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Everything posted by GroundBird
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What is the most needed job ? for FS I might be able to help
GroundBird replied to CAST's topic in Firestorm
No. I only wanted to show some idea's as in presenting general shapes. Just like a scetch before the real work is made, but animated. I didn't feel like making a full gameready UE-compatible gameasset nobody asked for. This isn't a showcase of my modelling skills to apply to TA for whatever contribution to the game. -
What is the most needed job ? for FS I might be able to help
GroundBird replied to CAST's topic in Firestorm
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What is the most needed job ? for FS I might be able to help
GroundBird replied to CAST's topic in Firestorm
I suppose that if you showcase some gameready models (PBR-textured, unwrapped, with normal maps for the Unreal engine), i guess they would be more likely to respond to your request. Like idk, a new Obelisk of Light design for example. Or a popup laser turret that can be airdropped or something. Or some building that builds itself like in the game (would propably need several shapekeys though). Its not something you do quickly, like in a afternoon. -
I voted Taxi, because im pretty much the only one that buys APC during the match. Though people rarely want a ride. So instead i provide support fire against infantry, aircraft, artillary and suppressive fire against snipers. The vehicle is pretty versatile, due to its good health pool and because the gun can reach certain angles due to its gun position. You can reach where no other infantry or tank cant. Very usefull when getting camped. Meds don't seem to have much of a surival instinct. In one match i was at GDI wich was camping Nod's entrance. Nod managed to break through by destroying some mammy's and at that point i was in a APC, shooting snipers and sneaky Noddies. And for some reason all the meds where just standing there, looking for tanks to repair. But noone got the idea to get into the apc, get to base and like, save money and not giving away VP to Nod. People is med form are strange beings. As if they are stubbornly roleplaying bots.
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What is the most needed job ? for FS I might be able to help
GroundBird replied to CAST's topic in Firestorm
Maybe you could share some artwork to show the devs what you could contribute. Maybe a couple of contrete wall sections perhaps. -
I could see the first video. I would recommend you to enable autosmooth in the Object Data Properties under "Normals" (though im not sure if that was automated in 3.0 with the automated auto smooth). If that doesnt help, then mark some edges as sharp (CTRL+E). Im a 2.93.8 user :p. Nice beginning. I would make one segment and array the rest using a empty before adding the basic colors. And assign some vertex groups if you want to change colors to certain parts to the object. The vertex groups are also multiplied with the array modifier.
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Some relaxing music for doing relaxing stuff:
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Thread seems dead, but here's something too look at: Im working on a animation in wich i explain how my ideal skillsets in LeagueofLegends look like. Offensive skillset: @0:00 - 1:20, defensive skillset: 1:20-2:34. Since this topic is about sharing 3D models. . . . here you go:
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Last Sunday i found some eye & earcandy: DevTalk #6 https://www.youtube.com/watch?v=jfniO-0pSSI I honestly don't understand why anybody didn't post this earlier. Guess most Firestorm activity is on discord.
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Montauk and Kodiak as possible future epic vehicles?
GroundBird replied to Marinealver's topic in Firestorm
I suppose you're right. I imagined the wormAPC would manned by 3 people: a driver and 2 gunners (main laser and missile launcher). You still would have teamcoordination, but spread over multiple toptier vehicles. Although maybe its not really a epic unit anymore if you can build several ones. -
Montauk and Kodiak as possible future epic vehicles?
GroundBird replied to Marinealver's topic in Firestorm
I think a modular/wormlike subteranian APC would be more NOD-like. I imagine the vehicle could "swim" up and under the ground like how a dolphin swims in front of a moving ship. In the middle would house a powerful laserweapon that can "popup" from the roof of the module and fire a short continious blast to retract before the vehicle dives into the ground. In addition there could be a small popup missile laucher that can house 2 or 3 missiles. I think such a vehicle with hit and run tactics, would be more NOD then the airship. It would be less powerfull and armoured then a Mammoth mark 2, but maybe allow NOD to build a limited number. Something like this: https://www.artstation.com/artwork/rdGQG. But with one or 2 more modules attachted, like a locomotive with 2 passenger cars. -
Thanks Roweboat, i've added a note in my agenda. A Friday-evening stream would be excellent!
