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Topics - Dianoga4

#1
Overdrive Terminal / 3d max help
November 22, 2009, 07:50:29 PM
I've used 3d max quite a few times to get things into BZ2 and other games. One thing that seems to trouble me still sometimes though is the scaling transforms that go all whacky. What I mean is in 3dmax your model looks fine after scaling it but when you get it in game, if there are multiple parts to the model, some are that scaled properly and some that didn't scale. Same happens when the model is just one piece. You scale it in 3dmax but it doesn't change scale in game. Now I've used the Reset Transform and Scaling thing before but it doesn't always seem to work. I've tried reseting the transform and scaling for each piece separately as well and it didn't seem to help. I'm just wondering if anyone might know what I'm doing wrong.

Thanks.
#2
I've been pulling my hair out all day trying to get my new walker working. I've made walkers before and have them working great. I've even looked them over and it looks as if I have things set up the same way but still it doesn't want to work right. Mostly it just doesn't want to move forward. It will do the animation but it won't move forward. I have my lfoot and rfoot set and have their pivot points against the ground just like I do with my other walkers. I have my head2 set and the head seems to work great now, it points and shoots the way I want. I have tried a couple of different configurations with the limbs and right now I'm using the invisible boxes for the lfoot and rfoot which are where the feet would be. I was trying before to use boxes for ankles like I did in my other walkers but for some unknown reason it kept putting the feet up in the air and things were attached in weird places. I'm guessing there is just one little thing I'm forgetting and I'll kick myself for it but if I could at least get a refresher on the basics that would be great. I was just going to post this walker up on the forums here for anyone who wanted to use it when I got it done.
#3
Hey guys. I need a bit of help trying to get my guns to aim right. I think this is possible anyways. I made a walker this evening (pictured below) and it's all working well and fine except that I was wanting the two guns on either side of the head to pivot individually. Right now they turn as one piece including the bar that they attach to. I was hoping that I could make them both aim at the same thing but pivot on their individual centers so that just the guns move kinda like little arms hehe. I'm tired and it's close to bed so I hope I'm explaining it good enough to understand heh. Thanks for any help.

#4
Overdrive Terminal / New Blender Interface in 2.5
November 05, 2009, 08:51:13 PM
I found a build, I guess it's a test build of the next version of Blender which will be 2.5. They've definitely made some changes to things and some things are definitely going to take some getting use to. Here's a quick pick of the new layout.

#5
Hey guys. Well I tried searching the forums for various things to try and find my answer but so far I've had no luck. I did notice this when the TA5 patch first came out but I wasn't doing much with my mod at the time so I didn't look around on here and I'm still seeing it in the 5.1 patch.

Anyways, the problem I'm seeing is that when a stock gun tower shoots, the projectile looks fine. I have a gun turret and a vehicle that uses the exact same weapon that the stock gun tower uses but when they shoot, there is no bright green light at the end of the projectile. It's just an ugly thin green line flying through the air. I double checked the odf's to make sure and yes they are using the exact same gplasma_c as the gun tower. So then I thought maybe it had something to do with my models or something so I tried a stock assault tank and it's doing the same thing so I'm guessing it's not my models. I'm just not sure what's making it do that. It only started doing this since the TA5 patch and I did do a fresh install when I got the TA5 and 5.1 patches.

Thanks for any info.
#6
Maps and Modding / Looking for a weapon
February 02, 2009, 11:49:41 PM
Hey all, thinking about doing some more work on my mod and I'm looking for a certain type of weapon that I was hoping might already be in game or a similar one.

What I'm wanting to do is have a weapon turret that is not line of sight. It only targets one target at a time but it's suppose to send a rumble and explosion under them. So basically when a tank comes in range of the turret, even if it can't see it, explosions start going off under the tank until it gets out of range. I'm trying to copy a turret from another game which my mod is based off of that does this and was hoping that there might be something similar in the game already that I can start to work with and tweak to my liking?

Any ideas? Thanks in advance for any info.

Dia

PS: Oh btw, also can someone remind me what bit rate sounds have to be to be used in the game please, I have forgotten. I keep thinking it's 22.5 or something like that. Thanks!
#7
Maps and Modding / Finally got a walker to work
August 30, 2008, 09:06:09 PM
Well I am happy that I was finally able to get one of my walkers to work. I just need to make a couple of more animations and it will be done. The only thing I'm having trouble with though is the weapon. I have a hp_rocket parented to the head. Now the head turns and all but when the weapon shoots the head is not pointing at the target but the weapon still shoots at the target. It pretty much looks like the head is either shooting from the side or it looks like it is looking down when it shoots. I thought maybe I had my pivot points all messed up but I checked that and they are good. Any thoughts on what it might be please?

*Edit: Just noticed something else as well, my weapon will only shoot horizontally, it won't shoot up or down so if something is sitting right in front of it, it can't hit it.

Thanks!
Dia
#8
Maps and Modding / VOs and Thrusters
August 17, 2008, 12:52:32 AM
Well I searched around but either I'm not using the right search words or I just can't find it. I have to ask for some more help. First of all I was wondering how to change he voice overs that say things like "Offensive Unit lost", "scavenger lost", etc. The second thing I was wondering about is how to setup the animated engine thrusters(the flames coming out of the engines) like you see on most of the ISDF hovering units. I'm kind of guessing that it's either a hardpoint or a matter of having a piece named correctly........or both heh.

Thanks again for any info.

Dia
#9
I've searched the forums but can't seem to find what I'm looking for. First of all, is it possible to have a hovering service truck? I tried changing mine from a tracked vehicle to a hovering vehicle but the game crashes when I try to put one in the editor. Now part of the reason I was trying to make a hovering service truck is that I've had problems with a service truck that I have. It is pretty small and it really needs to be but that seems to be the problem. It appears to be really light and when it moves around it ends up tumbling all over the place and it eventually gets to where it's suppose to go but it can take a while with all the tumbling. Now if I use geometryscale and make it bigger, there isn't much of a proble except that fact that I don't want it to be a huge thing. I've tried using the Mass = ### setting but that doesn't seem to do anything. I'd still be interested in getting a hovering service truck working but I'd be really happy to get the tracked one I have working.

Here's the ODF. If the settings look really outta whack they probably are. I've been trying all sorts of things to try to get this thing to work right and so far it just seems to keep doing the same thing.

Thanks -Dia

[GameObjectClass]
baseName = "ivserv"
geometryName = "ivert.xsi"
geometryScale = 0.01
cockpitName = "ivserv_cockpit.xsi"
classLabel = "service"
scrapValue = 40
scrapCost = 50
buildTime = 10.0
maxHealth = 2500
maxAmmo = 1200
unitName = "ERT"
aiName = "ServiceProcess"
aiName2 = "ServiceProcess"
heatSignature = 0.1
imageSignature = 1.0
radarSignature = 0.0
isAssault = 0



armorClass = L
UnitIcon = "icon_ivert.png"
UnitStatus = "wire_ivert.png"

requireCount = 1
requireName1 = "ibsbay"
requireText1 = "Build Service Bay"

scrapClass1 = "tucrystals01"
scrapClass2 = "tucrystals02"
scrapClass3 = "tucrystals03"

lightHard1 = "hp_light_1"
lightName1 = "spotwhite"

[CraftClass]
rangeScan = 300.0f
periodScan = 5.0f
velocJam = 5.0f

braccelFactor = 0.05
velFactor = 0.1
omegaScale = 0.05
alphaScale = 0.05
steerFactor = 0.5
omegaFactor = 0.008
strafeFactor = 0.001

TeamTransferrable = true

selectAttackMsg = "ivserv04.wav"
selectGoMsg = "ivserv02.wav"
selectFollowMsg = "ivserv03.wav"
selectOtherMsg = "ivserv04.wav"

goMsg = "ivserv02.wav"
goObjectMsg = "ivserv11.wav"
attackMsg = "ivserv01.wav"
followMeMsg = "ivserv08.wav"
followMsg = "ivserv03.wav"
repairMsg = "ivserv09.wav"
reloadMsg = "ivserv09.wav"
rescueMsg = "ivserv11.wav"
recycleMsg = "ivserv11.wav"
holdMsg = "ivserv12.wav"
user1Msg = "ivserv01.wav"
killedMsg = ""
diedMsg = ""

[trackedVehicleClass]
omegaSpin = 4.0
omegaTurn = 4.0
velocForward = 25.0
velocReverse = 5.0
accelThrust = 5.0
suspension_min = -0.0
suspension_max = 0.0
spring_factor = 0.01 // minimum value: 0.01
damping_factor = 2.0   // 2.0 = critical damped, minimum value: 0.01
tread_static_friction = 10.5
accelBrake = 20.0 // braking
accelDragStop = 15.0 // how fast it stops once hands are off controls

engineSound   = "iserv01.wav"
treadSound = "iserv02.wav"


[AssaultTankClass]
yawRate = 0.1
pitchMin = 0.0
pitchMax = 0.0


[ServiceTruck]
supplyRange = 20.0
supplyRadius = 15.0
supplyRate = 40.0
supplySound = "mnu_empt.wav"
supplyEffect = "ivserv.supply"
supplyHard = "hp_special_1"

[Supply]
renderBase = "draw_multi"
renderCount = 2
renderName1 = "ivserv.halo"
renderName2 = "ivserv.bolt"

[Halo]
renderBase = "draw_twirl"
textureName = "particle.tga"
textureBlend = "one one modulate"
startColor = "127 255 0 127"
finishColor = "0 255 0 0"
startRadius = 5.0
finishRadius = 1.0
animateTime = 0.3

[Bolt]
renderBase = "draw_bolt"
textureName = "trail2.tga"
textureBlend = "one one modulate"
startColor = "127 255 0 63"
finishColor = "0 255 0 0"
startRadius = 1.0
finishRadius = 0.3
segmentLength = 2.0
segmentVariance = "0.5 0.5 0.5"
animateTime = 0.3
textureRate = 0.05
textureSpeed = -0.5
#10
Maps and Modding / I need more bang please!
August 12, 2008, 11:10:14 PM
I read somewhere about a seismic class but I also read that it is broke? I'm wondering how to get more of a blast wave with an explosion. I have a big laser that shoots from orbit and when it hits the ground I want it to physically push everything around when it hits the ground along with its damage. I've been trying a couple of different settings but so far I can't seem to find the right one.

Thanks!

Dia
#11
I built my own extractor that works right now with the top that spins no problem. So I wanted to create a upgraded version of it and so I did and parented it the same way as the first extractor and did the spinning animation for it. When I go to look at it in the editor, the bottom part is fine but the top part is really tiny compared to the bottom but it is spinning. If I go and not parent the parts, they look fine in game but don't animate. I can't figure out why this is happening especially since the first one worked.

A side question as well, the animation I wanted was to have the top just spin around continuously but fairly slow. In 3dmax it spins like it's suppose to but in the game, it rotates 90 degrees one way then stops and reverses the rotation 90 degrees. I must be doing something wrong.

Dia
#12
I've tried getting a couple of WAV files to work with a couple of different weapons. One is on an assault type tank I made and when I driver the tank myself and shoot, I can hear the new WAV file just fine but if I am watching the same kind of tanks attacking something, there is no sound at all. I am confuzzzed.

Dia
#13
Maps and Modding / High arcing artillery
August 04, 2008, 04:45:57 PM
Hey guys, I've been trying to get an artillery gun tower I made shoot a high arc like the archers do but so far I've had no luck. I tried copying the artillteryclass from the archer to my turret and still it shoots like a normal mortar. Also I want it to be able to shoot at me when I'm hiding behind something. Right now if I hide behind something it will stop shooting unlike the archer that keeps shooting.

Dia
#14
Maps and Modding / Need some help please
July 30, 2008, 03:50:18 PM
Hey all, so I have a few vehicles and buildings built and I want to test them out in multiplayer with a few friends. I believe I've figured out how to add things to the constructors build list as well as the factory build list. I'm not wanting to make new maps or anything like that, I just want to add a few items to factory, constructor and maybe the recycler. This is what I need help with. I've done some searching but can't really find a clear tutorial on how to exactly set this up.

This is what I think I know...and please let me know what I'm off on.

I would have to have a separate odf for the factory, constructor and recycler named differently then the stock ones.

I think I would need to have a stock map copied and renamed and I would only be able to use these in that map.

I believe I have to do some changes to the some of the prefs files?

I'm not sure but I think it could be done by repacking a new pak file with the changed items.


So yea I've messed around with adding and creating items that I can test out in the editor (a couple of which so far I have to figure out why they don't work in PB4) but I've never tried testing things out with other people. Any links or any help is much appreciated.

Another question, what does "malformed odf" mean? Getting an error on one of my vehicles that when I try to test it in the editor, I just crash to desktop.

Thanks!

Dia