• Welcome to Battlezone Universe.
 

News:

Welcome to the BZU Archive dated December 24, 2009. Topics and posts are in read-only mode. Those with accounts will be able to login and browse anything the account had access granted to at the time. No changes to permissions will be made to be given access to particular content. If you have any questions, please reach out to squirrelof09/Rapazzini.

Main Menu

LT's Recycler Variant

Started by Lordtac, June 30, 2009, 08:10:12 PM

Previous topic - Next topic

mrtwosheds

Nobody ever uses the scion multilock...1. its underpowered 2. the AI don't like it 3.It takes to long to multilock.
Maybe this could be tweaked?

BNG Da BZ Fool

Perhaps you could try to create a single 3d missile model and then copy it multiple times, arrange them symetrically and either glue them together or create an object union to form one single missile group. I think someone pulled this off by adding hp_rocket_1 thru 4 onto one launch point. It would fire like 4 at one time; I know it can be done with twin missiles configurations. You might ask TimeVirus; he seems quite adept at creating some pretty intense rocket/missile combos.
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.

Mr X

Not sure how easy this would be to programme, but maybe you could set it so that you establish one lock, and all missiles fired home in on it until the target is destroyed or you move a certain distance away from it.
Sign up for the BZ2 tournament:
http://www.bzuniverse.com/forum/index.php/topic,10101.0.html
starting January 2010!

Red Devil

multilock can be be made to be very powerful
What box???

Lordtac

#49
well I figured out the multilock and decided to go with that.

and I have wonderful news.

I've decided that I would begin adding aircraft such as fighters into the mod, unfortunatly I'll need to learn AI programming to tweak them.

but besides that its looking pretty good.

btw flying the ivdrone_c from commando/greenheart variant is awesome.

and finally, I've also discovered that to make anything "worthy" of such a vast community I'll have to add my own models to BZII

so how would I go about that (I already have blender and know how to use it but I don't know how to "texture" the models or add color to them.)

I've gone to blenders websites for tutorials but their extremely vague.

but I do know how to model.

any assistance with .XSI coding (with blenders .X export) would be much appreciate.

I'm aware I'm getting into some pretty advanced stuff. but nothing ventured, nothing gained.

EDIT

If I can't make my own models would any modders be pissed if I used there's without permission but with credit to the original creator.
Creator of LTRV
Overall: 34%
Break Down

ISDF:
Units: 15% \ Tech Tree: 100%
Buildings:30% \ Weapons: 15%
Experimental: 10%

FURY:
Units: 0% \ Tech Tree: 0%
Buildings: 0% \ Weapons: 0%
Experimental: 0%

Nielk1

It depends on what you use. Some of us may already know how other modders feel about specific assets. In fact some modders say go ahead while others say NEVER!

It is also nice to hear the request you know.

You can use anything from MRVP provided you rename any files to prevent duplicate asset errors. (This includes, if it has a non stock texture, editing the XSI to point to one differently named).

You can also request models, BUT BE WARNED, you must have something to show to get people involved. For example, Steeveeo had lots of cool stuff like weapons and other ODFs that got Warfreak and later VSMIT and I involved as modelers.

Click on the image...

Lordtac

#51
well I can do this in a few different ways.

I always change the names with "lt at the end. such as ivrecylt_mrvp" thats how it would look.

I can post screen shots, I can tell you about it, or I can release updates.

I don't wanna release updates really because it seems that would confuse everyone (from patch to patch)

I can post some screen shots, but that may take a while, and may not show more then the physical look of the ships.

and I can deffinently inform you of whats going on and how the ships react.

Ship Name: ivdronelt_c A.K.A. testcraft

ship type: aircraft

Weaponry: standerd (atstab, shadower, forcefield)

Mobility: fast, pilots must bank the craft using the strafe buttons to turn, has a really beautiful effect in 1st-person, piloting is similar to "echelon" from bathesda without speed guage.

Air-Stunts: Thanks to extensive tweaking assisted by commando we found a way to allow the ship to perform a full loop, barrel rolls, and even the famous (or infamous) U-Turn from starfox, and thats just all I've discovered.

Attack ability: pretty weak, I'm going to have to script new weapons for the aircrafts entirely.

A.I. compatibility: Virtually none, the AI will attack at a standerd altitude but because of the way I implemented the turning it hardly turns at all. I will have to rescript the AI for the ship if/when I can.

The AI reacts better then theorized. They are using banking turns, they swoop and don't fly in a straight towards targets, and they even dive bomb, I only need to fix it so they don't "ram" their target and it'll be perfect.

Controls (system standerd)
W - boost
S - Airbreak + reverse
A - Roll Left
D - Roll Right
C - Takeoff/Land
Mouse = pitch and turning

Modified From: ivdrone_c (from commando/greenheart variant)
Creator of LTRV
Overall: 34%
Break Down

ISDF:
Units: 15% \ Tech Tree: 100%
Buildings:30% \ Weapons: 15%
Experimental: 10%

FURY:
Units: 0% \ Tech Tree: 0%
Buildings: 0% \ Weapons: 0%
Experimental: 0%

Nielk1

#52
What I mean is, to use anything from another mod, it really is best to ask.

The following things are OK to use as it is:
Anything that comes with the 1.3 patch or earlier can be used in Battlezone II mods without restriction.
MRVP assets may be used (tweaked to prevent collisions) as I have just given you permission.
FE stuff seems to be allowed to be used now. I mean this like, adding the Hammer and Brawler to the game and giving them custom weapons even is fine.

If you take, for example, ivsilo_fatboy.odf I would suggest the name ivsilo_lt.odf or some such. To credit the original, if you want to, simply provide them in your mod's readme.

Click on the image...

Lordtac

I don't think I can account for each and every barrowed vehicle. but I can account for where each one came from.

and thanks for the permission.
Creator of LTRV
Overall: 34%
Break Down

ISDF:
Units: 15% \ Tech Tree: 100%
Buildings:30% \ Weapons: 15%
Experimental: 10%

FURY:
Units: 0% \ Tech Tree: 0%
Buildings: 0% \ Weapons: 0%
Experimental: 0%

bb1

As long as you don't claim them as your own, there should be no issues, unless the originator is really that anal.

Then again- we aren't talking GPL here. I've seen modders go 3 types of crazy over assets.

BNG Da BZ Fool

I've never used existing models preferring to create my own original models. The odf's are another story though; these I modify to suite my personal tastes.

Texturing, as others have already stated is an art. Painting a decent texture is not difficult to do, but getting it to appear correctly on the entire model surface is a whole nother en-cha-la-da. My feeble attempts have basically led to utter hair pulling frustration when trying to comprehend the process of applying a texture map on a 3d surface.

My 3d modeler supports multiple layer textures, and applying a simple texture is simple enough to do. Customized single textures like those used by BZ are difficult to apply correctly from my experiences trying to replicate it. GMAX, a free version of 3d Max has a tutorial covering the topic, but even that one uses multiple texture files to texture the sample model.

Blender, like any other 3d modelers supports texturing, but like other 3d modelers applying a custom texture correctly is where most of us get lost. Remember, a UV map repesents a 3d object that must somehow be seperated into manageable sections so that UV lines don't overlap as this can cause odd looking textured models when a custom texture is applied incorrectly. 
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.

Lordtac

I see. that is quite a mouthfull.

when it comes to scripting (in most cases) I like to think I'm awesome. I mean. I dabbled with it for a day and figured out how the scout works.

even modeling I'm pretty good, moving around the verticies isn't hard, neither is making faces.

but when it comes to ART as in color on paper with lines around it. that's where I drop the ball.

don't think I'm to ignorant I know I've still got alot to learn.

now. I need to script a new path-finder AI (like the "tank" "hover" "aircraft" "scav" path-finders) how would I do that? If its hard-coded / impossible, I'll have to figure out a work around
Creator of LTRV
Overall: 34%
Break Down

ISDF:
Units: 15% \ Tech Tree: 100%
Buildings:30% \ Weapons: 15%
Experimental: 10%

FURY:
Units: 0% \ Tech Tree: 0%
Buildings: 0% \ Weapons: 0%
Experimental: 0%

GSH

Quote
now. I need to script a new path-finder AI (like the "tank" "hover" "aircraft" "scav" path-finders) how would I do that? If its hard-coded / impossible, I'll have to figure out a work around

Just ... don't try to do such a thing. Don't try to control AI via DLL until you're a DLL genius. Just tweak the many parameters available to existing unit types, and AI types.

-- GSH

Lordtac

#58
ok... in that case I need to figure out how to make the aircraft "turn away" from a building or tank (anything ground based) before it rams it.

and 2ndly as far as controls go I need to figure out a new way to get the ship to pitch because the target reticule is going out of visual range when you point the craft straight down or straight up.

oh and finally some testing pics. (sorry its really hard to tell whose who but it was 4 squads of mine vs 4 squads of enemies)

#1 - Cockpit view



#2 - rear view



the mesh looks familiar because its from ZTV I don't plan to use it I just needed a different mesh for testing.

I do plan to use the cockpit though (same mod)
Creator of LTRV
Overall: 34%
Break Down

ISDF:
Units: 15% \ Tech Tree: 100%
Buildings:30% \ Weapons: 15%
Experimental: 10%

FURY:
Units: 0% \ Tech Tree: 0%
Buildings: 0% \ Weapons: 0%
Experimental: 0%

bigbadbogie

That model is just the ISDF submarine with the ISDF bomber wings and missile scout turret cut and pasted on.
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