Editing User:Anarchid/OmniCommanderDesign

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 5: Line 5:
 
Historically ZK has had several commander chassis to provide variety for a bunch of reasons:
 
Historically ZK has had several commander chassis to provide variety for a bunch of reasons:
 
* Initially it was the only way to provide commander variety (because procedural generation of unitdefs was not available)
 
* Initially it was the only way to provide commander variety (because procedural generation of unitdefs was not available)
* Later, because while <code>unitdefs_post</code> solved the former problem, the models existed, and provided some, albeit limited, visual feedback on what the commander was  
+
* Later, because while <code>unitdefs_post</code> solved the former problem, the models existed, and provided some, albeit visual feedback on what the commander was  
 
* Even later, as commanders became mostly "dynamic", for the same legacy reasons
 
* Even later, as commanders became mostly "dynamic", for the same legacy reasons
 
* No model that would display more useful information than the current system exists.
 
* No model that would display more useful information than the current system exists.
Line 34: Line 34:
 
= General Stuff =  
 
= General Stuff =  
 
# The omni-commander model  is at least partially an atlas/lego system. The texture provides various materials to be splatted onto various geometry bits, with few of it strictly dedicated (except for core geometry). Weapons have their own dedicated mini-zones and can share materials.
 
# The omni-commander model  is at least partially an atlas/lego system. The texture provides various materials to be splatted onto various geometry bits, with few of it strictly dedicated (except for core geometry). Weapons have their own dedicated mini-zones and can share materials.
## Animated parts should be empties, with the swappable visual models parented to those empties.
 
 
## Weapons and important abilities are emissive and color coded; some may be animated
 
## Weapons and important abilities are emissive and color coded; some may be animated
 
# Every module is visually represented on the model.
 
# Every module is visually represented on the model.

Please note that all contributions to Zero-K are considered to be released under the Creative Commons Attribution-ShareAlike (see Zero-K:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)