[Community Project] Real Time Strategy Game. NEW MODELS AVAILABLE. SEE POST #1

Great BladeRoden. Do you have a download link?

for? (10char)

I thought you already had some RTS models. My bad.

Oh right well, most of what I have previously made are cold-war era aerial vehicles, which probably wouldn’t fit the theme. :stuck_out_tongue: Though maybe a war elephant could be of use down the line, depending on the factions.

Just updated master, give it a try everyone!

I am aware of the previewbuilding not becoming red at certain slopes and i will look into it.

@ everybody,

As we continue to progress I think it is important to set up a world scale. This will help out the modelers as a guideline as well as developers as a game pace to aim towards. I personally really like warcraft 3 and their grid system, with the talk of premade tiles earlier in this thread I think this would be a good template. I would like to hear what others think, but I really think this is stuff we should be outlining so we all have an idea on what to work on.

Also if anyone is interested I think we should start working on a HUD, I can mock up a simple image as a guideline and supply simple assets for this if someone is looking to get this underway.

We are making fast progress and would like to hear what others are interested in as we start to develop the foundation for the game play.

Those are some pretty nice models :slight_smile: I plan to do some of my own for the project (as i stated in my last post), but as yet, I haven’t gotten hold of a full license of Maya (should i go for the creative suite? As that would give me Mudbox and MotionBuilder too, though i’ve never used the latter)

One thing i’ve wondered about UE4 for for a while now in regards to RTS games (and some i’ve played in the past), how would we implement custom Navigation meshes? Such as units walking on walls, building roofs, standing on towers, or on the decks of ships? (Rise and Fall: Civilization At War had this feature), I know you can add a custom collision mesh, but what about custom nav meshes?

If you ever plan to add multiplayer, will you use determinism or synching? From what I’ve read, small scale projects like this would work best founded mostly through synching with a small amount of determinism used an there. Would be interesting to see how you guys intend to approach this.

Why have I only just found this, this is awesome! Messing around with this can be my new home project…

Any ideas how to go about fixing the issue with being able to build on the hills?

It would be great if you could start working on a HUD! About world scale and premade tiles, i think the new navmesh building in 4.6 could make premade tile work but then there is still the problem of AI movement when it’s not character based. I’ve done some tests with the current AI and with 450 in the level walking around off screen my fps decreased from 90 to 55 and with all 450 on screen to 25 so we probably can’t use (and don’t need) Character as a base for our units. Feel free to tinker with GridSize in the playercontroller and world size until it feels right and let us know :slight_smile:

If we can use the current navigation system it shouldn’t be a problem, especially in 4.6 since navmesh generation is even better (or worse depending on what you want) than 4.5.

I haven’t put any thought into multiplayer yet so i wouldn’t know, maybe someone else can answer this :slight_smile:

Glad you found us! Now that you’re we’re ofcourse hoping you can contribute something ^^

Small fix for the building on hills isn’t that hard but i’m still thinking about making it work in a way i’ll never have to look at it again.

Nothing going on ?

Still no models. Am sure if we have some models more people will jump in.

your first post, there you write ā€œ7 new models available at Githubā€ :wink: By the way, gameplay is important, not graphics. So implementing stuff as boxes is enough for prototyping.

I am more than willing to provide models, but I need to know what the style is, It would help if we had some sketches to go off of. that way we can keep models, and their style cohesive. We should also build a common texture library that we can use, so that everyone’s brick is the same brick and stuff like that.

Exactly.

I would really like to contribute with this project as an environment artist. The style, scale and also a common texture library are musts :smiley:

We can make a dropbox folder and that could be the Texture Library

BTW, the project is looking awesome!!

Thanks

Why don’t you put some pictures of the models on the main thread? The actual main thread
is totaly cluttered with the poll results. If you would put some more information on the
style of the models etc, you would get more models for sure (like the guys above told already).

I also don’t think that the Coding stuff can’t be done without models, so how far are the basic
coding things? The last trello update is from 23. Sep :confused: I would really love to see more, because
there are no good RTS Games now a days.

Based on what the poll results say, and the need for low poly geometry, since it is an RTS game, is how i think the models could be. I put this together quickly so that maybe others can have an idea. Tell me what you guys think.

RTS Reference Images for Modelers!

