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Joazzz has wares if you have mod; oi, here to help
Topic Started: Jun 11 2014, 04:20 PM (1,348 Views)
ladie from hell
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I would like to Point Out that (Even though we have not Public release) The OFPWH40K Titans :

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As you can see .. the "Titans" Are HUGE, and they All Walk and shoot and such. . . .

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Joazzz
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and the scale looks right and proper too; only the textures and smoothing seem to be bit shoddy


how well do they work when it comes to the gameplay side of things?
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ladie from hell
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Joazzz
Jun 25 2014, 05:11 PM
and the scale looks right and proper too; only the textures and smoothing seem to be bit shoddy


how well do they work when it comes to the gameplay side of things?

There was two or more people who made the Titans (all the Chaos Titans and Imp Reaver Titan was made by RazerX and awell of a Great Job that he did, he was just beginning to Do Modeling, None of his titans were ever UV-Map.)


As to why they were never public Released is the Weapon Damage settings as well as Armor Value:

Weapons : Each Titan has their Own Weapon set up, but were never Adjusted for Wh40K Damage (something about "Too Gamie")
Armor : Each Titan has armor settings that co-inside with each level of Titan meaning, scout titan is less armored then reaver titan .. etc.
(as for Armor Values of the Titans and other Combat Vehicles such as Baneblades, Ork Stompas/Gargants and other possible Titan killing weapons,
these weapons were never set up to match each other for damage and or range of Blast Radius).

Void Shields : We started On some kind of a Script that would work in OFP to act like a "Void Shield", But Real Life as made this a Very Slow out come.
With the Way A2 handles Damage and AP Damage, this should be much easier to make happen, Then again I am no Config maker and maybe I am blowing Sand though my @SS.

Movement : As I am not 100% sure but I believe is the same, Weight in OFP is the same in A2 as Vehicles go.
A tank Class (which is what the Titans would be classed as) have a Max Weight before they would not be able to move (once again I could be blowing Sand out of my @SS). The Titans in OFP are all pretty Heavy so they would not BOUNCE around the Map if one was to be Hit by another Titan or Heavy vehicle like a Baneblade. To Turn a Titan (War Lord or larger) was tricky as one had to be Moving to may it turn left of right (forward/backwards).


In OFP as I suspect in A2, if a AI is manning a GUN (AT or Tank etc) and the Damage cap is set to 100, and a damage of 200 or more is needed to do at lest 2/3rds damage to the target, they would not shoot at said target. In tests of Macser's NEWEST tanks for CW40K, the Baneblade Armor is 2 to 3 times that of the OFPWH40K armor and v3.0 AI Baneblade tanks will not Target or shoot at enemy CW40K Baneblade as the OFPWH40K guns would not hurt the NEW Tanks.

Think of it as a AI inf. with a M4 or AK47 was told to shoot at a M1 or T72.. he has nothing that is going to hurt it, so he will not attack said Vehicle.
I Did a test with Macser's NEW Baneblade in CW40K test against an Ork Stompa and Gargant, The two Ork vehicles would not target the Baneblde as the Armor Value of the Baneblade is 3 times that of the Gargant (at the time of the Ork Stompa and Gargant were made, there was no weapon out there to KO the ork vehicles with in 2 to 3 hits).

The Goal for the A2 Mod is that if a Weapon System in WH40K was able to Level a City Block with one hit .. then that is what I hope to Have in the Mod. Case in point the SM weapons, The Bolter/Bolt pistol Are .75 cal ammo and they will be doing damage to that effect and not to as a 5.56 or 7.62 damage. The Heavy Bolter is a 1.00 cal round and it will do damage to fit. If the "Kill radius" is "50 meters" in the world of WH40K, then it "will be" 50 meters in the Mod. If it takes 4 hits from a Las cannon to KO a Leman Russ Tank, then the damage of the Lascannon to the Armor value of the tank will be as such. etc...

If for some reason players to do have the Fire Power to Kill/KO a target (such as ig vs Baneblade with out any AT weapons (rocketts to lascannons etc) then the Players will need to get said weapons and or move away from said target, Just like in real life... and or just as in the default A2 game it self.. a Soldier with out AT weapons is not going to be able to KO a Enemy tank (light armor to MBT) just not going to Happen....

Having a 120 meter tall walking Giant with City Destroying capability and you Only Have flash lights ... your going to be pretty much FOOKED.

OK I have Rambled enough.

I hope I answered your Questions

LFH

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Lovely work Joazz.Very impressive stuff. :)

There's two ways to handle units like Titans/Mechs.Both having negatives and positives.
Objects in BI games don't interact with the environment and other objects based on mass and volume.Not exclusively at least.It's partially class dependent.

So a man class can't knock over a tree,even if he weighs 50 million tons.

Then there's limitations in the weapon loadout it can have.

Still.For the "feel" of a giant stopmy robot,I think it works better.Or at least
looks better.As you can use keyframed animations.And then try to script
around the limitations.

The tank class gives you a better selection of weapons by default.And
the option to use optics for those weapons.It also interacts with other objects
more believably.Knocking over trees and barging other units out of the way.

But animating it is another thing entirely.That has to be purely script driven.
In my opinion it looks horrible.Even considering the advantages.

Scale,isn't much of an issue as far as I'm aware.Not with units at least.
Buildings are a different story.
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Joazz
 
the whole thing is 22 000 polygons


22,000 polys is quite a lot of geometry.

But having said that,OFP can handle models of that complexity.I don't know what the hard limit is per mesh.But it's more than 22K.

I tend to hold back on the complexity.But that's personal preference.
It's probably best to try a model out in a few different scenarios,to see
how it performs,before trimming it down.
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