You all realize they're making the treads flatter so that you don't have to buy a new PC to run the damn game.
Let them optimize as they see fit- they'll probably make the texture normal mapped: problem solved. Graphics don't matter anyway after the first 10 minutes.
<!--quoteo(post=1692150:date=Nov 2 2008, 04:51 PM:name=Radix)--><div class='quotetop'>QUOTE(Radix @ Nov 2 2008, 04:51 PM) <a href="index.php?act=findpost&pid=1692150"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You all realize they're making the treads flatter so that you don't have to buy a new PC to run the damn game.<!--QuoteEnd--></div><!--QuoteEEnd--> QFT.
<!--quoteo(post=1692129:date=Nov 2 2008, 10:45 AM:name=killkrazy)--><div class='quotetop'>QUOTE(killkrazy @ Nov 2 2008, 10:45 AM) <a href="index.php?act=findpost&pid=1692129"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The treads look like a texture, not a separate part of the model... meaning... the treads will be static when the thing is moving??!?!<!--QuoteEnd--></div><!--QuoteEEnd-->
No, the treads will be animated using a scrolling texture technique. Pretty much how every game handles animating tank treads.
<!--quoteo(post=1692134:date=Nov 2 2008, 02:02 PM:name=Epidemic)--><div class='quotetop'>QUOTE(Epidemic @ Nov 2 2008, 02:02 PM) <a href="index.php?act=findpost&pid=1692134"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is Cory still doing the textures on those models? It looks pretty good, just make sure the looks are consistent.<!--QuoteEnd--></div><!--QuoteEEnd-->
No, as of right now my role consists of creating all the concept art and Art directing the project, not creating textures. The same artist who we outsourced the MASC model to, also did the texture. The plan is for him do do all of the marine machines/structures, so they should look pretty consistent with one another, and we will make sure they fit the look of the game, as well. All of these textures will be fully evaluated in game, with the lighting and animations, and surrounding environment assets, and will go through any necessary revisions if they stand out as not constant with the look/quality of the rest of the game.
<!--quoteo(post=1692139:date=Nov 2 2008, 02:54 PM:name=Blade01)--><div class='quotetop'>QUOTE(Blade01 @ Nov 2 2008, 02:54 PM) <a href="index.php?act=findpost&pid=1692139"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The Mobile Siege Cannon is great but i dont like the tracks, i think their too flat..... by flat i mean this:<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, I was hoping to retain the big chunky treads that I had in the concept art. There are several reasons why we had to make them "flat".
1. Optimization. We are putting a lot of details into the models, but we also have to be realistic about it. The MASC is a very complicated model, and rather then cutting out more details in the gun or other various parts, the treads were a better option to optimize, since it doesn't effect the overall look as much.
2. Animation. When all the treads are actual geometry then they have to be animated as actual geometry, and there is no easy or optimized way of doing that. When they are flat, we can simply scroll the texture UVS, to give the impression that the treads are moving. Makes life simpler all around, and, trust me, since we have limited time/resources, you would rather we spent it on more important things.
As a final note, I just want to say that we really appreciate all the constructive feedback you guys give us, and do take it all into consideration. This thread is a great example of the awesome community we have here, since it's not filled with "That looks like **** " comments.
<!--quoteo(post=1692159:date=Nov 2 2008, 02:02 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE(Squeal_Like_A_Pig @ Nov 2 2008, 02:02 PM) <a href="index.php?act=findpost&pid=1692159"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This thread is a great example of the awesome community we have here, since it's not filled with "That looks like **** " comments.<!--QuoteEnd--></div><!--QuoteEEnd-->
QFT.
It's another reason why NS2 is going to be amazing. You guys get constructive criticism/comments and hopefully find them useful when making design decisions about the game.
Glad to see that you guys are taking what the community is suggesting into consideration, it really shows a lot considering how every other company runs their show. Anyways just to point out, the people who will be instantly buying NS2 (those of us who have been playing since the pre-steam days or even more recently) have been dealing with graphics that are long past their due. This shows that we enjoy the game play to the point where Half-Life 1 graphics don't bother us; however, in the contemporary market it is a <b>HUGE</b> issue. I think there are a lot of people who won't even touch a game if they can't get past poor graphics and likely wouldn't be willing to play NS1 any time soon. That said they (graphics) will also effect your reception as a next-gen game in the contemporary market going up against popular names like <i>e.g. Call of Duty</i> (just as an example). We'll probably be happy with pretty much anything that you put out, but if you want your game to be a successful commercial title in the "next-gen" world it will have to be able to neck it out with the competition. Take your time and make something great.
edit, Seeing what you have so far with your new engine I'm not too worried about the outcome, heck it even made NS1 models look sexy. Also! I'd really like it if player models affected the shadows when blocking light sources like in real life, same goes for reflections (of player models) in glass surfaces.
Very impressive modeling. Also, I think the idea of randomized (pre-drawn of course) markings on the siege engines to add to immersion is a good one. This type of idea works very well with soldiers faces and armor as well. Minimal effort is required to change existing textures to make numerous possible random combinations (although it can admittedly be hard on texture memory).
I'm glad you guys decided to make the siege cannon into a beam weapon type thing. This alleviates the believability issue of a projectile weapon penetrating walls to siege hives. Considering that it appears to be a beam weapon, will it burn down the hive as a steady stream, or still fire blasts like before?
Will it damage structures in front of and behind the target? I always thought two beam weapon siege engines working in tandem would be more believable for this, as they would only damage structures at the point where their beams cross.
Will the siege engine take substantially more damage when deployed than when undeployed?
I also wanted to thank you for the twitter sidebar. It helps sate my NS2 thirst between bigger updates.
I think I've spotted what's been nagging away at me with the renders... And now that I think I see it, I'm finding it very difficult to word my thoughts constructively. I am hesitant to further criticise because I really do think UWE is going in the right direction, and I don't want to discourage you guys.
There are very subtle differences in the angles, curves & colouring on the concept renders that give the MASC concept a very Metal Slug sort of feel. What we see in the 2D concepts is not just a tank. It looks flexible and lively. It is inspiring and downright cool. I think what a lot of us fans here are seeing is a disconnect between the 2D and 3D versions of the MASC. I'm struggling to find a way to word this, but I believe the 3D model has lost much of the artistic flair "in translation". All we see in the 3D render is the tank. It looks rigid and, well... Bland, I guess. I think that the inspiring and the cool is missing.
If the reason really is simply that engine budget limitions do not allow for the artistic style Cory has used in his concepts, then perhaps it is worth considering another that will work within your limits? I do however like the Cory's style, and if there is a way get the message across in a less graphically intensive manner, then I strongly encourage you to find it. If the reason is something else, such differences in style or even skill between the artists involved, then I hope you investigate ways around that too.
With regard to the tracks being less lumpy than they might be, if they're only intended to move around on metal floors then it's probably technically more sensible to use fairly smooth treads - although they'd still need to be suitably tough to not get bitten through easily.
I'm hoping that the suggestion of a short clip of the MASC in game is followed, would be nice to see.
<!--quoteo(post=1692222:date=Nov 3 2008, 02:11 PM:name=SwampRat)--><div class='quotetop'>QUOTE(SwampRat @ Nov 3 2008, 02:11 PM) <a href="index.php?act=findpost&pid=1692222"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->With regard to the tracks being less lumpy than they might be, if they're only intended to move around on metal floors then it's probably technically more sensible to use fairly smooth treads - although they'd still need to be suitably tough to not get bitten through easily.<!--QuoteEnd--></div><!--QuoteEEnd-->
I too noticed the flatness of the tracks and agree because they were designed (by Frontiersmen) to be used inside spaceships and -stations. But I think they should be looking scratched because it's metal on metal with no lubricant. Of course tracks are tougher than floor materials, in general, but I still expect to see some marks of movement on them.
1. the tracks looks fine, but they dont seem to have good grip other then it looks fine and i can undestand with "flat" tracks and who its animated. and i think that it will look cool, and with dark rooms that are ligthen up would hide most of the details and when gameing your more focus to not get killd skull or any khaara aliens.
2. Its may be me, but the MASC is missing <img src="style_emoticons/<#EMO_DIR#>/tsa.gif" style="vertical-align:middle" emoid="::tsa::" border="0" alt="tsa.gif" /> icon. something that would look good under "suck it" or somewhere on the side.
if i compare the concept art with this renderings, it look like the gun got shrinked...
so make it bigger <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />!!!
i want some like this loading 20 gb of texture data, i want real tanks!! <a href="http://www.youtube.com/watch?v=HvuTtrkVtns" target="_blank">EXAMPLE</a>
P.D: I CAN PLAY NS2 IN MY COMPUTER? OH ###### I GOT ONLY 150 MB FREE IN C: P.D2: NASA SELECTION 2? No thanks. New tech yeah but reasonable performance/fps please <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
First off I would like to say the music is GRADE A! And would only love to see more of it in the future =)
As far as the complaints about the MASC I think they are all valid. If most people say it's to clean then it is and should be addressed. In this I have several points I would like to make.
1) It the 'rines had time to write "SUCK IT" on it then it should have seen some battle. These units are supposed to be experimental meaning they are not mass marketing and they can only be found in LIMITED supply. Thus, it would make sense that the 'rines have probably use these somewhere before and so limited amounts of scaring would exist. Indicating that it is still new but not nearly used as the rest of the 'rines equipment.
2) A person said before this is lacking a terminal, and the blue glow that is associated with it. It you take a look at almost all assists on the marine sine you will find that nearly all of them have a little terminal of some sort. Upon looking at the ass of this monster it strikes me as very vague. I would strongly advise for some monitor or terminal be stuck here with possible blue glow goodness. But I do understand the poly limit so I am willing to let it slide but it should be noticed.
3) "SUCK IT" is painted on like a computer wrote it. If the 'rines added it later it would have most definitely made it more sloppy. In all truth the fact on how neatly it is printed REALLY bugs the hell out of me, because the un-realness of it makes it seem out of place.
4) I do agree that there are issues with the tracks and having an out ward ] bump would unnecessary textures. Since this is set for primarily stations and various assortment of space craft a repeating > > metallic texture might add the futuristic charm to it as well as explaining the reason why the track is flat. For I fear that too many people when they view repeating square patterns on tank treads they feel that they need to be indented like in real life, so by change how they are perceived would help to alleviate that perception. 5) In NS1 we always saw a lot of siege spam when taking down the hive. Upon viewing the size of the MASC I would think the one would not see more than 3 at any one time on the map. I personally like this idea, but I hope there are at least 3 different skins for it. Meaning, at least 3 different decals of insult on the font, also where is the icon that represents the marines? The sword with wings is very iconic and we can hardly think any super important piece of equipment like the MASC would be complete without it.
6) I know a lot of people say it is too blocky. I agree, because the concept art gives it more of a compressed roundy feeling to it. However, NS2 is being designed on hl2 like technology meaning that mass can play it rather than crysis sexiness. I will complain about rendering of the asset based on the poly constraint. I also feel that the artist was really going for emphasizing the fact the gun up packs and shoved the main weapon component high into the air. If it was redone to look more roundy then the turret would have been shorter giving less of degree of emphasis as well as make the unit more wide. I think all will agree if your fighting in a cramped space station you would much rather have a unit that is tall and stout than a short wide thing that you cannot move around in the hallway. Just my six cents, and keep up the great work.
I couldn't find it anywhere else (alright I was just having lazytime) but how is the mobile siege cannon being moved? By a player inside it, by players that push it or by the comm?
@Cory: Actually it's all leading back to you developers that created this community, props to you - actually having the chance to PLAY with the devs is what makes the game experience even more unique.
<!--quoteo(post=1692233:date=Nov 3 2008, 08:37 AM:name=Nordom)--><div class='quotetop'>QUOTE(Nordom @ Nov 3 2008, 08:37 AM) <a href="index.php?act=findpost&pid=1692233"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1) It the 'rines had time to write "SUCK IT" on it then it should have seen some battle. These units are supposed to be experimental meaning they are not <u>mass marketing</u> and they can only be found in LIMITED supply. Thus, it would make sense that the 'rines have probably use these somewhere before and so limited amounts of scaring would exist. Indicating that it is still new but not nearly used as the rest of the 'rines equipment.
3) "SUCK IT" is painted on <b>like a computer wrote it.</b> If the 'rines added it later it would have most definitely made it more sloppy. In all truth the fact on how neatly it is printed REALLY bugs the hell out of me, because the un-realness of it makes it seem out of place.<!--QuoteEnd--></div><!--QuoteEEnd-->
Er, you see, the TSA works with nanites, really small robots. So, it is written by a computer ... design. Basicly, the only limitation there are on marine equipment are the designs and the supply of basic building blocks. Kharaa are the same way since they are shape shifters, they can alter their biology at a basic level, so their only limitations on life forms would be what the hive mind could imagine.
Its a very different set of circumstances than the use of mass manufacturing production lines. Though, some production lines are so automated these days you can customize your car right on the assembly line, so if you had the extra cash, you could probably get them to slap "SUCK IT" on right then and there.
The short version: Personally, I think it was the engineer of this experimental aka new design who programmed the nanites to put together the silly message on his contraption. Makes sense when you think about it.
That said, I would find it more interesting if their was a variety of messages on objects.
The artist that made the MASC just sent me some higher-quality renders of the finished asset. The ones I uploaded in this news post weren't the latest ones apparently. Here you go:
2 -- I am totally fine with sacrificing bumpy treads for optimization, especially if that is spent on making the gun-portion look amazing.
3 -- Decals (ie, the "SUCK IT"). The tank really ought to have the <img src="style_emoticons/<#EMO_DIR#>/tsa.gif" style="vertical-align:middle" emoid="::tsa::" border="0" alt="tsa.gif" /> icon on it somewhere, and if there were two or three different "hand painted" decals and you got a randomly selected one every time you made a tank, that would add a lot of uniqueness to them. It'll be a bit odd when you set up a seige-zone with 3 MASCs and they all have the exact same hand-painted SUCK IT drawn on them. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
<!--quoteo(post=1692264:date=Nov 3 2008, 12:55 PM:name=Cxwf)--><div class='quotetop'>QUOTE(Cxwf @ Nov 3 2008, 12:55 PM) <a href="index.php?act=findpost&pid=1692264"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->3 -- Decals (ie, the "SUCK IT"). The tank really ought to have the <img src="style_emoticons/<#EMO_DIR#>/tsa.gif" style="vertical-align:middle" emoid="::tsa::" border="0" alt="tsa.gif" /> icon on it somewhere, and if there were two or three different "hand painted" decals and you got a randomly selected one every time you made a tank, that would add a lot of uniqueness to them. It'll be a bit odd when you set up a seige-zone with 3 MASCs and they all have the exact same hand-painted SUCK IT drawn on them. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd--> seconded
but overall, i like the updated version much better, treads look much much better.
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
edited November 2008
Looks great. Only other change or addition it should have would be a maybe 2 other skins that are identical except for something else written on them to give it variation.
Maybe some stuff like:
"We came, we saw, we kicked its ass" "Suck on this!" "No riding allowed" with a graphic of a cowboy hat drawn on (reference to Dr. Strangelove) "Aim away from face"
"Suck it" seems kind of an average thing to put on there, or at least on all the sieges. I'd imagine battle hardened TSA marines would have a bit of humor with their WMDs.
<!--quoteo(post=1692240:date=Nov 3 2008, 02:44 PM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Nov 3 2008, 02:44 PM) <a href="index.php?act=findpost&pid=1692240"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Er, you see, the TSA works with nanites, really small robots. So, it is written by a computer ... design. Basicly, the only limitation there are on marine equipment are the designs and the supply of basic building blocks. Kharaa are the same way since they are shape shifters, they can alter their biology at a basic level, so their only limitations on life forms would be what the hive mind could imagine.<!--QuoteEnd--></div><!--QuoteEEnd-->
I understand that there are nanites in this universe, but are you telling me that nanites build MASC every time the comm wants one? I say you’re insane. The marines are fighting for taking back their homes and space vehicles; they would not have access to a large enough power supply to build everything from new. I say this because this concept simply leads to well if they can build anything they want with no limitation then why don't the marines simply nuke everything and rebuild it? The answer is because resources are not so easy to come by to do that. Buildings magically phase in, marines also magically teleport from the unknown. What I am saying where they come from doesn't need to be clearly explained but to always be playing with toys that look like they took a mud bath and have one toy that looks like a car right off the show room floor seems silly. The average person isn't going to clearly know the lore of this universe. With that said everything should be created to make sense to someone who has just started. I am not saying they need to know what each building does specifically but more on how they can easily understand the reality of this universe and be able to believe in it.
BTW Thanks for the new photos Flayra. They look great! The more detailed photos go a long way. I think the tracks look very respectable and slight ware and tare to the armor really seems to fit the spot. Now if only we can get a few different insult skins for the thing. =D
<!--quoteo(post=1692268:date=Nov 3 2008, 06:54 PM:name=aeroripper)--><div class='quotetop'>QUOTE(aeroripper @ Nov 3 2008, 06:54 PM) <a href="index.php?act=findpost&pid=1692268"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"Suck it" seems kind of an average thing to put on there, or at least on all the sieges. I'd imagine battle hardened TSA marines would have a bit of humor with their WMDs.<!--QuoteEnd--></div><!--QuoteEEnd--> I agree, we have stuff like "my shrink says I need an outlet for my aggression." And all NS2 marines can come up with is "Suck It"?
"This side <strike>towards enemy</strike> away from me"
It still needs a <img src="style_emoticons/<#EMO_DIR#>/tsa.gif" style="vertical-align:middle" emoid="::tsa::" border="0" alt="tsa.gif" /> on there somewhere and also needs variable textures. Looking good though <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
The new renders do look amazing... I must admit I am stunned by difference made by a new texture pass and changing the camera & lighting angles by a few degrees. That tank tread texture hides the flat polygons well, and the higher contrast on the textures really brings out the detailing on them.
In reference to my earlier comments, I now think that my perceived blandness was due to colour alone, I still hold that the 3D model does not give off the same impressions of flexibility as the concept. The improved colouring is exactly what I was getting at when I was talking about finding an artistic style that works in the 3D medium. Rounded cartoonish edges have been swapped with high constrast and outlines, and it works well.
Once again, amazed at how color and lighting can make such a difference...
Comments
Let them optimize as they see fit- they'll probably make the texture normal mapped: problem solved. Graphics don't matter anyway after the first 10 minutes.
QFT.
No, the treads will be animated using a scrolling texture technique. Pretty much how every game handles animating tank treads.
<!--quoteo(post=1692134:date=Nov 2 2008, 02:02 PM:name=Epidemic)--><div class='quotetop'>QUOTE(Epidemic @ Nov 2 2008, 02:02 PM) <a href="index.php?act=findpost&pid=1692134"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is Cory still doing the textures on those models? It looks pretty good, just make sure the looks are consistent.<!--QuoteEnd--></div><!--QuoteEEnd-->
No, as of right now my role consists of creating all the concept art and Art directing the project, not creating textures. The same artist who we outsourced the MASC model to, also did the texture. The plan is for him do do all of the marine machines/structures, so they should look pretty consistent with one another, and we will make sure they fit the look of the game, as well. All of these textures will be fully evaluated in game, with the lighting and animations, and surrounding environment assets, and will go through any necessary revisions if they stand out as not constant with the look/quality of the rest of the game.
<!--quoteo(post=1692139:date=Nov 2 2008, 02:54 PM:name=Blade01)--><div class='quotetop'>QUOTE(Blade01 @ Nov 2 2008, 02:54 PM) <a href="index.php?act=findpost&pid=1692139"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The Mobile Siege Cannon is great but i dont like the tracks, i think their too flat..... by flat i mean this:<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, I was hoping to retain the big chunky treads that I had in the concept art. There are several reasons why we had to make them "flat".
1. Optimization. We are putting a lot of details into the models, but we also have to be realistic about it. The MASC is a very complicated model, and rather then cutting out more details in the gun or other various parts, the treads were a better option to optimize, since it doesn't effect the overall look as much.
2. Animation. When all the treads are actual geometry then they have to be animated as actual geometry, and there is no easy or optimized way of doing that. When they are flat, we can simply scroll the texture UVS, to give the impression that the treads are moving. Makes life simpler all around, and, trust me, since we have limited time/resources, you would rather we spent it on more important things.
As a final note, I just want to say that we really appreciate all the constructive feedback you guys give us, and do take it all into consideration. This thread is a great example of the awesome community we have here, since it's not filled with "That looks like **** " comments.
QFT.
It's another reason why NS2 is going to be amazing. You guys get constructive criticism/comments and hopefully find them useful when making design decisions about the game.
edit,
Seeing what you have so far with your new engine I'm not too worried about the outcome, heck it even made NS1 models look sexy.
Also! I'd really like it if player models affected the shadows when blocking light sources like in real life, same goes for reflections (of player models) in glass surfaces.
I'm glad you guys decided to make the siege cannon into a beam weapon type thing. This alleviates the believability issue of a projectile weapon penetrating walls to siege hives. Considering that it appears to be a beam weapon, will it burn down the hive as a steady stream, or still fire blasts like before?
Will it damage structures in front of and behind the target? I always thought two beam weapon siege engines working in tandem would be more believable for this, as they would only damage structures at the point where their beams cross.
Will the siege engine take substantially more damage when deployed than when undeployed?
I also wanted to thank you for the twitter sidebar. It helps sate my NS2 thirst between bigger updates.
There are very subtle differences in the angles, curves & colouring on the concept renders that give the MASC concept a very Metal Slug sort of feel. What we see in the 2D concepts is not just a tank. It looks flexible and lively. It is inspiring and downright cool. I think what a lot of us fans here are seeing is a disconnect between the 2D and 3D versions of the MASC. I'm struggling to find a way to word this, but I believe the 3D model has lost much of the artistic flair "in translation". All we see in the 3D render is the tank. It looks rigid and, well... Bland, I guess. I think that the inspiring and the cool is missing.
If the reason really is simply that engine budget limitions do not allow for the artistic style Cory has used in his concepts, then perhaps it is worth considering another that will work within your limits? I do however like the Cory's style, and if there is a way get the message across in a less graphically intensive manner, then I strongly encourage you to find it. If the reason is something else, such differences in style or even skill between the artists involved, then I hope you investigate ways around that too.
I'm hoping that the suggestion of a short clip of the MASC in game is followed, would be nice to see.
<!--quoteo(post=1692222:date=Nov 3 2008, 02:11 PM:name=SwampRat)--><div class='quotetop'>QUOTE(SwampRat @ Nov 3 2008, 02:11 PM) <a href="index.php?act=findpost&pid=1692222"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->With regard to the tracks being less lumpy than they might be, if they're only intended to move around on metal floors then it's probably technically more sensible to use fairly smooth treads - although they'd still need to be suitably tough to not get bitten through easily.<!--QuoteEnd--></div><!--QuoteEEnd-->
I too noticed the flatness of the tracks and agree because they were designed (by Frontiersmen) to be used inside spaceships and -stations. But I think they should be looking scratched because it's metal on metal with no lubricant. Of course tracks are tougher than floor materials, in general, but I still expect to see some marks of movement on them.
