[WIP] The Realm Community Balance Mod

Discussion in 'Work-In-Progress Mods' started by nanolathe, April 23, 2014.

  1. KNight

    KNight Post Master General

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    That was probably it.

    EDIT: I just remembered that I had swatches setup already from when I was working on my commander;

    [​IMG]
    EDIT2: Fixed the greys.

    Mike
    Last edited: July 16, 2014
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  2. superwaffle247

    superwaffle247 New Member

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    First post here, I'm sorry if this has alrady been asked. Can we expect a full changelog for the first full release? There's a number of balance mods out there and it'll be best if us users can compare.

    Really excited for new units!
  3. KNight

    KNight Post Master General

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    Yup we do plan on a Full Changelog once we get to a full release, right now we're still doing pre-releases.

    Mike
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  4. KNight

    KNight Post Master General

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    [​IMG]
    Yesssss.........Excellent!

    Just waiting on Nanolathe now! ;p

    Mike
  5. stuart98

    stuart98 Post Master General

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    Oh dear... You're probably going to end up getting a textured tank ingame before us...

    And so the space mod race takes yet another turn as the USA and the USSR Statera and RCBM balance mods continue to attempt to reach each milestone before the other.
  6. KNight

    KNight Post Master General

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    We could get it done super quick if we used my Cougar as Nano already has a more or less complete texture for it, but right now we're focusing on only the essentials in regards to overall balance, as we get into the small add-ons we'll be adding far more units! xD

    Mike
  7. squishypon3

    squishypon3 Post Master General

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    Haha, well we've got Tat's to help finish the rocket tank's, paint job texture. The race is on! >:3

    (Only kidding :p )
  8. nanolathe

    nanolathe Post Master General

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    Texture is done.

    Well, it's had a first pass anyway.
    ;)
  9. KNight

    KNight Post Master General

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    Today has been a goooooooood day;

    [​IMG]

    [​IMG]

    Still some tweaking on the texture(mostly specular related) and some minor fixing of the effects stuff but damn this is really exciting!

    Mike
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  10. stuart98

    stuart98 Post Master General

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    Congrats on beating us to having a textured model with anims ingame.
  11. nanolathe

    nanolathe Post Master General

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    It's not a race stuart.
    :p
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  12. KNight

    KNight Post Master General

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    Technically there aren't any real anims, The first Bot with new anims will be a big milestone as well.

    Mike
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  13. stuart98

    stuart98 Post Master General

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    Out of curiosity did you use blender or 3ds max for that?

    It sorta has anims.
  14. liquius

    liquius Well-Known Member

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    So Knight made the model in Maya (I think). We then put the fbx though papatran and finally imported it to blender to add the finishing touches.

    I never did end up getting 3ds Max --> fbx --> papa completely working.
  15. stuart98

    stuart98 Post Master General

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    Interesting...

    So getting bots or artillery in may be easier than we think...


    The 2.71 fbx exporter in blender is broken, so if you're exporting from blend to fbx you'll want to use 2.70.
  16. Raevn

    Raevn Moderator Alumni

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    Technically the aiming uses an anim tree :p

    Have you got that to work? I'd love to know how.
  17. liquius

    liquius Well-Known Member

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    I have only been using fbx from Maya and 3ds Max. With blender I just use raevn's papa exporter.
  18. Raevn

    Raevn Moderator Alumni

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    That won't help with bots or artillery, which typically have rotated bones. Plus, exporting to fbx will allow animations to be made :)
  19. liquius

    liquius Well-Known Member

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    Fortunately that's a problem I can kick down the road.
  20. epicblaster117

    epicblaster117 Active Member

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    Quick question, a while back there was a sort of "hack" to make this balance mod with galactic war. Is that still possible now?

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