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Human building models

Posted: Thu May 22, 2014 3:32 am UTC
by kharnov

The state of our human base models.

More than half of our human buildings are in-game already, and the remaining three are being worked on, so the human team in general will probably be the first to have a complete new model set. We have already dropped the defense computer from Tremulous, and we are almost certainly dropping the tesla generator, which may or may not be replaced by another building in the future. In addition, we will be adding the rocket pod once the model is complete, a mid-range defense structure meant to quickly take out smaller aliens at the cost of a slower rate of fire than the standard turret.

ReactorImage

Our single largest human base model, which naturally provides an attractive, useful target for the alien team. The model is very complex and has multiple sets of texture maps, much like the tyrant. It took a long time to complete, but the wait was certainly worth it. The gameplay mechanics for it have not been changed, and it is unlikely that its function will be altered in any way. You are still meant to take out the reactor in order to massively cripple the human team.

TurretImage

We got this model in-game not too long after the acid tube, its counterpart on the alien team. Much like the acid tube, the turret provides automated defense to the human base and can shred even larger aliens when placed carefully in groups. We altered the mechanics of it to deal more damage at close range, and it remains to be seen how this affects things. The model itself is final, but we may need to fix a certain animation anomaly involving the ammo box.

Rocket podImage

This model is a work in progress and will provide a mid-game defense for human bases. It fires unguided rockets that will instantly kill a dretch, and deal heavy damage to other aliens. The catch is that the rockets can be dodged if you can move fast enough, and the rate of fire is slower than the turret. It will use the same base as the turret model but with a different weapon attachment on top.

TelenodeImage

Added in a recent release, the telenode is the human spawn structure. The model looks great and the gameplay can be considered stable, unless we decide to do something fancy involving moving between telenodes, but that is to be debated later on. If anything, we'd play around with the spawning animation. Creating a new particle effect would be desirable, and will probably happen as we move closer to beta.

MedistationImage

This model was actually finished during pre-alpha, but we didn't add it until last year. It was originally placed in our archives as we weren't sure of how we wanted to handle texture animations, but we ultimately decided to just let it glow. Much like the telenode, if there's anything we do to the model, it will probably involve the healing effect. A nice particle system would be desirable.

ArmoryImage

Currently in development, the new armory model has passed the modeling stage and will be textured soon. It presents a cylindrical design in contrast to the old green box in Tremulous, with multiple consoles placed around the structure, meant to represent how you are able to reload and buy weapons from any position around it. The hitbox will very likely be changed too, and you might have a harder time getting on top of it to camp.

RepeaterImage

We are repurposing an old, proposed tesla design into a repeater. It will vaguely resemble the reactor in the way it has a spinning component rotating around the central core, and there might be some particle effects involved as well. Work will likely begin after the rocket pod has been completed. 

DrillImage

One of our more recent structures, the drill provides the human team with resource extraction in a convenient, ergonomic design. The model itself is finished, but we are currently investigating a shading issue with the textures in our renderer. In the meantime, make sure to build as many of these as you can, as far apart as possible to maximize your resources.

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Re: Human building models

Posted: Thu May 22, 2014 11:31 am UTC
by Viech

Another good article, keep them flowing! :smile:

kharnov wrote:

we will be adding the rocket pod once the model is complete, a mid-range defense structure meant to quickly take out smaller aliens at the cost of a slower rate of fire than the standard turret.

Actually, it is supposed to be a long ranged structure for taking out the large and slow aliens. The turret will be nerfed to deal significant damage only to aliens smaller than a goon, which in turn will be able to dodge the pod's rockets. (Right now we have the choice for turrets being too strong early on or too weak in late game and settled for the first, the rocket pod is supposed to fix this.)


Re: Human building models

Posted: Thu May 22, 2014 10:23 pm UTC
by DwarfVader

looks like there has already been done a lot of work on that rocket pod? Though i would like the tesla replacement to be a pulserifle turret, i am courius how the rocket launcher will fit into the game :smile:

i hope the armory will not get as large as the reactor? will it still be possible to get on top of it using a mg turret as "stairs" or will you have to use a jetpack to get up there?

good idea to reuse the tesla model!

nice to get some overwiew of what you all are working on! good article! keep it up!

sorry for my english
DwarfVader


Re: Human building models

Posted: Wed Jun 25, 2014 10:09 am UTC
by Obani

Can't wait...Can't wait... I'm on Tremulous 2006 since 2008...This is too good...


Re: Human building models

Posted: Wed Jun 25, 2014 11:50 am UTC
by Tom

Human buildings are particularly nice. Armory and repeater models look good.

A rocket pod may be a good idea if the rocket don't act badly.

A grievance: why removing the tesla? It might be a bit redundant with the rocket pod but it's more a close-range defense system while rocket pod is a long-range one and tesla have so pleasant to the eyes electric effects! Bzzz! :love:

Why not using as a tesla model the one used for repeater in the first post or this one https://www.youtube.com/watch?v=bt5ONGr3aKE and a model similar to the third or fourth in the artwork below for the repeater?

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Re: Human building models

Posted: Wed Jun 25, 2014 5:37 pm UTC
by Viech

The tesla is redundant given the turret. It's also unfun to fight against.


Re: Human building models

Posted: Thu Jun 26, 2014 7:52 am UTC
by Tom

It is unfun to fight against a tesla with a dretch to a marauder, but pouncing it as a dragoon is pretty effective to destroy it – and it becomes a piece of cake with an advanced dragoon who can snipe it.


Re: Human building models

Posted: Thu Jun 26, 2014 10:57 am UTC
by Viech

The tesla is good at keeping small and fast aliens at a distance, which had its uses with GPP's slow-tracking turrets. Now with a turret that is more efficient against these attackers, the tesla adds very little depth to the game. What remains are unintended corner-case scenarious, such as bases that are completely secure against dretches, which can easily be abused to force long going camping games.

My rule of thumb (actually this guy's rule of thumb) is that every role should be filled with exactly one game object. If you add more you won't increase the depth of the game but the complexity.

The rocket pod will be a much nicer company for the turret as it will only be efficient at a distance and it would slow attacking aliens down by making them dodge or force them to change their (sniping) position instead of just dealing damage.


Re: Human building models

Posted: Sat Jun 28, 2014 8:23 pm UTC
by Tom

Yes, you are right.

Thank for all :tesla:, we will remember you!

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Re: Human building models

Posted: Sun Jun 29, 2014 1:25 pm UTC
by Viech

That's a nice base until it gets attacked from below. :grin: