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Re: The Last Breach [small update #4]

Posted: Fri Jun 15, 2012 12:36 pm
by yuke5
Wow. This looks like a wonderful, authentic WWI experience. I can hardly tell it's SWBFII.

Re: The Last Breach [small update #4]

Posted: Fri Jun 15, 2012 1:00 pm
by AQT
^It's WWII. :wink:

The truck looks great up close. :)

Re: The Last Breach [small update #4]

Posted: Fri Jun 15, 2012 1:57 pm
by agentsmith38
Thanks guys. Yeah, it's WWII. It was supposed to be WWI, but then I thought that I could add more content if it was set in WWII. The location would've been easier to design too I guess.

Re: The Last Breach [small update #4]

Posted: Fri Jun 15, 2012 2:55 pm
by [Padawan]Helkaan
Awesome work here 38. In facts that doesn't looks like SWBF2. Reminds me of these huge standalone mods made with the HL engines.
Just one very little thing, IMO that truck still looks too clean. I was thinking about a more mud texture instead of a damaged texture. Something like this:
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clean:
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mud:
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And applied on a SWBF2 model:
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I should skin a sandtrooper these days
You see, if you examine ingame the truck with more attention you could see nice details.

Re: The Last Breach [small update #4]

Posted: Fri Jun 15, 2012 4:03 pm
by Marth8880
Ooo, I can only dream of the wonders that a normal map would do for that texture. :o

Re: The Last Breach [small update #4]

Posted: Fri Jun 15, 2012 11:36 pm
by lucasfart
Wow! I completely missed this thread as I was away for a while, but it looks amazing! Nice job with the scenery, weapons, units and vehicles. They all look really good. :thumbs:

I would have to agree with the others when they say it still looks a bit clean, but that is a nice truck you have there. Is there any chance of making a variation of it with a mounted turret? That would be cool. :)

I really like the look of your units, but for some reason the eyes really creep me out. They look realistic and all, it's just that they have this really deep stare. Maybe that's just me though. :P

I really can't wait to try this map. Keep it up! :thumbs:

Re: The Last Breach [small update #4]

Posted: Sat Jun 16, 2012 12:05 pm
by AcaelusThorne
Helkaan pointed out what I wanted to say quite well. (very nice darkie btw :wink: )
If you think about how these trucks need to drive through those "roads" (if you can call them like that) you can imagine how they look after only one day. Same to the sandsack barriers. They get moved about through the dirt or get dirty from earth flying out of bombcraters.
Don“t get me wrong your textures look great but for a real WWII feeling you should make your wonderfull textures muddy and dirty because that is what war is like.

PS.: Looking forward to play as a engineer than :P

Re: The Last Breach [small update #4]

Posted: Sat Jun 16, 2012 1:43 pm
by Cerfon Rournes
I absolutely love the map's new look. Great work 38. :yes:

Re: The Last Breach [small update #4]

Posted: Sun Jun 17, 2012 1:07 am
by yuke5
Whoops! :oops: I had just read "All Quiet on the Western Front", so I guess it was just in my head. That and all the trenches. Sorry about being a penguin.
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Map looks AWESOME though!

Re: The Last Breach [small update #4]

Posted: Sun Jun 17, 2012 1:33 am
by Marth8880
Heh, All Quiet on the Western Front is a fantastic book. :o

Re: The Last Breach [small update #4]

Posted: Sun Jun 17, 2012 8:18 am
by AcaelusThorne
Yeah I read it too and when I think back to it I think 38 is right when saying he can add more content if it is WWII because the main thing they where doing in WWI was waiting and shooting from trenches and then suddenly they ran over and stabed some people with their bayonets and stayed in the next row of trenches which the enemy just had left. They had better tactics and a larger assortment of weapons in WWII.

Re: The Last Breach [small update #4]

Posted: Sun Jun 17, 2012 9:06 am
by agentsmith38
Thank you for your feedback guys. I sent the dirty texture to Wulf for further dirtying, and the result was good. So, yeah, credits to Wulf for dirtying it up!
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I made some UV improvements to the British model, added specular + normal map to the rifle, and helmet. I think it's looking alright, there's still some model tweaking I need to do on it. And the Nazi side will also go through some improvements.
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Re: The Last Breach [small update #4]

Posted: Sun Jun 17, 2012 10:11 am
by lucasfart
Really like that new dirt texture. Nice work Wulf. :thumbs:

And the spec/normal maps on the gun make it look a lot better! They really add detail and make it look a lot less like a paint texture. Keep up the nice updates. :thumbs:

Re: The Last Breach [small update #6]

Posted: Sat Jun 23, 2012 10:52 am
by agentsmith38
Hello everyone! :D

Small update, I've made a new walking animation for the infantry on both sides. Most units will have this. I plan on improving anims on the British Lieutenant too, at some point.

http://www.xfire.com/video/584379/

Also don't worry about where the video has taken place, I have some plans to make it look better.

And an idle stance:

http://www.xfire.com/video/583888/

Will most likely be improved.

Re: The Last Breach [small update #6]

Posted: Sat Jun 23, 2012 2:53 pm
by Fiodis
"Where's the Brit? I thought this was a video showing off an idle stan - WOAH."

But they look nice. :P Kind of funny how they swing their rifle so high when they walk, though.

Re: The Last Breach [update #7] - new walking anim and stuff

Posted: Sat Jun 23, 2012 3:54 pm
by THEWULFMAN
That's a really good walking animation. Sure it could be better, but isn't it like, the first generic walking animation any community member has made? Well, maybe FragMe! or someone made one without my knowledge.

Re: The Last Breach [update #7] - new walking anim and stuff

Posted: Sun Jun 24, 2012 2:39 pm
by Fiodis
THEWULFMAN wrote:Sure it could be better, but isn't it like, the first generic walking animation any community member has made?
Tha doesn't necessarily mean we can't give it the same constructive criticism we'd give the 50th custom walking animation we see. After looking it over again a few more times, I still think the rifle's swung a big too high. I actually kind of like the way the stock animations handle it.

Re: The Last Breach [update #7] - new walking anim and stuff

Posted: Wed Jun 27, 2012 8:05 am
by agentsmith38
Thanks for the feedback, I lowered how high he swung his rifle. I agree that it didn't look right. I guess I just wanted to change it to make it feel different. I did some looking around on how soldiers walked, and then even played on Company of Heroes to see how their soldiers walked. I think I captured it pretty well, even better with the tweaks I made to it now I suppose. They look a bit more alert now, which suits the difficulty. I guess the stock anim was made for the stock sides, it didn't look exactly right, I dunno maybe it's just me. But hey, here's something new, and I like mine better! Image

EDIT:

Update:

- New windmill
- Map barriers are up
- Bases are less empty
- Trees have been improved
-

The map is almost done, I've been making the map as poly-efficient as possible. The map is somewhat big, you've got something going on everywhere. At one place there could be a big fight, then at another, there'd be a small squad from both sides fighting it out to take a CP. Or maybe even a Flak Cannon defending a spot. It's all pretty dynamic, and should be very re-playable. Don't worry about long walks though. There will be jeep/Sidecar spawns at certain CP's to avoid this from happening.

Picture of a Sidecar:
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But anyway, here's some pictures of the new updates.
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Re: The Last Breach [update #7] - new walking anim and stuff

Posted: Wed Jun 27, 2012 10:05 am
by Fiodis
The spaces still seem too open for a map where you can die from two hits. Maybe some really large boulders strewn about would work? Real forests also have a great deal more trees, but I'd say those there are about as dense as it's sensible to have them in BF2.

It's the open spaces between the woods that throw the feel of the place off. What look are you going for? There's not enough houses for a forestside village, there's too many open spaces for a villageside forest, and the large gap between the different arms of the forest doesn't bring to mind anything. Imho, you could put down some more houses to flesh that out. Houses are good. They could be just as many polys as a tree and take up a lot more space.
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I'm sorry if I'm sounding somewhat harsh today. It's just that I've finally figured out what it was that was bothering me about the setting ever since the beta, and I can't think of a better way to say it.

So the entire post isn't negative, I love the windmills! :D Do I spy an interior?

Re: The Last Breach [update #7] - new walking anim and stuff

Posted: Wed Jun 27, 2012 10:59 am
by Webster27
Very good job, it doesn't look like Battlefront at all ! (In a good way) :D