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[DOWNLOAD W/ XSIs] ISDF ATV (Me showing off)

Started by Nielk1, April 10, 2009, 01:59:35 PM

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Nielk1

That's not the issue BBB. It took me 2 min to map the wheel and dupe it.
It took me 2 hours to get the wheels to fit into the ATV, to create the wheel well 5 times, to fix the many many mesh glitches I was having in BZ2 though no fault of the model, all relating to the wheels.

Try doing all that...

Click on the image...

anomaly


bigbadbogie

QuoteIt took me 2 min to map the wheel and dupe it.

You sly dog you...  :lol:

QuoteIt took me 2 hours to get the wheels to fit into the ATV, to create the wheel well 5 times, to fix the many many mesh glitches I was having in BZ2 though no fault of the model, all relating to the wheels.

Do you work in slow motion with your back turned to the computer or something?

(And before you knew it... Nk1 and BBB were wrestling on the floor over who could create the best model-wheels the fastest.)
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

Nielk1

(This is my first from scratch treaded unit BTW) :D

Click on the image...

bigbadbogie

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

BNG Da BZ Fool

Can animation be used to actually make the wheels rotate on your ATV N1? That would really make the unit quite a bit more realistic, and if possible make them a bit more knobby kind of like those seen on a typical off-road unit? I'd like to try something like this using bones and joints to attach the wheels to the body of my own ATV version, but I'm just now beginning to understand how animation even works to begin with let alone get animated stuff into the game. I can always dream I guess. BNG.
When I'm not in hot water with the community I'm usually making models for BZII. I've made a few models for other peeps. BNG.

bigbadbogie

If it were a constructor, land animal or a pilot, you could have the wheels turning.
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

Nielk1

Animation is a simple texture displacement. The wheels, including the caps, have this, but the wheel mapping make this a bit unusual unless the design is rather uniform (lines appears and disappearing). Cutting a hole on the center of the wheel and putting a non animated cap there so I can get square polies again to map on.

(You can think of my issue, I have triangles I need to take up a full area for the wheels to look correct spinning.)

Click on the image...

TheJamsh

what exactly was BNG referring too?

spinning hub caps or turning the front wheels with the bars?

both would be nice. still love BBB's QF wheels... look like massive inflatable balls you can go bouncing on!


BZII Expansion Pack Development Leader. Coming Soon.

Nielk1

Boin... Boin... Boin... Boin... Boin...  :roll:

The answer to units without jump thrusters.

Click on the image...

TheJamsh

teehee. would love to see this in action. cue fraps?


BZII Expansion Pack Development Leader. Coming Soon.

Nielk1

Download Available. Someone try to get it to work right and get back to me?

Click on the image...

Red Devil

#57
Got this so far.  Pulls wheelies, leans, suspension, oversteer fixed.  Needs a horn.

[GameObjectClass]
baseName = "ivatv"
geometryName = "ivatv00.xsi"
//geometryScale = 10.0
cockpitName = "ivcons_cockpit.xsi"
classLabel = "assaulttank"
scrapValue = 5
scrapCost = 10
customCost = 15
buildTime = 5.0
customTime = 7.0
maxHealth = 200
//addhealth = 9.0
maxAmmo = 100//3000
addAmmo = 5
unitName = "ATV"
aiName = "AssaultTankProcess"
aiName2 = "AssaultTankProcess"
heatSignature = 0.5
imageSignature = 0.2
radarSignature = 0.2
isAssault = 0//1

armorClass = N//H
needPilot = 1
playerOnly = false
needLimit = false
isLimited = false

canSnipe = true

//// pilot inside effect /////

effectHard1 = "hp_emit_1"
effectName1 = "ivatv.pilotdraw"
effectFlags1 = 2147483646

/////// REQUIREMENTS ///////////////
   
//requireCount = 3
//requireName1 = "ibfact"
//requireText1 = "Build Factory"
//requireName2 = "ibcbun"
//requireText2 = "Build Relay Bunk"
//requireName3 = "ibsbay"
//requireText3 = "Build Service Bay"

////////////////////////////////////


/////// PROVIDES ///////////////////

//provideCount = 4
//provideName1 = "ivatank"
//provideName2 = "VIRTUAL_CLASS_ASSAULTTANK"
//provideName3 = "assault"
//provideName4 = "DefendUnit"

////////////////////////////////////


/////// weapons ////////////////////

weaponMask = 00111

weaponHard1 = "HP_HAND_1"
visualHard1 = "HP_DOCK_H"
weaponAssault1 = 0
weaponName1 = "igsnip_c"
weaponGroup1 = 0

weaponHard2 = "HP_HAND_2"
visualHard2 = "HP_DOCK_H2"
weaponAssault2 = 0
weaponName2 = "igsnip_c"
weaponGroup2 = 1

weaponHard3 = "HP_PACK_1"
visualHard3 = "HP_DOCK_P"
weaponAssault3 = 0
weaponName3 = "iggren"
weaponGroup3 = 2