OK I am getting tired of people complaining about the style, references and what nots so I have decided to put up some references so people can start modeling straight away. :stuck_out_tongue:

The references are all from BITGEM3D. I would love to purchase their products but unfortunately due to legal reasons I can not use them for this RTS Community. Please note that these are merely references so people do not copy/make exact 3D models from these references but make different variations of these models using this style. HAPPY MODELING! :smiley:

Low Poly Orc RTS Buildings:
This package contains 11 low poly Fantasy Orc RTS Buildings with hand painted textures.
4k atlas texture can be easily be downsized as required.
Altar 984 Tris (Animated)
Banner 288 Tris (Animated)
Barracks 1500 Tris
Cauldron 1100 Tris (Animated)
Factory 1214 Tris
Hut 923 Tris
Lumberjack 806
Mine 609 Tris
Smithy 728 Tris
Throne 1293 Tris
Tower 809 Tris

http://cdn.shopify.com/s/files/1/0225/1115/products/orc-rts-set_1024x1024.?v=1376307454

Low Poly Human RTS Buildings:
This package contains 11 low poly Fantasy Human RTS Buildings with hand painted textures.
4k atlas texture can be easily be downsized as required.
Banner 232 Tris (Animated)
Cauldron 793 Tris (Animated)
Barracks 1343 Tris
Factory 976 Tris
House 585 Tris
Mine 570 Tris
Smithy 768 Tris
Oracle 1047 Tris (Animated)
Throne 1431 Tris
Tower 358 Tris
Wood Cutter 637

http://cdn.shopify.com/s/files/1/0225/1115/products/human-rts-set_1024x1024.?v=1376307608

Low Poly Skeleton Pack:
This pack contains the 5 family members of the Bone family. , Rattle, Tail, Wish and King Jaw Bone.
3D File Formats Included: .fbx (multi format)
Rigged: Yes

King Jaw Bone

  • 2602 Tris
  • 1024 x 1024 texture
  • 5 Color variations
  • 1 Sword

Wish (Mage)

  • 2018 Tris
  • 1024 x 1024 texture
  • 6 Color variations
  • 1 Staff

Tail (Archer)

  • 2162 Tris
  • 1024 x 1024 texture
  • 6 Color Variations
  • 1 Bow
  • 1 Arrow

Rattle (Warrior)

  • 2518 Tris
  • 1024 x 1024 texture
  • 5 Color variations
  • 1 Sword
  • 1 Shield

(Grunt)

http://cdn.shopify.com/s/files/1/0225/1115/products/all_1024x1024.?v=1392300863

Low Poly Fantasy Environment Level Set:
The set is based on 2m grid, the models use one texture atlas at 4094x4096 for the environment and assets, another atlas for the floor tiles at 2048x2048 and one texture for the water at 512x512.
This fantasy set contains the following models:
4 barrels
4 boxes
4 bushes
10 fences
23 floor tiles
11 grasses
10 house variations
15 mushrooms
10 rocks
4 stairs
11 ancient stones
5 stones
13 trees
11 walls
5 wood stumps
4 wood plank

http://cdn.shopify.com/s/files/1/0225/1115/products/001_1024x1024.jpg?v=1400803714

Those are some good reference however based on the polls that’s not what people agreed on. In my personal opinion, it is much harder for the artist to do stylized models since they will not follow the same style. Stylized artwork for a disorganized team is not the way to go.
Anyways that was already discussed before and i thought most agreed normal( photo-based) style was the way to go but never mind i guess. yN48SH8. I do not know why people are complaining if some good reference models were already displayed. I guess they did not read through the entire thread.

Some people even made models already that are not stylized at all. They were the first ones to establish the true style.

Then someone brought up a bunch of reference pictures. are some:

People are just not reading the full thread but the style and all they ask for has already been decided. The only thing that is missing is an actual scale reference box or figure.

Also i think there should be a separate place to upload models and textures than github, some people might not be very familiar with github. Then the moderator of the project can upload the models into the github.

is a link to my dropbox folder. ://www.dropbox.com/sh/xxpmfv9gv5l0x2l/AACw38wlTW6m87am5qDXTUlFa?dl=0

I don’t have much in there but if anyone wants to share with me just just give me your dropbox info.

Yhea, I personally dont think the Polls work, its just an opinion. Ill tell Satheesh to remove them. Look we are all to have fun, make games and learn. I dont really have a problem with whatever style goes but we do have to consider the essentials of why this RTS community project was started in the first place. First of all lets not try and make this a Unity Store where people download swap out the models and textures and mass produce. This should be template for learning purposes. I mean really, in the end we are all making our own personal games, right? :stuck_out_tongue: Some of the models iv seen on this thread are way too much poly count and unnecessary, imagine everybody downloading the whole project with high intense poly models! Ok so I think keeping things low and simple would be better. Another thing is some people are just creating whatever models they feel like with allot of the essential things missing, for e.g. in my post above has simple low poly count of all the essential buildings required for starting off this project right. Look I know there is going to be allot of debate about the style and so on and so I think that the post above I made is the most practical solution to get started and hey we can always change out the style later when someone comes up with something crazy, right? :stuck_out_tongue: i just want to have fun and see this awesome project grow! :slight_smile: About your scale issue I dont think you should worry too much we are all 3d gurus and it takes just 2 mins to export resize import. :stuck_out_tongue: Peace! and happy developing! :slight_smile: