(mostly)Graphical cans and can'ts?

Discussion in 'Mod Discussions' started by billthebluebot, April 3, 2016.

?

should I...

  1. just post whatever i'm working on and see what you think.

    2 vote(s)
    100.0%
  2. polish up an OKish presentationy thing.

    0 vote(s)
    0.0%
  3. learn to model well becuse drawings don't cut it 'round these parts.

    0 vote(s)
    0.0%
  4. give it up because its too much right now.

    0 vote(s)
    0.0%
Multiple votes are allowed.
  1. billthebluebot

    billthebluebot Active Member

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    So lately my imagination has caught come-up-with-stuff-that'd-be-cool-in-PA-itus, and I think it could actually be onto something. I'd like to know some (basic?) stuff so I can tailor it to fall within the realms of possibility without someone else having to come over and crush all its various bits for me.

    What are the ballpark polycounts for various units (T1, T2, navy, comms, titans ect)?
    Can any building have an Idle animation? Must it be a spinny bit?
    Can different parts of a turret rotate more slowly than others?
    How troublesome (impossible?) are different construction animations? I imagine you would build a structure with a diminishing health bar a bit bigger than its energy consuming brother that'll spawn a building on completion.
    Do units being made in factories need to be elevated?
    How much control do you have over lightning in effects?
    How do textures work in PA, like, do you pick spots on the model you want to be primary or secondary , or are the various colours basically choosing completely redone textures?
    ...Units can be made to build other units.. right?


    Probably pretty obvious what I'm talking about here, but don't shoot me down just yet! Also please don't just vote and leave, say something please.
  2. killerkiwijuice

    killerkiwijuice Post Master General

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  3. billthebluebot

    billthebluebot Active Member

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