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Is there a new DevTalk coming any time soon? Its 5 months since the previous one. Im just curious how the development is progressing on Firestorm.
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Direction inverted when traversing backwards in vehicle
GroundBird replied to GroundBird's topic in Feedback & Bug Reports
Guess i overlooked that, Thanks! -
When i drive a vehicle and go forward and press D, then the vehicle goes to the right. But when i go back, D translated to left wich i think is really counterintuitive and often results in losing the vehicle. How can i change that? I didn't see in in the menu how to invert the direction invertion. Other feedback: 1: A couple of days ago i was playing Nod, on idk what map. And GDI was bunkering us down with permanent MRLS fire. So i decided to change to one of the sniper classes and opened fire on the MRLS's. Just by shooting them i managed to shoo them away with sniper fire, wich is totally rediculus, but really funny. Guess the MRLS-drivers thought they would be immortal and could get easy kills. It resulted into some breathing room for the team. Just wanted to mention this crazy thing in the game, i wich snipers (kinda) has its uses against artillary (and somewhat against aircraft). 2: The Headshot damage bonus ONLY applies to damaging the characters health bar. But not the healing beams of engineers/technicians. What's the logic behind this? I mean if the head is more sensitive for damaging environmental effects such as bullets, then logically, it should also be more sensitive for beneficial effects, right? Why is this? Balancing the engineer class maybe? 3: I would like to see a directional arrow on your character on the minimap. So you can see what direction you're looking at on the map. Its just less confusing and improves Quality of Life in the game i think. 4: Similar to #3, is to have a clearer notion of what the front and the back is of the Flame Tank. With the A/D being flipped when going backwards only adds to the confusement.
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Hi, i'v following the Firestorm expansion for a few months, seen all available yt-video's and have been suggesting the game to people who i know who play fps games. In TS you play as the commanders and you select and command your units to do what you want. While you assigning units to groups and what not. In Devtalk #3 @11:00(https://youtu.be/gnX-OL6xpVc?t=656), the devs talked about giving dynamic objectives to players like protecting the MCV and such. I was wondering if the Devs have considered the idea to enable the commander in RX:Firestorm to assign players to a squad (maybe with a squad leader) fulfill a specified objective. Like in TS. The idea in practice would be something like this: The commanders would a menu of a variaty of mission types (capture/defend point X, Guard area [insert map position with action radius or drawn area], destroy Unit, vehicle, builing, etc), By selection of mission type, a empty squad with a max participants would be created along a squad-teamspeak-channel. Then the commander can assign players to this squad or ask the team voluntairy to fill the squad. A squad leader would function as a co-ordinator (dunno if that works in reality with randoms) to “micro”/coordinate the group. Participants would be rewarded for participation and fulfilling the objective with VP and ofcourse a step closer to victory ;). After the objective has been fulfilled, the squad disbands. My thought behind this (apart from the RTS->Fps translation), is that players would have more guidance on what and when to do things and provide the commander a better sense of what the team is actually doing. Secondly, as a commander in TS or whatever other RTS, the unit replies with a voiceline or a sound. What if you would add that aswell into the game. In practice, when the commander selects a player, a temporal private channel would be generated. Upon this moment the player would recieve a notification and would be able to reply to the commander for max 5seconds. Players could act like a character of their own, just like the units in TS (though CnC: Generals ZH is a better example). Or maybe have people record voicelines, which autorun when being selected. Though it might be improving the sense of immersing yourself in the game by roleplaying, but i guess it could also be an invitation for trolling. What doe you think about these idea's? I honestly haven't played the game much, and never assumed control by fulfilling the role of the commander. Maybe its a bit novice to bring this up. *Edit1: Just noticed that GDIViperM suggested something like the first idea in the Feedback system.