1. the tracks looks fine, but they dont seem to have good grip other then it looks fine and i can undestand with "flat" tracks and who its animated. and i think that it will look cool, and with dark rooms that are ligthen up would hide most of the details and when gameing your more focus to not get killd skull or any khaara aliens.
2. Its may be me, but the MASC is missing <img src="style_emoticons/<#EMO_DIR#>/tsa.gif" style="vertical-align:middle" emoid="::tsa::" border="0" alt="tsa.gif" /> icon. something that would look good under "suck it" or somewhere on the side.
so make it bigger <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />!!!
<a href="http://www.youtube.com/watch?v=HvuTtrkVtns" target="_blank">EXAMPLE</a>
P.D: I CAN PLAY NS2 IN MY COMPUTER? OH ###### I GOT ONLY 150 MB FREE IN C:
P.D2: NASA SELECTION 2? No thanks. New tech yeah but reasonable performance/fps please <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
As far as the complaints about the MASC I think they are all valid. If most people say it's to clean then it is and should be addressed. In this I have several points I would like to make.
1) It the 'rines had time to write "SUCK IT" on it then it should have seen some battle. These units are supposed to be experimental meaning they are not mass marketing and they can only be found in LIMITED supply. Thus, it would make sense that the 'rines have probably use these somewhere before and so limited amounts of scaring would exist. Indicating that it is still new but not nearly used as the rest of the 'rines equipment.
2) A person said before this is lacking a terminal, and the blue glow that is associated with it. It you take a look at almost all assists on the marine sine you will find that nearly all of them have a little terminal of some sort. Upon looking at the ass of this monster it strikes me as very vague. I would strongly advise for some monitor or terminal be stuck here with possible blue glow goodness. But I do understand the poly limit so I am willing to let it slide but it should be noticed.
3) "SUCK IT" is painted on like a computer wrote it. If the 'rines added it later it would have most definitely made it more sloppy. In all truth the fact on how neatly it is printed REALLY bugs the hell out of me, because the un-realness of it makes it seem out of place.
4) I do agree that there are issues with the tracks and having an out ward ] bump would unnecessary textures. Since this is set for primarily stations and various assortment of space craft a repeating > > metallic texture might add the futuristic charm to it as well as explaining the reason why the track is flat. For I fear that too many people when they view repeating square patterns on tank treads they feel that they need to be indented like in real life, so by change how they are perceived would help to alleviate that perception.
5) In NS1 we always saw a lot of siege spam when taking down the hive. Upon viewing the size of the MASC I would think the one would not see more than 3 at any one time on the map. I personally like this idea, but I hope there are at least 3 different skins for it. Meaning, at least 3 different decals of insult on the font, also where is the icon that represents the marines? The sword with wings is very iconic and we can hardly think any super important piece of equipment like the MASC would be complete without it.
6) I know a lot of people say it is too blocky. I agree, because the concept art gives it more of a compressed roundy feeling to it. However, NS2 is being designed on hl2 like technology meaning that mass can play it rather than crysis sexiness. I will complain about rendering of the asset based on the poly constraint. I also feel that the artist was really going for emphasizing the fact the gun up packs and shoved the main weapon component high into the air. If it was redone to look more roundy then the turret would have been shorter giving less of degree of emphasis as well as make the unit more wide. I think all will agree if your fighting in a cramped space station you would much rather have a unit that is tall and stout than a short wide thing that you cannot move around in the hallway.
Just my six cents, and keep up the great work.
@Cory: Actually it's all leading back to you developers that created this community, props to you - actually having the chance to PLAY with the devs is what makes the game experience even more unique.
3) "SUCK IT" is painted on <b>like a computer wrote it.</b> If the 'rines added it later it would have most definitely made it more sloppy. In all truth the fact on how neatly it is printed REALLY bugs the hell out of me, because the un-realness of it makes it seem out of place.<!--QuoteEnd--></div><!--QuoteEEnd-->
Er, you see, the TSA works with nanites, really small robots. So, it is written by a computer ... design. Basicly, the only limitation there are on marine equipment are the designs and the supply of basic building blocks. Kharaa are the same way since they are shape shifters, they can alter their biology at a basic level, so their only limitations on life forms would be what the hive mind could imagine.
Its a very different set of circumstances than the use of mass manufacturing production lines. Though, some production lines are so automated these days you can customize your car right on the assembly line, so if you had the extra cash, you could probably get them to slap "SUCK IT" on right then and there.
The short version: Personally, I think it was the engineer of this experimental aka new design who programmed the nanites to put together the silly message on his contraption. Makes sense when you think about it.
That said, I would find it more interesting if their was a variety of messages on objects.
1 -- this is awesome!
2 -- I am totally fine with sacrificing bumpy treads for optimization, especially if that is spent on making the gun-portion look amazing.
3 -- Decals (ie, the "SUCK IT"). The tank really ought to have the <img src="style_emoticons/<#EMO_DIR#>/tsa.gif" style="vertical-align:middle" emoid="::tsa::" border="0" alt="tsa.gif" /> icon on it somewhere, and if there were two or three different "hand painted" decals and you got a randomly selected one every time you made a tank, that would add a lot of uniqueness to them. It'll be a bit odd when you set up a seige-zone with 3 MASCs and they all have the exact same hand-painted SUCK IT drawn on them. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
seconded
but overall, i like the updated version much better, treads look much much better.
Maybe some stuff like:
"We came, we saw, we kicked its ass"
"Suck on this!"
"No riding allowed" with a graphic of a cowboy hat drawn on (reference to Dr. Strangelove)
"Aim away from face"
"Suck it" seems kind of an average thing to put on there, or at least on all the sieges. I'd imagine battle hardened TSA marines would have a bit of humor with their WMDs.
I understand that there are nanites in this universe, but are you telling me that nanites build MASC every time the comm wants one? I say you’re insane. The marines are fighting for taking back their homes and space vehicles; they would not have access to a large enough power supply to build everything from new. I say this because this concept simply leads to well if they can build anything they want with no limitation then why don't the marines simply nuke everything and rebuild it? The answer is because resources are not so easy to come by to do that. Buildings magically phase in, marines also magically teleport from the unknown. What I am saying where they come from doesn't need to be clearly explained but to always be playing with toys that look like they took a mud bath and have one toy that looks like a car right off the show room floor seems silly. The average person isn't going to clearly know the lore of this universe. With that said everything should be created to make sense to someone who has just started. I am not saying they need to know what each building does specifically but more on how they can easily understand the reality of this universe and be able to believe in it.
BTW Thanks for the new photos Flayra. They look great! The more detailed photos go a long way. I think the tracks look very respectable and slight ware and tare to the armor really seems to fit the spot. Now if only we can get a few different insult skins for the thing. =D
I agree, we have stuff like "my shrink says I need an outlet for my aggression." And all NS2 marines can come up with is "Suck It"?
"This side <strike>towards enemy</strike> away from me"
<img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
It still needs a <img src="style_emoticons/<#EMO_DIR#>/tsa.gif" style="vertical-align:middle" emoid="::tsa::" border="0" alt="tsa.gif" /> on there somewhere and also needs variable textures. Looking good though <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
In reference to my earlier comments, I now think that my perceived blandness was due to colour alone, I still hold that the 3D model does not give off the same impressions of flexibility as the concept. The improved colouring is exactly what I was getting at when I was talking about finding an artistic style that works in the 3D medium. Rounded cartoonish edges have been swapped with high constrast and outlines, and it works well.
Once again, amazed at how color and lighting can make such a difference...