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Re: Mass Effect: Unification (build 20120318.1700)

Posted: Wed Mar 21, 2012 1:23 am
by yuke5
Mass Effect!
Hidden/Spoiler:
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Flooded Oil Refinery is now compatible with Marth's Mass Effect mod!

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Wed Mar 21, 2012 1:40 am
by THEWULFMAN
Awesome Yuke! I loved that map of yours.

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Mon Mar 26, 2012 8:58 am
by MSVWorthington
On the luna map there should be those drones from rogue VI now that would be cool
and those turrets as well

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Mon Mar 26, 2012 8:10 pm
by Marth8880
Combat Drone! Right now it functions the same as a remote droid, but I am still working on getting it working as a weapon-spawned, A.I.-controlled unit.
Hidden/Spoiler:
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Oh, and also, I have just implemented support for Death Star, Geonosis, Yavin 4, and soon, Utapau, and eventually, Hoth.

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Mon Mar 26, 2012 10:25 pm
by yuke5
Whoa! I love the model. That must have been a pain to make. Excellent work! :D

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Mon Mar 26, 2012 11:00 pm
by Marth8880
It was actually really pretty simple! The outer pieces were just two thin melon-shaped "slices" out of a sphere, and the inner two rings were just ring-shaped shavings cut out of another sphere. 8D

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Tue Mar 27, 2012 10:50 pm
by Teancum
Just curious -- model-wise what's the priority? Characters, weapons, etc? I'd like to find a new mod to join up on, but to be honest this is really ambitious and given my current time constraints I'm not ready to jump on board until it seems less Battlefront-y.

Don't get me wrong, it looks great, but it still looks like Battlefront with standard units. Don't feel rushed, either, I just was curious.

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Tue Mar 27, 2012 11:03 pm
by Marth8880
No worries, once 38 has those heads for the N7 guys done, TNA will be able to finally finish the N7 units' player models. And once he's done with those, (I'm guessing) he'll have the time to continue working on and finish the geth and collector unit models.


Random fun fact: In some of the stock maps, the stock sounds are not loaded correctly, other than the stock streams; this mod is jam-packed with just so many custom sounds and such that it's actually sort of difficult to tell that there are even any stock sounds that are missing.

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Tue Mar 27, 2012 11:21 pm
by The Nasal Abyss
Marth8880 wrote:No worries, once 38 has those heads for the N7 guys done, TNA will be able to finally finish the N7 units' player models. And once he's done with those, (I'm guessing) he'll have the time to continue working on and finish the geth and collector unit models.
No need to worry; I've been working on my parts of the mod bit-by-bit. I'm just a bit strapped down by schoolwork and extra-curricular activities right now. I'm going to start buckling down and getting work done once I get some free time. (which hopefully won't be long)

Also, sorry about my recent lack of communication for the same reasons.

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Wed Mar 28, 2012 1:09 am
by Marth8880
It's fine, homie; and alright, cool! 8D

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Fri Mar 30, 2012 6:46 pm
by Cerfon Rournes
Sweet Combat Drone. :)

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Sun Apr 01, 2012 5:36 am
by Marth8880
New cover system, proof of concept:

Image

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Sun Apr 01, 2012 5:48 am
by THEWULFMAN
Looks great! We can probably iron out the AI not opening fire (sometimes) at you as well.

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Sun Apr 01, 2012 7:35 am
by Lephenix
This is great :thumbs: .

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Sun Apr 01, 2012 10:19 am
by ARCTroopaNate
What map is that Marth? It feels just like an artificial training environment! Good job! :thumbs:

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Sun Apr 01, 2012 11:00 am
by RevanSithLord
ARCTroopaNate wrote:What map is that Marth? It feels just like an artificial training environment! Good job! :thumbs:
Probably a map for testing proof of concepts like such. A concept which I like. Looks great!

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Sun Apr 01, 2012 11:16 am
by kinetosimpetus
What's new about it? Just looks like a new barricade msh with hint nodes behind them...

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Sun Apr 01, 2012 11:32 am
by Cerfon Rournes
^I feel the same. Meh, it looks cool anyways. :mrgreen:
@Marth: Did you get a chance to test out the latest reticule files I sent?

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Sun Apr 01, 2012 11:50 am
by THEWULFMAN
kinetosimpetus wrote:What's new about it? Just looks like a new barricade msh with hint nodes behind them...

The trick was making the AI stay at the nodes longer than 5 seconds, or even go to them at all. It took awhile; fiddling with nodes, barriers, AI Goals and all kinds of different ideas.

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Sun Apr 01, 2012 11:55 am
by kinetosimpetus
I see. So what exactly were the problems and solutions?