Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: EvolutionX on March 20, 2008, 05:02:15 PM

Title: The Legions of Skaro
Post by: EvolutionX on March 20, 2008, 05:02:15 PM
somebody knows as I can obtain mod The Legions of Skaro? Thank you very much!
Title: Re: The Legions of Skaro
Post by: Avatar on March 20, 2008, 05:09:42 PM
That's a BZ2 mod?
Title: Re: The Legions of Skaro
Post by: VSMIT on March 20, 2008, 05:14:20 PM
It's Mr.Twoshed's mod.

And it's not finished yet.

VSMIT.
Title: Re: The Legions of Skaro
Post by: EvolutionX on March 20, 2008, 05:33:27 PM
then I will hope....., has very good graphs reason why I see. Thank you very much!
Title: Re: The Legions of Skaro
Post by: bigbadbogie on March 20, 2008, 06:28:39 PM
its *graphics* actually
Title: Re: The Legions of Skaro
Post by: mrtwosheds on March 20, 2008, 08:56:24 PM
The Legions of Skaro, is not yet completed.
currently rebuilding models again...
Also yet to be completed are,
single player missions.
mpi aip's (half done)
Allot of other stuff.
Title: Re: The Legions of Skaro
Post by: VSMIT on March 20, 2008, 09:12:13 PM
What happened to the models?

VSMIT.
Title: Re: The Legions of Skaro
Post by: bigbadbogie on March 20, 2008, 09:44:40 PM
he probably justs wants to upgrade them
Title: Re: The Legions of Skaro
Post by: VSMIT on March 20, 2008, 10:12:54 PM
What happened to your slug?

VSMIT.
Title: Re: The Legions of Skaro
Post by: mrtwosheds on March 21, 2008, 12:00:18 AM
I made a new dalek skin, it looked much better...so then I had to rebuild all the units and weapons etc. Not quite as difficult as it sounds, not as difficult as building them first time round was, mostly just replacing major body parts.
Also want to completely redesign the gun towers because I don't like them.
Title: Re: The Legions of Skaro
Post by: bigbadbogie on March 21, 2008, 12:20:47 AM
Quote from: VSMIT on March 20, 2008, 10:12:54 PM
What happened to your slug?

he thought he just had a cold, but some sick sadist kid had put a teaspoon of
salt on his back

he needs surgery and he needs it now

@2sheds - good luck redoing them - im really looking forward to this mod - i like daleks (crazy monotonous racist genetically engineered alien cyborg killing machines with 2 lights on their heads that flash whenever they say anything)
Title: Re: The Legions of Skaro
Post by: mrtwosheds on March 21, 2008, 04:04:22 AM
Unfortunately the voice syncronized flashing lights do not appear to be possible.  :cry:

hmm, maybe, I could try something with flashes on the rantmine, but then I would have to put the hp_special on their earlights and that would mess up other stuff and would still not syncronize with their voices.
Title: Re: The Legions of Skaro
Post by: Avatar on March 21, 2008, 06:42:29 AM
Voice synchronized flashing lights...

Why not use a cannon, make the muzzle flash the blinking light and the firing sound the "Exterminate!" sound... that way the minute they saw an enemy they'd start running around going 'EX TER MIN ATE!'...

Or did you try that?

-Av-
Title: Re: The Legions of Skaro
Post by: mrtwosheds on March 21, 2008, 09:49:57 AM
I have a few weapons that talk but the flash is on the hp_gun, not on their "ear lights", I also have a "rant-mine" that can spout a number of different lines in battle.  :-D
Anyone know a way to tell a weapon to put the flash somewhere other than on the hp_gun?
otherwise I would have to make a flash with its root at the hp_gun and its mesh on their ears, that would only work on daleks of a certain size and only on certain weapons.
The only way I can see to do voice light synchronisation is for a specialised human controlled dalek for use in movies, I probably won't bother as it all seems way too complicated.
Title: Re: The Legions of Skaro
Post by: Avatar on March 21, 2008, 02:32:11 PM
Um...

HP_Ear_Left
HP_Ear_Right

weaponMask = 00011
weaponHard1 = "HP_EAR_LEFT"
weaponName1 = "gtalkflash1"

weaponHard2 = "HP_EAR_RIGHT"
weaponName2 = "gtalkflash2"

Depending on the AI used they'll use the weapons even if they're non-standard HP's.  Otherwise you can make them gun ports and set them to NOT accept powerups, so they can't be changed.  You also have assault/combat you can hijack, depending on what else you need for the mod.
Title: Re: The Legions of Skaro
Post by: mrtwosheds on March 21, 2008, 05:54:40 PM
hmm it might work for the rant-mines...
(http://www.bzcomplex.com/gallery/albums/userpics/10062/dalekwalker.png)
Title: Re: The Legions of Skaro
Post by: Avatar on March 22, 2008, 05:58:47 PM
That thing scares me...

You need a little Doctor model holding up a sonic screwdriver in front of it...

:)

-Av-
Title: Re: The Legions of Skaro
Post by: Commando on March 22, 2008, 06:01:39 PM
Quote
HP_Ear_Left
HP_Ear_Right

weaponMask = 00011
weaponHard1 = "HP_EAR_LEFT"
weaponName1 = "gtalkflash1"

weaponHard2 = "HP_EAR_RIGHT"
weaponName2 = "gtalkflash2"

That might not work in public beta 4.  A change was made and since that change was made, I have been unable to get my custom hardpoint to even show up yet alone fire.
Title: Re: The Legions of Skaro
Post by: bigbadbogie on March 22, 2008, 08:21:33 PM
did you just say that pb4 is actually taking away features?? now im really confused
Title: Re: The Legions of Skaro
Post by: mrtwosheds on March 22, 2008, 11:39:50 PM
QuoteYou need a little Doctor model holding up a sonic screwdriver in front of it...
The Daleks have no intention of allowing me to even mention his name, let alone put him in the Mod...
Title: Re: The Legions of Skaro
Post by: bigbadbogie on March 23, 2008, 03:10:46 AM
i could make a tardis for you - could be a little trouble in making the inside bigger than the outside  :-P
Title: Re: The Legions of Skaro
Post by: anomaly on March 23, 2008, 05:41:55 PM
Quote from: bigbadbogie on March 23, 2008, 03:10:46 AM
i could make a tardis for you - could be a little trouble in making the inside bigger than the outside  :-P
A little dll portal magic and I think it could be done... :-)
Title: Re: The Legions of Skaro
Post by: General BlackDragon on March 23, 2008, 05:55:07 PM
Quote from: Commando on March 22, 2008, 06:01:39 PM
That might not work in public beta 4.  A change was made and since that change was made, I have been unable to get my custom hardpoint to even show up yet alone fire.

Yea...why was that done? It's kinda ....buggersome...
Title: Re: The Legions of Skaro
Post by: Avatar on March 24, 2008, 05:24:36 AM
The AI sees HP's differently than we do, sometimes not seeing what we see and sometimes seeing things we don't...  so, IOW, you'd have to try it to see...  lol...  darn AI...

-Av-
Title: Re: The Legions of Skaro
Post by: mrtwosheds on March 24, 2008, 10:03:39 AM
Here's an annoying problem.
I built my new "gun tower", its a low lying platform with sliding trap doors, once constructed the doors open and a Dalek rises up out of it and hovers there, exterminating at will.
As soon as I had made this and tried it in game an odd problem occurred, all the units that share the skin that the GT dalek body has became unlit by bz2 lighting...?(bright white) no team colors.
I changed the skin on the gt (straight copy of the original, just renamed), all the other units are ok again, but the skin on the new gt is still unlit.
I checked all the material values in the model, they are as they should be.
I thought, maybe its because its underground (lights don't work underground) so I raised it up so its not underground, no change and other textures on it are ok underground.
Now I'm just confused, maybe its just a bz2 glitch that will go away if I ignore it for long enough...
Any Idea's?
Title: Re: The Legions of Skaro
Post by: Avatar on March 24, 2008, 10:12:11 AM
Name of the texture?

Shouldn't have 'a' as the second from the last character, or confusion with the glowtexture arises.

Might be issues if it's named the same as the MP textures also...

-Av-
Title: Re: The Legions of Skaro
Post by: bigbadbogie on March 24, 2008, 03:38:20 PM
that happens to anything that is pitch black or at 0% opacity
Title: Re: The Legions of Skaro
Post by: mrtwosheds on March 24, 2008, 05:07:53 PM
Texture's are named dalekt00, dalektc0, dalekta0.
There is nothing wrong with the texture, simply removing it from the new gt model caused the other units (scouts) to display correctly.
This is not the first time I have noticed bz2 doing weird things with materials that "are the same" but on different models.
The gt model still has the issue with any (3) texture's.

Quotethat happens to anything that is pitch black or at 0% opacity
If they were pitch black or invisible you would not notice it being fully illuminated by bz2's un-dynamic lighting.
Title: Re: The Legions of Skaro
Post by: Avatar on March 24, 2008, 05:17:53 PM
dalekta0 will be used as a glowtexture, see the stickied 'Glowtexture' thread at the top of the forum.

dalektc0 might be confused with the mp textures, which have white areas that are colored teamcolors in MP play.

In other words, you can't use those names...  make sure all have '00' on the end UNLESS you WANT them used as the specialty textures.

If changing the texture doesn't affect the issue then it's some other material setting, such as illuminosity, opacity, that sort of thing...

-Av-
Title: Re: The Legions of Skaro
Post by: bigbadbogie on March 24, 2008, 05:22:31 PM
Quote from: mrtwosheds on March 24, 2008, 05:07:53 PM
If they were pitch black or invisible you would not notice it being fully illuminated by bz2's un-dynamic lighting.

any unit with a pitch black area and no texture there is strangely turned white during a lightning flash
and also any part of an object that has a texture opacity of 0 and is invisible will be turned white and visible during a lightning flash

try it
Title: Re: The Legions of Skaro
Post by: mrtwosheds on March 24, 2008, 06:02:06 PM
Those textures are the 00, glow and team color textures of that model, they work as they are intended to, but not on this one model, placing them (any texture set) on it, causes any other unit using the same texture to inherit the error. opacity, illuminosity and the ugly shinyness are all normal.
I guess I need to reconstruct.

bbb, The texture transparency function in threed does not work if you turn the lighting off, eg 255 255 255. It is as good as useless I do not use it.
use __h or h_ on frame names or a transparent texture if that does not produce the required effect. png-dxtbz2 works well for things like invisible feet except for the high detail shadows...

I do wonder if everyone else see's the horrible effects from those shadows, the models I make create ugly flat shadows standing in the air, is it my vid card? or my bodged up models? or have I missed something?
Title: Re: The Legions of Skaro
Post by: bigbadbogie on March 24, 2008, 08:21:30 PM
all complicated models do that
Title: Re: The Legions of Skaro
Post by: anomaly on March 24, 2008, 08:39:18 PM
On the model I recently made I noticed that screwed up shadow effect in a few places.  It only originated from areas where there were vertices very close to each other.  If possible, try moving some vertices around to spread them apart.  It worked for me.  Also, I'm pretty sure Fishbone did some research on it while he was making the dune command mod. Try asking him.
Title: Re: The Legions of Skaro
Post by: Nielk1 on March 24, 2008, 09:49:23 PM
No one uses Stencil Shadow Mode in BZ2
Title: Re: The Legions of Skaro
Post by: bigbadbogie on March 24, 2008, 10:05:30 PM
unless they like seeing big black lines and squiggly things drawn all over the screen around ships
Title: Re: The Legions of Skaro
Post by: anomaly on March 25, 2008, 12:50:43 AM
Quote from: Nielk1 on March 24, 2008, 09:49:23 PM
No one uses Stencil Shadow Mode in BZ2
Usually only because of the shadow error but, it is possible to make units that don't cause those problems if you know what not to do.  If modders take that into account, they can make races that work quite well with shadows.
Title: Re: The Legions of Skaro
Post by: Avatar on March 25, 2008, 04:24:01 AM
As I said, if the texture doesn't matter it's probably a material issue.  In Max I'd then try adding the model to a scene containing an object and material that doesn't cause the issue, applying the material to the trouble model, and then export that model back out of the scene again.

You could probably also cut/paste the top part of the material section from a non-troubled model to this one and see if the resulting XSI still causes the issue.

Thinking about it I suppose it could be issues with the names of the parts...  no __g, __h, __2 or that sort of thing on the end of the model part names, right?

-Av-
Title: Re: The Legions of Skaro
Post by: mrtwosheds on March 25, 2008, 04:49:44 PM
hmm, it does have a terminal that does is __2 sided and Not __g tranparent or __e missive.

Pasted in frame with same texture from another model and fixed issue.

(http://www.bzcomplex.com/gallery/albums/userpics/10062/newgt.png)
Title: Re: The Legions of Skaro
Post by: Nielk1 on March 26, 2008, 01:23:51 AM
Quote from: anomaly on March 25, 2008, 12:50:43 AM
Usually only because of the shadow error but, it is possible to make units that don't cause those problems if you know what not to do.  If modders take that into account, they can make races that work quite well with shadows.

True, but the stock 3D models have the shadow issue.

2Shed, what happens if you strip the animation so it is static in what is currently the last frame of the deploying.
It might be that the model part must be above ground in the base model and only go unit in frame 0/1 of the deploy animation. (Like how the scav's skel is in position but its deploy does not start that way)

Basically, so a battery of tests.
Title: Re: The Legions of Skaro
Post by: Avatar on March 26, 2008, 05:39:03 AM
Nice sun texture...

-Av-
Title: Re: The Legions of Skaro
Post by: Nielk1 on March 26, 2008, 03:02:12 PM
Holy crap! Sheer awesome...

I was looking in the center, didn't notice
Title: Re: The Legions of Skaro
Post by: mrtwosheds on March 26, 2008, 04:01:47 PM
its was just some sort of glitchy material, I replace it and its ok now.
Title: Re: The Legions of Skaro
Post by: Avatar on March 26, 2008, 04:10:39 PM
Holy Crap!  I was looking at the sun and didn't see that DALEK flying there...   ;)

I! CAN! FLY!
I! CAN! FLY!

EX! TER! MIN! ATE!
EX! TER! MIN! ATE!

:)

-Av-
Title: Re: The Legions of Skaro
Post by: General BlackDragon on March 26, 2008, 05:57:22 PM
Wow...your map's textures compare in awsomeness to spAce's....awsome.
Title: Re: The Legions of Skaro
Post by: Nielk1 on March 27, 2008, 02:12:38 PM
I wish domes could be more complicated. I really hate it when I can't have the planet I want orbited on the side and have to put it on the bottom cause the stars only go on the top half. I normally use a sky sphere, but then I can't add other elements like a spinning sun or distant planets.

EDIT: That and eventualy domes get blurry no matter the texture size...
Title: Re: The Legions of Skaro
Post by: mrtwosheds on March 27, 2008, 04:07:05 PM
I have done some experimentation with domes.
Allways put the model's root at the bottom, nothing below it will be visible.
A single frame model seems to work best.
The size of the model may be fairly critical to how it looks.
Dome lighting is also quite tricky to set up with odd shaped domes and they often look broken in some way until you get the lighting and positioning just right.
(http://www.bzcomplex.com/gallery/albums/userpics/10062/icemoon.png)
It took me a few hours of tweaking to get this huge spinning overhead icemoon to not look broken.