////////////////////////////////////

turretCount = 3
turretName1 = "turret_y"
turretName2 = "turret_x"
turretName3 = "hp_eyepoint_1"

mass = 80000

[CraftClass]
UserCockpitSound = "ivatv_e.wav"
//engineSoundOnlyWhenPiloted = true
GetInRaceMask = 256 // locks to ISDF pilots only

rangeScan = 300.0f
periodScan = 4.0f
velocJam = 0.0f
engageRange = 260

attackTask = "AssaultTankAttack"
subAttackTask = "SupportSubAttack"
subAttackClass = "ANN"

// subAttackClass uses 3 letters.
// 1st letter is either A or N.     A is include Air targets.         N is attack ground only.
// 2nd letter is either D or N.     D is to deploy before attacking.  N for regular attack.
// 3rd letter is either S or N.     S is to use Weapon Range.         N is use the Engage Range to attack.


braccelFactor = 0.01
strafeFactor = 0.1
velFactor = 0.4
steerFactor = 1.0//1000.0//1.2
omegaFactor = 0.2

selectWaitMsg = "ivatank04.wav"
selectAttackMsg = "ivatank01.wav"
selectFollowMsg = "ivatank08.wav"
selectGoMsg = "ivatank02.wav"
selectOtherMsg = "ivatank04.wav"

goMsg = "ivatank05.wav"
attackMsg = "ivatank06.wav"
followMeMsg = "ivatank08.wav"
followMsg = "ivatank08.wav"
repairMsg = "ivatank09.wav"
reloadMsg = "ivatank09.wav"
rescueMsg = "ivatank10.wav"
recycleMsg = "ivatank11.wav"
otherMsg = "ivatank04.wav"
holdMsg = "ivatank12.wav"

user1Msg = "" 
killedMsg = "ivatank07.wav"
diedMsg = ""

[trackedVehicleClass]
omegaSpin = 1.5      //1.0
omegaTurn = 1.0      //0.5
alphaSteer = 1.75   //2.0
velocForward = 15.0   //15.0
velocReverse = 10.0   //5.0
velocStrafe = 1.0   //5.0
accelThrust = 25.0
accelDragStop = 35.0   // how fast it stops once hands are off controls
accelBrake = 20.0
accelDragFull = 25.0
aiAccelDrag = 6.0

//UseGlobalFriction = true
//GlobalFrictionMaxThrottle = 1.0f
//GlobalFrictionMaxHeight = 2.0f
//GlobalFrictionStaticCoeff = 1.5f
//GlobalFrictionDynamicCoeff = 1.5f

//TREAD_STATIC_FRICTION = 5.0//1.5
TREAD_STATIC_FRICTION = 2.5//15.0
CENTER_SHIFT = -1.0

pitchPitch = 0.50  // nose up [.1]
pitchThrust = -0.8 // nose down [.1]

rollSteer = 0.4   // rolls while steering [.35]
rollStrafe = 0.0  // rolls while strafing [1

//NormalTrackFactor = 1.0
alphaTrack = 10.0

engineSound = "ivatv_e.wav"
treadSound = "" // "silence.wav"

SUSPENSION_MAX = 0.25
SUSPENSION_MIN = 0.0
TreadForceFeedback = 0.1

ThrustTrack = 5.0 // if this does anything

LevelForce = 10.0//10.0

DAMPING_FACTOR = 2.0      // 2.0 = critical damped, minimum value: 0.01
SPRING_FACTOR = 0.1 // 2.0   // minimum value: 0.01
//SPRING_FACTOR determines the amount of force exerted by the suspension(springs) when they are either stretched or compressed.

alphaDampX = 10.0 // 5.0 // 0.0
alphaDampZ = 10.0 // 5.0 // 0.0

[AssaultTankClass]
yawRate = 1.0
yawAlpha = 10.0
pitchMin = -0.3
pitchMax = 0.8
//laserName1 = "recoil_1"

// effect//
[pilotdraw]
renderBase = "draw_geom"
textureName = "ispilo00.pic"
textureBlend = "srcalpha invsrcalpha modulatealpha"
startColor = "256 256 256 256"
finishColor = "256 256 256 256"
startRadius = 1.0
finishRadius = 1.0
geomName = "ivatv01.xsi"
ForceDrawTransparent = false


//[Lod1]
//geometryName = "ivatnkL1.xsi" ;geometry for lod1
//distance = 50                 ;...distance over this many meters => switch to lod2

//[Lod2]
//geometryName = "ivatnkL2.xsi" ;geometry for lod2
//distance = 135                 ;...distance over this many meters => switch to lod2
What box???

AHadley

Well, thanks :)

Expect this to be used pretty sharply.

Nielk1

The setting for down force when not on ground is rather high ATM. Feel free to change that.

Click on the image...