Re: Reactor concept art
The known animation problem aside, I don't see any problem with the turret as it is. However, the reactor's a bit light and picks up the colours in its environment rather too well.
Unvanquished is an open-source FPS game featuring team-based strategy and RTS elements, pitting humans against aliens in a futuristic setting.
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The known animation problem aside, I don't see any problem with the turret as it is. However, the reactor's a bit light and picks up the colours in its environment rather too well.
Indeed it looks to overexposed on some maps.
I've imported my turret to my reactor scene to see how they differ in brightness under the same lighting conditions.
I think that the average between them would be the best solution, to be bright enough but not overexposed ingame.
However there are some shots from maps where the reactor looks fine:
<-- this is what I've mean with the turret being to dark, its just a black blob without recognisable shapes.
Also there is some stuff I want to fix or add once we have IQM.
-Rotate the whole reactor that his legs are in the corners of his bbox
-adding extra bones for particle effects
-add particle effects
-destroy anim with blinking lights as discussed above.(if its possible)
-fix textures
chris wrote:Rotate the whole turret that his legs are in the corners of his bbox
Won't have an effect since the bbox doesn't rotate.
Viech wrote:Won't have an effect since the bbox doesn't rotate.
Thats not the point, I rotate the mesh not the bbox. I think its less irritating to have the reactors legs in the corners of his bbox as to get stopped by a solid invisible edge.
Try placing the reactor at a 45° angle. Now its stands will be in the corners of the bbox (since it doesn't rotate like the model does). You could argue that it will be placed in a right angle most of the time since most walls on maps are parallel to an axis, though.
yes forget what I've written. I've misunderstood this. :)