit: January 03, 2015, 02:18:01 PM by andrey12345 »
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Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
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andrey12345
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« Reply #652 on: December 07, 2014, 07:14:00 PM » |
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« Last Edit: January 03, 2015, 02:16:53 PM by andrey12345 »
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Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
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andrey12345
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« Reply #653 on: December 12, 2014, 08:09:57 PM » |
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Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
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Nokturnal
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« Reply #654 on: December 14, 2014, 10:39:34 PM » |
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Did you guys team up with the Spintires devs?! Very impressive work. Looking forward to picking off some bogged vehicles! Moderatorial: Quote removed.
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« Last Edit: December 28, 2014, 01:56:09 PM by Krabb »
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Ultimaratio
Oberleutnant
Posts: 25
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« Reply #655 on: December 17, 2014, 09:12:23 PM » |
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Really nice. Btw will you improve the ai which controlls my allies. Or will we be able to controll all units without penalities? Furthermore what are the specs you are aiming for?
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Ultimaratio
Oberleutnant
Posts: 25
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« Reply #656 on: December 28, 2014, 01:17:55 PM » |
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I also hope that my units have a bit more ammo or at least ammo trucks are more available oh and pls fix the infantry animation when they are using artillery.
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Krabb
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« Reply #657 on: December 28, 2014, 02:02:52 PM » |
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Or will we be able to controll all units without penalities? There is a setting for this, and in GTOS, too. Furthermore what are the specs you are aiming for? Probably not much different to GTOS. I also hope that my units have a bit more ammo or at least ammo trucks are more available oh and pls fix the infantry animation when they are using artillery. The supply situation is based on historical documents, I don't think this will be changed. What's wrong with the animation, could you describe this in detail (or maybe in screenshots, etc.), please?
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"Please adopt a good faith attitude, Andrey. After 2+ years it's about time you did." "It is simply not necessary, it makes no sense"
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andrey12345
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Posts: 6642
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« Reply #659 on: January 03, 2015, 12:06:30 PM » |
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« Last Edit: January 03, 2015, 02:06:16 PM by andrey12345 »
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Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
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