Discovering that it is the lighting that makes things look broken may mean that models with more than 1 frame might work! I have not experimented further yet.
Title: Re: The Legions of Skaro
Post by: General BlackDragon on March 27, 2008, 04:23:18 PM
I did something very similar with BZC's Io sky. I had to make 3 or 5 or...7 attempts at making a "flipped" upside down dome model. At first it didn't even show up, so i did the moving the pivot. Then I had to aquire a flattened texture of Jupiter....Bla

Got it good though. Only one thing bugs me though, the middle/bottom when u look straight up is not light up, it's all shaded...although it looks more "natural" it doesnt look like BZ1.
Title: Re: The Legions of Skaro
Post by: mrtwosheds on March 27, 2008, 04:30:24 PM
You just need to play about with the dome lighting, The pic/map above started as a new (empty) sky, It has a bright blue light on one side and a much dimmer one on the other to make the moon look like it is lit on one side by the blue sun. Funny stuff with the uv-mapping of the dome occurs if it is not lit just right, some parts of the moon scroll in the wrong direction and look all wrong.
Title: Re: The Legions of Skaro
Post by: mrtwosheds on March 29, 2008, 12:56:47 PM
QuotePasted in frame with same texture from another model and fixed issue.
Hmmm, not. its back again...
Title: Re: The Legions of Skaro
Post by: General BlackDragon on March 29, 2008, 01:15:59 PM
make sure the dome's uvspeed is only 1 way. one of the numbers should be 0...
Title: Re: The Legions of Skaro
Post by: Nielk1 on March 29, 2008, 01:42:00 PM
I can make a multi part dome with some luck. I made one with a planet that still ahd a 360 deg space dome too, and the textures even worked right! But making the planet spin made the stars move.
Title: Re: The Legions of Skaro
Post by: General BlackDragon on March 29, 2008, 01:53:13 PM
Thats why you make the dome only the spinning planet, and use the "stars" console config or editor menu to make the stars.
Title: Re: The Legions of Skaro
Post by: Nielk1 on March 29, 2008, 01:56:43 PM
Except I am making space maps and need stars on both the top and bottom.

ORBIT WIP (planet on bottom because of above issue):
(http://www.bzcomplex.com/gallery/albums/userpics/10002/normal_bz2_0021.jpg) (http://www.bzcomplex.com/gallery/displayimage.php?album=24&pos=0)
Title: Re: The Legions of Skaro
Post by: mrtwosheds on March 31, 2008, 08:59:36 AM
I have now fixed my illumination problem, it was the __e of the daleks eye, for some reason bz2 decided to apply the emissive property to every frame using that material rather than just the frame with the __e on it. :?
Title: Re: The Legions of Skaro
Post by: bigbadbogie on March 31, 2008, 03:40:46 PM
Quote from: Nielk1 on March 29, 2008, 01:56:43 PM
Except I am making space maps and need stars on both the top and bottom.

ask GSH to make 360 stars an option in pb4
Title: Re: The Legions of Skaro
Post by: Avatar on April 01, 2008, 08:04:20 AM
Quote from: mrtwosheds on March 31, 2008, 08:59:36 AM
I have now fixed my illumination problem, it was the __e of the daleks eye, for some reason bz2 decided to apply the emissive property to every frame using that material rather than just the frame with the __e on it. :?

This is actually pretty important info for modders...  apparently the way emissive tags (__e) work is by making that material emissive, so any emitter parts have to have their own material.  Interesting, good to know.

-Av-
Title: Re: The Legions of Skaro
Post by: mrtwosheds on April 01, 2008, 01:07:55 PM
QuoteThis is actually pretty important info for modders...  apparently the way emissive tags (__e) work is by making that material emissive, so any emitter parts have to have their own material.  Interesting, good to know.
Actually its just damn weird, I have loads of models with emissive frame tags, allot of them use the same material all over and the emissive effect only occurs on the frame with the __e tag. Two of my models have decided to be weird and apply the emissive effect not just to every part of the model using the same material but to every model in the mod that uses that material...Understand it I do not.

But yes maybe it should be considered good practice to define a material in the model that is used on emissive__e tagged frames only.

It seems that this weird effect occurs at mesh build.
I can place a tank, for example, in the editor, It has emmisive tags on a frame with that material and untagged frames with the same material , its mesh is built fine and illuminated correctly.
Then I place one of the 2 weird models, the tank's illumination changes as the new mesh is built and both units have the problem.
Delete the msh's and the tank can be placed again without the problem.
Title: Re: The Legions of Skaro
Post by: Avatar on April 02, 2008, 07:09:53 AM
Do they share the same material, or just the same texture?  Big difference...

-Av-
Title: Re: The Legions of Skaro
Post by: Nielk1 on April 02, 2008, 08:55:42 AM
My guess would be texture since it caused all the other models using the same texture (since other models cant have the same material) to light up.
Title: Re: The Legions of Skaro
Post by: mrtwosheds on April 02, 2008, 10:08:37 AM
The same material, (that includes texture) this is the confusing bit, setting up another material for the __e frame using the same texture fixes the problem. It would then seem that at mesh build BZ2 makes some sort of list of materials used by models throughout the game and decides that some have the same values, and are then "the same material" its the only way I can rationalise other perfectly functioning units suddenly inheriting an error from another unit.
Title: Re: The Legions of Skaro
Post by: OvermindDL1 on April 03, 2008, 01:19:36 PM
BZ2 does do a material lookup and if one 'like' the current one has already been loaded then it just shares it out (faster processing when rendering things, less passes to do), so yes.  If a material name is not specified then the Engine will create one at 'random'.

Yes, I said a material can have a name.  The material declaration can start with "Material" for the old .x style material declarations, or "XSIMaterial" or "SI_Material" for the .xsi style material declarations, as far as BZ2 is concerned, they are identical (no semantic or typographic differences, in other words, all three of those words can be used interchangably when used inside a mesh, but not in other places, described next).  You can define a set of materials pre-bound to names to 'pre-load' the materials (theoretically faster .xsi loading, not that it matters) by defining a material section with the "Material" name before any mesh/frame declarations.  But getting back to the name, if you want your material to truly be unique, regardless of any similar ones, then just give it a name like this:


/*snip*/
         0,
         0,
         0;

         SI_Material myUniqueMaterialName {
            0.700000;0.700000;0.700000;1.000000;;
            200.000000;
            0.500000;0.500000;0.500000;;
            0.000000;0.000000;0.000000;;
            2;
            0.000000;0.000000;0.000000;;

            SI_Texture2D  {
               "Z:/modelsdirectory/ISDF_vehicles/PICTURES/ivscout00.pic";
               3;
/*snip*/




The bold word is where you can put the name, and be forewarned, any material in any other mesh that you define to have the same name will use the exact same material, meaning that if the materials are different in the meshes, then they will all use the one of the first loaded one, might make for an interesting effect as you could give a races ships different 'skins' based on something that was built 'first' (do note, BZ2 pre-loads things, so it would probably have to be dll pre/loaded so BZ2 would not just preload everything in-order).

And here are some other basic material stats:
A single mesh can have up to 256 unique materials, although it would be pretty stupid to do that as it would make rendering of the mesh very slow, to put it mildly.
There can also be up to 256 unique textures, again, stupid to do, same reason, but even more costly so it is more stupid.
The model has multiple 'emissive' properties, one for each material, and a global one, if the global one is turned off then the model will not be emissive, regardless of other settings, I do not think you can set the global one using xsi's, seems to be pretty .msh style only.

Do note, some of this is guessed, just from the way I would make the engine, but does seem to be confirmed by diving into BZ2 and some other tests.
(http://www.overminddl1.com/image_scripts/image_sig.php?type=ODL1signitures&image/sig.gif)
Generated by OvermindDL1's Signature Auto-Add Script (http://overminddl1.com) via GreaseMonkey (http://greasemonkey.mozdev.org/)

Title: Re: The Legions of Skaro
Post by: mrtwosheds on April 03, 2008, 04:12:19 PM
That makes sense. Thanks.
I thought about giving some materials a unique name, for about 4 seconds, then decided it would be better to let the computer work hard instead of me.  :-D
Title: Re: The Legions of Skaro
Post by: mrtwosheds on April 10, 2008, 05:02:59 PM
(http://www.bzcomplex.com/gallery/albums/userpics/10062/araknaphobia.png)

Eeeek!
Title: Re: The Legions of Skaro
Post by: Warfreak on April 10, 2008, 05:03:50 PM
is that thing honestly Dalek controlled?
Title: Re: The Legions of Skaro
Post by: General BlackDragon on April 10, 2008, 05:08:20 PM
okay, sorry, but i have to say it...


That big stem has a brain stuck to it  :lol:
Title: Re: The Legions of Skaro
Post by: mrtwosheds on April 10, 2008, 06:05:49 PM
Quoteis that thing honestly Dalek controlled?
No. But I like it. cyber-spider-walker, 6 legs.

That is Phobos. I dunno how it got there or why its pink.
Title: Re: The Legions of Skaro
Post by: General BlackDragon on April 10, 2008, 06:53:22 PM
LOL...

:D
Title: Re: The Legions of Skaro
Post by: Nielk1 on April 10, 2008, 08:06:07 PM
Now that is a nice piece of work. Reminds me of the first time I saw he Crabs on Tremor in FleshStorm.
Title: Re: The Legions of Skaro
Post by: Avatar on April 12, 2008, 01:00:33 PM
Interesting... I thought you'd go for:

(http://upload.wikimedia.org/wikipedia/en/8/84/Spiderdalekconcept.jpg)
Title: Re: The Legions of Skaro
Post by: mrtwosheds on April 12, 2008, 01:21:18 PM
Yes I have seen that, and something else like it. I think it must be fairly old, with that humanoid inside it.
Cant see how to do it, too complex a model for bz2 I think.
The "Araknoid" I have just built, Is not of the Dalek race, or even one of their slave races, They are fairly low tech, I have just equipped it with twin harpoon guns and bile (much like resin)
I figured that they could turn up in the one player missions, which have yet to be created.
They are fast, like a mauler (and somewhat better animated! I think) and jump too.
Here's another Pic, now with his harpoon guns.
(http://www.bzcomplex.com/gallery/albums/userpics/10062/araknaphobia%7E0.png)
He looks complicated, but he's made from 3 sided cones and cylinders plus a couple of simple geosphere's, I gave him metal armour so his boxy look does not look to weird.
Title: Re: The Legions of Skaro
Post by: General BlackDragon on April 12, 2008, 02:14:17 PM
that, is awsome...
Title: Re: The Legions of Skaro
Post by: mrtwosheds on April 12, 2008, 02:24:07 PM
Now I have to make some sound fx...
cough cough.."rrrrawk"   :-D
Title: Re: The Legions of Skaro
Post by: bigbadbogie on April 12, 2008, 03:25:17 PM
you havent started the SP missions yet?? well good luck - they are the longest and hardest part of any mod - ESPECIALLY MINE!!!!!
Title: Re: The Legions of Skaro
Post by: Warfreak on April 12, 2008, 05:02:23 PM
LIES...... I really think the models are what gets people....... I mean BSer left us with a great gift...... THE SCRIPTOR!!!! and then there is Python....
You cant really not know how to make a sp mission, expecially with BSer's scriptor, IT HAS EXAMPLES OF FE MISSIONS, you CAN not know how to convert models from gmax......its a long and diluding process....

also, sufficient planning always helps..... its good to NOT make up what your doing in the mission WHILE MAKING THE MISSION...
That is all I have to say about sp development being
Quote from: bigbadbogie on April 12, 2008, 03:25:17 PM
the longest and hardest part of any mod
Title: Re: The Legions of Skaro
Post by: mrtwosheds on April 12, 2008, 05:11:07 PM
And I can't very well make the missions until I have made the content.

QuoteYou cant really not know how to make a sp mission,
I can. Along with writing dll's it the one thing I have no experience of doing. I started one a while ago, sort of got the idea.

I really want some people (not just me) to make some missions for this mod. It would be better that way.
Title: Re: The Legions of Skaro
Post by: bigbadbogie on April 12, 2008, 06:43:27 PM
ill do 1 or 2 if you like... but after i complete my current mod

@warfreak - for me, modelling is the easiest part - i guess it varies from modder to modder
Title: Re: The Legions of Skaro
Post by: OvermindDL1 on April 13, 2008, 02:50:24 AM
You do know modeling includes texturing, else you just have a blank, ugly, untextured mesh. :P
(http://www.overminddl1.com/image_scripts/image_sig.php?type=ODL1signitures&image/sig.gif)
Generated by OvermindDL1's Signature Auto-Add Script (http://overminddl1.com) via GreaseMonkey (http://greasemonkey.mozdev.org/)

Title: Re: The Legions of Skaro
Post by: Nielk1 on April 13, 2008, 12:32:01 PM
I keep getting better at textureing, but I must throw out 75% of my models in the first place.
Now I can make C++ DLLs (but I can't use the scriptor oddly), so the only thing I really can't do now is SFX and Maps.
Title: Re: The Legions of Skaro
Post by: Warfreak on April 15, 2008, 06:06:03 PM
... I say we need more "video" tutorials... :-P (hey, i gave us one for 3ds Max users to see for animation, i'd liek to see one for the full model making process, i need to see what im doing "wrong")
Title: Re: The Legions of Skaro
Post by: OvermindDL1 on April 16, 2008, 01:34:12 PM
B3D has a ton of video tutorials, as does Maya...
(http://www.overminddl1.com/image_scripts/image_sig.php?type=ODL1signitures&image/sig.gif)
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Title: Re: The Legions of Skaro
Post by: mrtwosheds on May 20, 2009, 01:48:32 PM
Bumping my own topic  :-D
Update.
The creation Of the Dalek Race has proceded well, I am still finalising and tweaking stuff.
Attention must soon be given to.
1. Creating ISDF and Scion Recycler variants for The Legions Of Skaro.
Input and help would be welcome here!
Obviously I can use allot of the stuff already in TA5 but some new weapons at least are a must.

2. Maps. Well made Maps welcomed! obviously dm & mpi maps need certain info. Might need to work on compatibility with GH maps.

3. AIPs (obviously I need the recy variants to complete these)

4. Single player... :-( Made no progress at all.
Title: Re: The Legions of Skaro
Post by: Nielk1 on May 20, 2009, 02:24:27 PM
If you want a specific new unit for the ISDF or Scions I can try.
Title: Re: The Legions of Skaro
Post by: mrtwosheds on May 20, 2009, 04:07:03 PM
I don't want anything specific. I am inviting Ideas and submissions from other people.
I have a load of experimental modded stuff from my old WMD mod, some of the weapons will go in. (smart chain, Hi-X cannon etc)
As far as Units/buildings are concerned.
I would only really be interested in well made units that look like they come from the same gene pool and fill a strategic hole either race may have.
Or are just single units of another non bz2 race. Currently I am trying to build a Yehat! (StarControl :)

Will probably need something like GH's various statues too for mpi. (stacking tapped turrets on top of each other works nice)

Scion ground based APC? (I have a Scion Training center somewhere)

Any hand weapons with a decent new model.

I am NOT interested in packing it out with units from other bz2 mods.

Maybe there are folks out there who have made a weapon they really love, but wont be making a mod to put it in?