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  • Unit Construction

    Some users have suggested to start a topic about unit construction, so here it is.
    Look forward to see some useful info.

  • #2
    In many ways units are the most complicated aspect of the game. They require ...
    • models and textures for the unit itself and its weaponry
    • shaders to make them look shiny and nice
    • bones and rigs for animation and physics
    • effects (dust trails, muzzle flashes, tracers, explosions, ...)
    • carcass models for after destruction
    • icons and colours for HUD display
    That's just for appearance. For behaviour there are lots of attributes controlling things like ...
    • unit class, popcap cost, production time, etc.
    • movement (acceleration, top speed, turning radius, ...)
    • combat interactions (rate of fire and damage for each weapon, armour, ...)
    • sensor radius, visibility timing
    • cargo capacity and allowed contents
    • abilities
    • and lots more besides
    Any single unit in the game probably had 8-10 people work on various aspects of it at different times.

    If you poke around on the modding threads you'll learn more about what makes up a unit. Feel free to ask specific questions.

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    • #3
      Great, Thanks for the break down on the units construction, I'll take a look at the modding threads as well and wrap around my mind with all the info available. Would love to see a growing community for DoK modding.
      Exiting time

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      • #4
        where are the modding threads?

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        • #5
          Originally posted by nli2work View Post
          where are the modding threads?
          It's located in 'Desert of Kharak Discussion'

          http://forums.blackbirdinteractive.c...ion/39-modding

          Perhaps would be good to move it in here (Technology) or make it sticky?

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