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Everything old is new again

Started by GSH, July 30, 2009, 11:32:35 AM

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Nielk1

Would you like any 'new' ISDF/Scion units (new new or FE/other mod new) or do you have that covered?

Click on the image...

mrtwosheds

#16
I don't have it covered, All I have in so far is a recy with turrets on it for each race.
I do have some stuff from WMD, (prior to the Dalek Invasion) some of it is good.
I am more than willing for ppl to contribute/help with the scion and isdf variants, but be warned I am Picky!

Well made, Hand weapons, units, guns etc etc would be welcome.

There is one Dalek model that still needs work, yep you guessed right, Its the pilot. :|
Currently he is stiff tentacled and badly skinned, I could really do with figuring out vertex animations, but even then trying to get a walking evil squid looking right is going to be difficult...
I could try a segmented leg design, like my walker, but it won't look like tentacles.

Nielk1

Place cubes in your model and animate them normally. Name them with __h in the name. In notepad you can associate those moving blocks with vertexes on other mesh, and apply % values too when you do.

Click on the image...

TheJamsh

Two Sheds, i might be able to assist with AIP's, and im more than happy to do (nit picky) rec variants...


BZII Expansion Pack Development Leader. Coming Soon.

Nielk1

Should a new scout have a sonic screwdriver?

Click on the image...

bigbadbogie

Lol.

Quote from: mrtwosheds on August 03, 2009, 10:27:24 AM
There is one Dalek model that still needs work, yep you guessed right, Its the pilot. :|
Currently he is stiff tentacled and badly skinned, I could really do with figuring out vertex animations, but even then trying to get a walking evil squid looking right is going to be difficult...
I could try a segmented leg design, like my walker, but it won't look like tentacles.


I put up this vertex animation tutorial a while back:

http://www.bzcommand.com/forum/index.php?topic=77.0
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

mrtwosheds

I don't have max. so I tried to do this the hard way, on an xsi of 264 vertex, 6 legs! Animated 6 leg points and manually located, by their coordinates in the .xsi,  which line numbers should have been the leg joint vertex, some of them are right...but some are not. Very confusing. I must assume that when bz2 builds the .msh there is some more optimization going on that causes the numbers to change, this would have worked on a simple cube, but on a six legged+2 arms squid, it does not.
Seeking quick alternate solutions to buying and learning max...

Warfreak

Getting and Learning Blender, and hoping the exporter exports vert anim. :)

mrtwosheds

#23
I am sure it won't... I do have blender, never really learnt how to use it, it all seems just so strange.

And your missing the point, I have already created the model, in a simple program, I can convert it to .xsi without difficulty, I can animate its vertex, but for some reason a Logic Gap exists, the vertex coordinates should identify them all correctly but they don't. I assumed that the xsi would be read and vertex numbers assigned per line, but it seems they are not, hmm, maybe it reads from bottom to top...

Warfreak

[Hijacked Topic-Moderator please split and put in Mods and Maps]

Did you make sure you have Animation Helpers and that the verts are enveloped to them?

[/Hijacked Topic-Moderator please split and put in Mods and Maps]

mrtwosheds

QuoteDid you make sure you have Animation Helpers and that the verts are enveloped to them?
I have the helpers, but identifying the verts to envelope is proving to be far more complex than I had thought it might be.