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Finally got a walker to work

Started by Dianoga4, August 31, 2008, 03:06:09 AM

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Steeveeo

Quote from: General BlackDragon on September 01, 2008, 11:52:24 PM
Actually these are from another game, his entire mod if from PV.

Look at his other vids for screenies of it, it looks similar to BZ.
I know what Project Visitor is, just not the entire unit tree. The name Behemoth basically means big, huge thing, just thought it should be bigger, thats all.

(Click it for more art, y'know you wanna!)

Gone to college, but I now have internet.

bigbadbogie

Imagine if you hop out of your tank and stand next to one..

Nah - the thing is still microscopic :roll:.
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

Dianoga4

#17
Well I am pretty much stuck with the name Behemoth because of my mod being base off of Project Visitor. I actually have it bigger then what it is in PV too heh.

Anyways I made my second walker last night and it is working but I do have a question about the animations. I made a walking animation for it but when it moves around it doesn't complete the entire animation but only really does part of it. Any thoughts? With the Behemoth I used the walking animation for the running one as well and it seemed to work out, maybe it just isn't working for this guy?

Ah one more question I just remembered. When it's getting damaged and it starts on fire, I can only seem to get the flames to appear under it on the ground where the dummyroot point is. How can I get the flames to appear on the body like normally?

Thanks for the comments as well guys.

This picture is at a bad angle but the taller one called a Goliath actually has 3 legs. The weapon on top is a lightning type weapon.


Dia

bigbadbogie

Pretty - nice texturing.

How long is the animation? I think if it is longer than 30 frames it doesnt go the whole way. Not sure.

For damage flames, put the following hardpoint(s) on it:

hp_smoke_1
hp_moresmoke_2
hp_moresmoke_3
....
....
hp_moresmoke_8

Goes up to 8. Reference QF units if you want to see the results.
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

Dianoga4

#19
Thanks, just made the model last night and the texture I did a while back to replace the original.

The animation is 20 frames long with keyframes at 1,5,10,15 and 20.

With those smoke HPs, will smoke come out of all of them at once, or more as the unit is damaged more? Going to go try it now. Thanks BBB!

EDIT: OMG having those smoke HPs makes it look soo much cooler when it's damaged, thanks man!

EDIT AGAIN: Ahh, one more question please, where do you look to see what explosion is used for different units when they die and blow up and how would I tell it to use a certain explosion? Please and thanks!

Dia

Steeveeo

Quote from: Dianoga4 on September 02, 2008, 02:27:12 AMhow would I tell it to use a certain explosion?
[GameObjectClass]
explosionName = "<filename>" //no .ODF suffix

(Click it for more art, y'know you wanna!)

Gone to college, but I now have internet.

Dianoga4

#21
Thanks Steeveeo! Is it listed somewhere what explosions different crafts use?

Dia

Steeveeo

Quote from: Dianoga4 on September 02, 2008, 03:31:07 AM
Thanks Steeveeo! Is it listed somewhere what explosions different crafts use?

Dia
I think all stock craft use the same default explosion; xcarxpl.odf

(Click it for more art, y'know you wanna!)

Gone to college, but I now have internet.

Dianoga4


TheJamsh

it is xcarxpl, theres also another file for the explosion of the crashing mesh, i believe its xcrashxpl, but youll have to check.


BZII Expansion Pack Development Leader. Coming Soon.

Dianoga4

Yea it was the xcarxpl one. I was playing around with a copy it last night to make a bit bigger explosion for my walkers. Thanks.

Dia

Steeveeo

Quote from: Dianoga4 on September 02, 2008, 10:02:22 PM
Yea it was the xcarxpl one. I was playing around with a copy it last night to make a bit bigger explosion for my walkers. Thanks.

Dia
Heh, if you wanna see "a bit bigger explosion", check out SRV :P

(Click it for more art, y'know you wanna!)

Gone to college, but I now have internet.

Dianoga4

I saw some of your nuke vids on youtube, those were pretty damn cool. Yea I like big explosions and effects and such. I'm just going to get everything working first then probably fancy things up after but there were a couple of things I wanted to get done now. The little vehicle explosions just weren't doing it for me for my walkers heh.

Dia

Dianoga4

#28
Quote from: Steeveeo on September 02, 2008, 12:04:58 AM
I know what Project Visitor is, just not the entire unit tree. The name Behemoth basically means big, huge thing, just thought it should be bigger, thats all.

I forgot I was going to respond to this. Basically in Project Visitor there are 4 sides you can choose from called Corporations. Each Corp has it's own various weapons, rovers, modifiers, gun turrets, etc. The weapons of all the corps are usable by different corp rovers depending on what class of weapons the rovers can use. Some rovers have multiple classes like flame, beam, ballistic while others might just have beam only. So there is quite a bit of customization and you can experiment although there usually ends up being some standard setups for various uses.

The two walkers I show in this thread are from the same corporation called Infrastruct. The different size of rovers allow for different sizes of weapons that can be put on them. The taller Goliath for example is a 5 firmpoint rover so it can use a 5FP weapon on it without any special modifiers where the Behemoth is a 4FP rover so if you want to put a 5FP weapon on it, you can use a combination of some armors which add 1FP to a rover and a couple of modifiers that can add an additional 1FP. So you can add a max of 2 extra firmpoints to a rover. So basically if the Behemoth is a 4FP rover, with a armor/mod combo, you could put a 6FP weapon on it and the Goliath you could put a 7FP weapon on it which are basically the biggest weapons in game. Hope that makes sense.

Here is a link to the info pages on the PV site to show the rovers from the various Corporations...
http://www.projectvisitor.com/site/inventory/rovers.html

My ideal plan is to have all the rovers and buildings from the 4 different corporations built and have the 4 different corporations as races to choose from.

Dia

Avatar

Armor and other configurations, like the 'Mech type games, is possible in BZ2 with DLL support.  Bascially the upgrade is applied as a Special, triggering the DLL to swap out the unit for the upgraded mesh with the new configuration.

The downside is you need multiple versions of each unit to support the options.

So, along the lines of your description of the game, you'd have a base Goliath unit that could use "4FP" weapons.  You'd drop an armor upgrade on it (Special) that, when equipped, tells the DLL to swap the unit for the next higher one that can use "5FP" weapons.

-Av-