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Messages - divine_crusader

#1
Maps and Modding / Re: Community aircraft...
October 20, 2009, 09:04:32 PM
I have these if you want them ( if I can find them that is :-P ).........









I know I have them somewhere on my harddrive, as I never delete any of my work. It'll be just the models though, I never fully finished any odfs for them.
#2
Maps and Modding / Re: Possible to make a pilotable pilot?
September 26, 2009, 04:08:30 PM
I know you can make a pilot commandable, what I want to make, for a better lack of words, is a vehicle with the pilot mesh, aka, you can jump in and out. The concept I was going for was to have "combat suits" that a pilot can wear and operate. One for stealth so you can sneak into an enemy base to plant explosives or one for heavy combat. Each one with advantages and disadvantages, depends on what you preference  is.

It's something I was working on for a "pilot" DM map.
#3
Maps and Modding / Re: Possible to make a pilotable pilot?
September 25, 2009, 05:53:39 PM
Yep that worked. The only problem, as you had mentioned, was the fact that they doesn't actually walk, they'll just slide around.
#4
Maps and Modding / Re: Possible to make a pilotable pilot?
September 25, 2009, 05:35:27 PM
I tried using the pilot model as HoverCraft Class but it crash when loaded in the editor. You wouldn't happen to have a working odf laying around would you?  :-D
#5
Maps and Modding / Possible to make a pilotable pilot?
September 25, 2009, 05:22:58 PM
Pretty much what the title asks. I was wondering if it would be possible to make a walker type unit but based on the pilot model, sort of like an exo-skeleton if you will.
#6
Not that I know of. You may want to try looking on some of the Blender forums.

You could try switching to "face select mode"



Look at the deformed areas where the corners aren't working right. It should show up as a single plane. You might be able to select the plane and subdivide, that may work. No guarantees though.
#7
Okay, I think I know what the problem is. Using the sample item, I'm assuming you subdivided the top plane of the cube and you then dragged the middle vertice up. In wire frame it looks fine, but rendered it isn't, so again, I'm assuming, you created edges along the four top vertices that was created when you subdivided the top plane. Here is where your problem is. When you dragged the middle vertice up, the four new planes created for the subdivide don't deform correctly, and the new edges you created won't fix it because they aren't attached to those planes. What you would need to do is delete the middle vertice, and then create those edges (select all four and press "f")...



Then extrude the new plane up (select the plane, press "e" and select "by region")...



Then merge all the vertices together (with four vertices still selected, press "alt-m" and select "at center")...



The you just need to fill in the missing planes at the base of the cube. Hope this makes since and sorry if it's a bit long. Usually I'm the one asking for information, not giving it  :-P
#8
You'll have to forgive me if I'm completely misinterpreting what your trying to achieve, but on your sample item, is this how you wanted it to look....

#9
To connect two vertices, select the 2 you want joined and press "f". Not sure what you mean by disconnected from the plane. If you mean your trying to connect two vertices that already are part of a plane (like you trying to split the plane?) then you may want to try Loop/cut. It's the "k" key i believe. Hope that makes sense and helps.
#10
Overdrive Terminal / Re: Battlezone 3
September 25, 2008, 10:00:47 AM
Just to comment and give an example in regards to creating a new game engine, a bunch of people are recreating the Morrowind game engine using Ogre. Here's a link for those interested.

http://www.ogre3d.org/phpBB2/viewtopic.php?t=41897&postdays=0&postorder=asc&start=0&sid=37a351e0f0ee1c2b*stupid*6060c7c53cc7

Point being, if several guys here were interested enough, and knew what they were doing, I think it would be well worth the time and effort to recreate BZ2's engine.
#11
Maps and Modding / Re: Model Help
September 21, 2008, 05:18:01 PM
Awesome, this is great. Thanks for the help. Had the same thing happen with a previous model I was working on a week ago, I'll try and see if joining all the objects into one fixes the problem. Again, thanks for the help.
#12
Maps and Modding / Re: Model Help
September 21, 2008, 04:59:38 PM
I made it the correct size or so I believe. Converted a tank to .obj and imported it to Blender (no working xsi import/exports that I know of), and from there I scaled my ship accordingly.
#13
Maps and Modding / Re: Model Help
September 21, 2008, 03:39:11 PM
Thanks for the responses. I have posted the file, third post from the top one. I'll play around with the normal section and see if I can get it right.
#14
Maps and Modding / Re: Model Help
September 21, 2008, 11:39:37 AM
Ya, its based off of Stargate. Here's another one I worked on...

http://i281.photobucket.com/albums/kk221/divine_crusader/Alkesh.png?t=1222017901

The Al'kesh is basically a port from another mod that had free to use models. Only problem was they're high poly, and most can't be used. The Al'kesh I had to strip of any detail I could just for it to work.

Here is the xsi...
http://rapidshare.com/files/147198337/F306.xsi.html

Of course you would have to had your own textures, but if anyone can it to work, it would be greatly appreciated. Not sure if poly count would be a problem, but I'll replace the engines and see how it does.
#15
Maps and Modding / Model Help
September 21, 2008, 11:16:51 AM
Hey everyone. I'm new to these forum and to modding BZ2, at least with adding new models and recently this new ship I'm working on crashes the game. Now I searched through previous topics and can't seem to find a solution. I can open the mesh in BZME and edit it, but as I said, it crashes and produces this code...

---- Battlezone II Log File ----
//=====================================================
App version: Patch 1.3pb4a EDITOR Aug  4 2008 12:11:38
Windows version: Windows Version: 5.1.2600 'Service Pack 3' PlatformID=2

Last few battlezone.log lines (may or may not be relevant):
DIAG|GLOBAL          |            meshread:2125 |23:42:40|51168  |Building F304 .msh
ERR |Debug           |               debug:715  |23:42:40|51203  |.\meshread.cpp(1121)
ERR |Debug           |               debug:716  |23:42:40|51203  |Wed Jul  2 22:54:55 2008
ERR |Debug           |               debug:717  |23:42:40|51203  |vertfeat->objCount > normfeat->objCount: F304.xsi
(done)

Exception code: 40000015 {Fatal Application Exit}
%hs

Message :  Unhandled Exception
Error occurred at 9/20/2008 23:42:50.
C:\Program Files\Battlezone II\BZ2Edit.exe, run by TEST.
2 processor(s), type 586.
Process Memory :   1797 MB free out of   2048 MB total
Physical memory:   1274 MB free out of   1983 MB total
Page(swap) file:   3270 MB free out of   3876 MB total
Fault address:  00587E09 01:00186E09 C:\Program Files\Battlezone II\BZ2Edit.exe

Registers:
EAX:00000000
EBX:7EDECB20
ECX:00000000
EDX:7C90E4F4
ESI:0000005F
EDI:7FCC01C8
CS:EIP:3C001B:00587E09
SS:ESP:20A0023:020A916C  EBP:021B137C
DS:7E430023  ES:20A0023  FS:003B  GS:756F0000
Flags:00200202

Call stack:
Address   Return    Function            SourceFile
00587E09  00000000  00588410  MatFeature::MatFeature+0x00001F67
00588410  00000000  00588473  FamilyNode::operator=+0x000004C5
00588473  00000000  00589B04  FamilyNode::operator=+0x00000528
00589B04  00000000  005895A3  Mesh::Manager::FindRead+0x0000053C
005895A3  00000000  004FCCDD  Mesh::Manager::FindRead+0x0000005B
004FCCDD  00000000  004FC3E0  EntityClass::LoadMeshRoot+0x0000007F
004FC3E0  00000000  0049F6FD  EntityClass::EntityClass+0x000001AE
0049F6FD  00000000  00490D68  GameObjectClass::GameObjectClass+0x00000033
00490D68  00000000  004A4DDF  CraftClass::CraftClass+0x00000031
004A4DDF  00000000  004CD47C  HoverCraftClass::HoverCraftClass+0x0000001A
004CD47C  00000000  004FCA0F  WingmanClass::BuildClass+0x0000001F
004FCA0F  00000000  00466CCF  EntityClass::Find+0x0000019D
00466CCF  00000000  0059D1AD  EditObject::Command::Process+0x000000A2
0059D1AD  00000000  0059D4DC  VarSys::VarItem::TriggerCallBack+0x00000018
0059D4DC  00000000  0059CF08  VarSys::VarItem::SetStr+0x0000005E
0059CF08  00000000  00566B3E  VarString::operator=+0x00000013
00566B3E  00000000  00568F3D  IFaceVar::SetValue+0x000000A6
00568F3D  00000000  005590B6  ICEdit::HandleEvent+0x000002A5
005590B6  00000000  00558378  IFace::ProcessCaret+0x00000167
00558378  00000000  00474584  IFace::Process+0x000001F0
00474584  00000000  0059BF95  MissionHandler::State::EditState::Process+0x00000032
0059BF95  00000000  00471C04  RunCodes::Process+0x0000019F
00471C04  00000000  0059BF95  MissionHandler::Process+0x00000011
0059BF95  00000000  0059B9B6  RunCodes::Process+0x0000019F
0059B9B6  00000000  0045BA0F  Main::MessagePump+0x0000004A
0045BA0F  00000000  0045B6F7  HandledMain+0x00000446
0045B6F7  00000000  00458E6F  HandledMain+0x0000012E
00458E6F  00000000  005AC7F7  WinMain+0x00000059
005AC7F7  00000000  7C817067  memset+0x00000191
7C817067  00000000  00000000  RegisterWaitForInputIdle+0x00000049



Here is a pic of what it looks like. http://i281.photobucket.com/albums/kk221/divine_crusader/F-404.png?t=1222016919

So I hope someone can help. Thanks in advance.