Steam Greenlight Urban Assault 2

Urban Assault is an old game and its rare blend of FPS and RTS deserves to be seen again. For those of you who want to start/coordinate projects to make an Urban Assault 2, this is a dedicated forum for you!
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Fragger
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Steam Greenlight Urban Assault 2

Post by Fragger » Thu Nov 28, 2013 6:46 am

Hi, I think if enough people request it we could possibly get a team and everyone with some skill to do something and put it on steam.

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Re: Steam Greenlight Urban Assault 2

Post by pete_kaboom » Thu Nov 28, 2013 10:03 pm

Not to burst your bubble, but we already had several attempts at a remake before, and Chaotic Realm Studio seems to be more likely to make a sequel/remake of it (and acquiring the license), although their representative/leader hasn't given any news for a while, probably due to this:
dragonfire967 wrote:Just finished filling out and submitting an NDA to Microsoft. As of now, any information I give out at this point will be non-confidential, and I will be unable to release any details related to the game itself. Waiting to hear back from legal now in regards to setting up a phone conference.
For a fan-made sequel/remake, if we had someone who not only starts requesting roles in a professional manner, but also shows progress in a relatively consistent manner (weekly, monthly, as long as it's not one every full moon) and have a rough schedule of progress and deliverable (not necessarily plan out every milestone to the hour, but not the we'll-work-on-it-until-it's-done take on a project), I think people would be more willing to invest some time and effort on it, knowing that their efforts won't go to waste.

Also, there's a lot of programmers around here I think, but we'll need more graphic artists, modelers, texture artists, animators, etc. if we don't want everything looking like boxes, or just similar graphics to UA 1.

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Re: Steam Greenlight Urban Assault 2

Post by nide » Wed Apr 06, 2016 2:06 pm

I can help. I just majored in Architecture and maybe I can model some buildings and other stuff as well. :D

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Re: Steam Greenlight Urban Assault 2

Post by pete_kaboom » Thu Apr 07, 2016 2:56 pm

nide wrote:I can help. I just majored in Architecture and maybe I can model some buildings and other stuff as well. :D
Grats on that, mate :D

Still, what program do you use? Do you use 3D modelling tools like 3DS Max and Blender, or CAD tools like AutoCAD? Also, what is your speed in terms of modelling, and do you know stuff like texturing, UV mapping, etc? Last, what is your schedule like?

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Re: Steam Greenlight Urban Assault 2

Post by nide » Sun Apr 17, 2016 6:59 am

pete_kaboom wrote:
nide wrote:I can help. I just majored in Architecture and maybe I can model some buildings and other stuff as well. :D
Grats on that, mate :D

Still, what program do you use? Do you use 3D modelling tools like 3DS Max and Blender, or CAD tools like AutoCAD? Also, what is your speed in terms of modelling, and do you know stuff like texturing, UV mapping, etc? Last, what is your schedule like?

For now, I can work only with Rhino and Sketchp up, regarding 3d modelling. I am no very experienced with blender and 3DS Max but I am a curious guys and a quick learner. I could not tell you my speed in terms of modelling since I never had to "quickly" model something and I mostly model buildings since its my Major :D . Regarding texturing, UV mappin etc I am problably what you would call a newbie. But as I said I am a quick learner. My schedule is pretty tight these next couple of months. As I said, if I cant be of any help that's totally ok, i would love to just follow the game development. However if I can somehow help, considering my limited skills, i would do openheartedly. :D :lol:

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Re: Steam Greenlight Urban Assault 2

Post by pete_kaboom » Tue Apr 19, 2016 2:03 pm

nide wrote:For now, I can work only with Rhino and Sketchp up, regarding 3d modelling. I am no very experienced with blender and 3DS Max but I am a curious guys and a quick learner. I could not tell you my speed in terms of modelling since I never had to "quickly" model something and I mostly model buildings since its my Major :D . Regarding texturing, UV mappin etc I am problably what you would call a newbie. But as I said I am a quick learner. My schedule is pretty tight these next couple of months. As I said, if I cant be of any help that's totally ok, i would love to just follow the game development. However if I can somehow help, considering my limited skills, i would do openheartedly. :D :lol:
That's fine, I've done some quick research and, unless you want to start doing anything organic-based (like the sulgogars), both tools should be fine.

Which tool are you stronger in? Also, do you have the pro version of sketchup or the make version? (important as it will determine if you can export to .OBJ or .FBX, which are a standard format for use for most game engines like Unity and Unreal).

I've not used sketchup before, but do you know how texturing works in it? If it's easy enough to use & export, probably don't even need you to learn UV mapping.

Also, outside of modelling, how are you at level design & making terrains & environments in 3D? Just curious as I saw on the other post that you've used Unreal before.

Otherwise, do you have any work that you can post screenshots in here? Would help see what some of your previous work is like :D
I'd also like to know if you've done any vehicles before, or just all buildings & architecture so far?

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Re: Steam Greenlight Urban Assault 2

Post by nide » Sat Apr 23, 2016 8:13 pm

Hi Pete!



I am equally strong using Sketchup and Rhino and they both export .OBJ and .FBX files. I will check how the texturing works, but im sure its pretty straight forward as I export to an OBJ or FBX file.

As for terrain modelling I am not experienced since it not really a demand to produce really elaborated landscapes in Architecture, but of course if you show me what do you expect me to acheive I can tell you how long will I take.

I have played around in my first weeks with rhino as I built a simple Jet Fighter, but that was really just for fun and playing around as I was new to the software. Of course if I am entitled to do somthing more complex I will have to improve my skills but thats no problem.

I will post some of my stuff. Remember though that I am no pro in hiper-complex modeling and I probably do not have the hang of it in order to mass produce stuff, yet.

http://puu.sh/ot6HY/4e82e18894.jpg
http://puu.sh/ot6R8/a34c703de3.jpg
http://puu.sh/ot6XW/1de9635e52.jpg
http://puu.sh/ot72P/7e15418399.jpg
http://puu.sh/ot79C/4c4efc1c35.png
http://puu.sh/ot7eo/6dc3b188a3.jpg
http://puu.sh/ot7rs/750c84e6e2.jpg - this is a phisical model
http://puu.sh/ot7zC/8d890c41c1.jpg - this was done using Unity Engine 4
http://puu.sh/ot7FO/3555607dcb.jpg- this was done using Unity Engine 4
http://puu.sh/ot7Jd/23dcfab699.jpg- this was done using Unity Engine 4
http://puu.sh/ot7OE/a654c72ea3.jpg
http://puu.sh/ot7TK/ab19ddac4a.jpg

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Re: Steam Greenlight Urban Assault 2

Post by pete_kaboom » Sun Apr 24, 2016 1:01 am

nide wrote:Hi Pete!



I am equally strong using Sketchup and Rhino and they both export .OBJ and .FBX files. I will check how the texturing works, but im sure its pretty straight forward as I export to an OBJ or FBX file.

As for terrain modelling I am not experienced since it not really a demand to produce really elaborated landscapes in Architecture, but of course if you show me what do you expect me to acheive I can tell you how long will I take.

I have played around in my first weeks with rhino as I built a simple Jet Fighter, but that was really just for fun and playing around as I was new to the software. Of course if I am entitled to do somthing more complex I will have to improve my skills but thats no problem.

I will post some of my stuff. Remember though that I am no pro in hiper-complex modeling and I probably do not have the hang of it in order to mass produce stuff, yet.

http://puu.sh/ot6HY/4e82e18894.jpg
http://puu.sh/ot6R8/a34c703de3.jpg
http://puu.sh/ot6XW/1de9635e52.jpg
http://puu.sh/ot72P/7e15418399.jpg
http://puu.sh/ot79C/4c4efc1c35.png
http://puu.sh/ot7eo/6dc3b188a3.jpg
http://puu.sh/ot7rs/750c84e6e2.jpg - this is a phisical model
http://puu.sh/ot7zC/8d890c41c1.jpg - this was done using Unity Engine 4
http://puu.sh/ot7FO/3555607dcb.jpg- this was done using Unity Engine 4
http://puu.sh/ot7Jd/23dcfab699.jpg- this was done using Unity Engine 4
http://puu.sh/ot7OE/a654c72ea3.jpg
http://puu.sh/ot7TK/ab19ddac4a.jpg
It's cool, the level editing & landscaping is more out of curiosity on how far your skillset extends rather than a necessity. I have tools (in Unity, though) which can simplify landscape generation & creation (other than its in-built terrain tool lol), so no need to worry about that. I just wonder if, when you create your works, like in http://puu.sh/ot7zC/8d890c41c1.jpg, do you tend to have a visualisation of how you want the surroundings/landscape to look like? Sorta like a concept of what the backdrop for the buildings are like.

Anyways, so far from looking at your work, you can consider me impressed. I might just be just easy to please, but I think you have potential. I'm guessing from http://puu.sh/ot72P/7e15418399.jpg you handle both coming up with the initial conceptual sktech-up & design of the buildings, as well as the modelling of them?

Thanks for letting me know about your tools, it's good to know that both of them can export to .fbx & .obj, particularly .fbx due to the ease of use. OBJ will also be useful if we plan to support modding without needing unity later on (especially if there are certain plugins that are included which can't be publicly distributed, though I'm thinking about making the source more freely accessible to everyone, so bit of a debate). If they both can export it, then I'll leave it up to you on which tool to use :) Lemme know once you find out what texturing & exporting is like.

Nice work on the jet, btw :D How long did it take you to make that?

Also, with the hyper-complex modeling, no need to worry about that. In fact, simpler models (lower face/polygon count, basically) are better for games, due to the need to render everthing in real-time. A single model with millions of polys is fine for most modern machines, but it can get taxing on a few if there's a lot of objects in the scene with that kind of poly count.
We'll likely not be requiring interior designs for most of the buildings, or at least keeping it to a minimum. That would also help if we ever decide to add fragmentation in the game.

If you got time, can you try out coming up with either a redesign or remaster of the Resistance power station? http://www.metropolisdawn.com/wiki/resi ... r_stations. No time or quality limit, so you can take as much time as you want, and no poly count limits or what-not. Texturing is not required either, though you can add some in if you want, or just add the details through the actual model.

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Re: Steam Greenlight Urban Assault 2

Post by nide » Wed Apr 27, 2016 2:47 am

Haha, of course I can. You just made my day. I will send you something as soon as I finish.

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