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Author Topic: Game Assets - What should the vehicles look like?  (Read 260396 times)

KotMroku

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Re: Game Assets - What should the vehicles look like?
« Reply #195 on: August 22, 2012, 08:26:03 pm »




It has the styling I like. Futuristic contemporary armored awesome. Everything Gun-metal gray.
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This is Imperial Guard Heavy Fighter Thunderbolt

Removed "Go kill yourself" directed at WarlockSyncro.  Raiko
« Last Edit: August 22, 2012, 10:10:07 pm by RaikoRaufoss »
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Juggernautz

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Re: Game Assets - What should the vehicles look like?
« Reply #196 on: August 23, 2012, 10:28:09 am »

How amazing would a hardcore 40K game with this engine be?! I'm talking conversion of the actual game rules into the full scope of the Outerra world...   ;D
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PytonPago

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Re: Game Assets - What should the vehicles look like?
« Reply #197 on: August 25, 2012, 12:13:34 pm »

How amazing would a hardcore 40K game with this engine be?! I'm talking conversion of the actual game rules into the full scope of the Outerra world...   ;D

 ... just imagine full interstellar campain of the ampire ! : P
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Jagerbomber

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Re: Game Assets - What should the vehicles look like?
« Reply #198 on: September 09, 2012, 08:07:55 pm »

Totally need some Galaxies.  8)
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http://youtu.be/EMP6wnd_UC4?t=3m
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Naiba

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Re: Game Assets - What should the vehicles look like?
« Reply #199 on: September 10, 2012, 07:20:20 am »

So, really, I’d love to see two types of vehicles. Cheaply constructed lighter-weight stuff that wouldn’t add too much extra weight to the mothership or take too much effort to have gotten into space in the first place, and then sturdier, heavier vehicles that would be constructed from factories once ground-based infrastructure had been established.

So start with stuff like:




And then, with infrastructure, move on to stuff like:




As for space-vehicles?
Something like this:
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jeffmorris

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Re: Game Assets - What should the vehicles look like?
« Reply #200 on: September 10, 2012, 08:59:39 pm »

I think that I saw the truck in the first photo in "Fast Five" movie where people took cars from a moving train.
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Silver Sterling

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Re: Game Assets - What should the vehicles look like?
« Reply #201 on: September 14, 2012, 07:56:22 pm »

How about something like this as space/atmospheres fighter? :D

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ZeosPantera

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Re: Game Assets - What should the vehicles look like?
« Reply #202 on: September 29, 2012, 01:07:22 am »

Just found this.. I like the modern look

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Naiba

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Re: Game Assets - What should the vehicles look like?
« Reply #203 on: September 29, 2012, 09:39:03 am »

Just found this.. I like the modern look

It still has the same problem of being useless on any surface other than a perfectly flat concrete slab with its stupidly low ground clearance from the front bumper.
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ZeosPantera

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Re: Game Assets - What should the vehicles look like?
« Reply #204 on: September 29, 2012, 01:17:34 pm »

Actually these two designs seem to have the ability to lift their front bumper plates. That would make them useful in urban areas and able to lift and go offroad.
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Naiba

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Re: Game Assets - What should the vehicles look like?
« Reply #205 on: October 03, 2012, 05:11:15 am »

Even without the bumpers, the ground clearance for the vehicles is far below axel-height, still pretty useless off-road.

Buggy needs about this much ground-clearence to be remotely capable:

(sorry for the low quality overpaint, kinda rushed it)
« Last Edit: October 03, 2012, 05:46:19 am by Naiba »
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ZeosPantera

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Re: Game Assets - What should the vehicles look like?
« Reply #206 on: October 03, 2012, 03:39:33 pm »

Thoughts on this?



Again only do-able in Outerra.
« Last Edit: October 03, 2012, 03:43:21 pm by ZeosPantera »
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Naiba

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Re: Game Assets - What should the vehicles look like?
« Reply #207 on: October 03, 2012, 04:06:25 pm »

prefer it on tank-tracks or legs. ;)

Again, the whole driving/walking cities thing would require airships. Lots of airships. ;D
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seppen

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Re: Game Assets - What should the vehicles look like?
« Reply #208 on: October 03, 2012, 05:22:37 pm »

That look´s interesting  Zeos  8)

I´m curious of what will happen when collision is possible, but tested this 2,7million poly model in one large import, and it´s smooth. So perhaps time to test something insanely large/complex  ;D

Textures can be baked with lightmaps for interior areas, testing that tomorrow.
Since has both inner/outer shells these buildings dont suffer from the usual Sketchup face clipping issues.

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PytonPago

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Re: Game Assets - What should the vehicles look like?
« Reply #209 on: October 05, 2012, 04:57:34 am »

I´m curious of what will happen when collision is possible, but tested this 2,7million poly model in one large import, and it´s smooth. So perhaps time to test something insanely large/complex  ;D

...that means just one thing - to build an actuall starship 3D Building Blueprint ! Lets go get the wires right there and they alone will make some hardware collapse ..  ;D ... doe, would be interesting try to import some Skoda or Lockheed tech 3D modells from developement.
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We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

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