Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: Red Devil on January 02, 2008, 10:18:34 PM

Title: Race-specific Pods
Post by: Red Devil on January 02, 2008, 10:18:34 PM
Could someone who knows how to make models please make some race-specific pods for the Hadean, Cerberi, and Scions and post them for me please?

Repair, Ammo, and Service (both repairs and reloads)
Title: Re: Race-specific Pods
Post by: mrtwosheds on January 02, 2008, 11:59:30 PM
I have to ask, what specificly sort of difference's were you hoping for?
Title: Re: Race-specific Pods
Post by: Red Devil on January 03, 2008, 12:28:53 AM
That the Scion ones look Scion-ish, the Hadean ones look Hadean-ish, and the Cerberi ones look Cerberi-ish.  :-)

Okay, how about the Scion ones are kind of, hmmmmmm..., Wasp-ish, the Hadean ones are kind of.......dark red and brown and have Procreator building organic style elements, and the Cerberi ones are kind of silver and dark blue and menacing-alien-looking.

Hmmmm... Av, do you already have these for BZC?
Title: Re: Race-specific Pods
Post by: mrtwosheds on January 03, 2008, 12:43:03 AM
I note that the stock apserv and aprepa are race specific to the isdf already, the texture has their logo on it...it is...clearly...inferior...
Yes Masters...at once Masters, it will soil your recycler no more.

Title: Re: Race-specific Pods
Post by: Avatar on January 03, 2008, 12:55:20 AM
The Ancient Olympian and Hadean forces each have their own pods and crates...

The BZ1 races have type-specific weapon pods, cannons for cannons, rockets for rockets, etc., but service/repair are the same for all human forces.

I get what you want, but for MP purposes it's best to keep such things the same for everyone.  Not that it would be a bad thing, just pointing out why nobody did it...

Now, I can 'get' what the FE Hadean/Cerberi ones would look like, but not sure about Scion.  They are, after all, converted humans...

-Av-
Title: Re: Race-specific Pods
Post by: Red Devil on January 03, 2008, 01:01:44 AM
lol @ MTS.  :-D

It's one of those things that should have been included in the retail version, but, with the rushing-out-the-door thing, meh.

So long as they look different from the crates, they should be easy enough for people to learn.  Was thinking of making them slowly rotate too.
Title: Re: Race-specific Pods
Post by: Avatar on January 03, 2008, 01:07:56 AM
Hmmm, for the cerberi check out the 'cbprop#' series of objects... any of those strike your fancy?

For the Hadeans I've got something going right now, will get with you shortly.

-Av-
Title: Re: Race-specific Pods
Post by: Red Devil on January 03, 2008, 01:12:49 AM
Cool.  The tops of 5, 8, and 9 look good.
Title: Re: Race-specific Pods
Post by: bigbadbogie on January 03, 2008, 01:15:22 AM
ive done a cerberi one - where do you want it???
Title: Re: Race-specific Pods
Post by: Avatar on January 03, 2008, 02:07:03 AM
I emailed him my Hadean ones,  not sure how free he is with the mailing address so I won't toss it around in PM.

And of course you should never POST someone's email address, because of the 'bots...

-Av-
Title: Re: Race-specific Pods
Post by: mrtwosheds on January 03, 2008, 02:24:42 AM
Try to stick with the colour scheme, blue and green, then it will be clear to most what they are.
Rotating?...like quake power ups...ugh! don't do it, to much animation going on is a bad idea.
It is quite simple to add an emit to the hp_light, my Dalek weapon crates release a cool gas (dropping) effect, that looks nice.
maybe someone should try a
renderBase = "draw_wave"
textureBlend = "dstcolor one modulate"
waveAngle = 3.14159
style effect, I think it might look nice.
Title: Re: Race-specific Pods
Post by: bigbadbogie on January 03, 2008, 03:25:43 AM
http://www.freewebs.com/bigbadbogie/cerbserv (http://www.freewebs.com/bigbadbogie/cerbserv)

for anyone who wants a copy

EDIT: If it wont open rename the file to cerbserv.zip
Title: Re: Race-specific Pods
Post by: Red Devil on January 03, 2008, 03:38:35 AM
Thanks bbb.  That's got some real possibilities.  Thanks Av.

:-)
Title: Re: Race-specific Pods
Post by: Feared_1 on January 03, 2008, 04:33:25 AM
<random thought>Scions could have a blob of colored Biometal that shoots out of the Stronghold and splats in a heap on the ground :P
Title: Re: Race-specific Pods
Post by: TheJamsh on January 03, 2008, 01:26:05 PM
id check out the props tbh :S

as for the scion.. what about those relic things from the single plyer missions? scale the XSI's down a little and use them as a pod :S?

you could jsut re-texture stuff i suppose, but its just not the same :)
Title: Re: Race-specific Pods
Post by: mrtwosheds on January 03, 2008, 03:01:12 PM
The relics have transparency's in them, it would cause a performance issue when commanders pile up the pods at the recy. My dst wave effect idea would also look very bad in this situation, it would be ok for weapon crates though.
Title: Re: Race-specific Pods
Post by: Red Devil on January 15, 2008, 08:09:15 PM
Anybody have Race-specific crates, like Cerberi and Hadean Cannon/Gun/Rocket crates?
Title: Re: Race-specific Pods
Post by: Zero Angel on January 15, 2008, 09:06:08 PM
Agree with 2 sheds. Pod stacking is almost a certainty in a human vs human strat game. If 4 tanks go out fighting (near dead tank with no ammo takes 4 pods), and all return to base needing 3 pods each then you need 12 pods to service the team quickly. Lots of *good* commanders will just keep building pods at every moment the rec is not building something else, and there can be up to 20 pods stacked at the rec. The pods single light emit can even cause some massive FPS lag when you get close to it.

So on an MPI it might be OK, but if the single pods are more resource intensive on strat then making them too flashy is not recommended since commanders will stack pods to give the greatest time advantage to their team (5 seconds rec time vs 15 seconds waiting on bay time (single-file)).
Title: Re: Race-specific Pods
Post by: Red Devil on January 15, 2008, 09:11:30 PM
I got rid of the bright lights on the pods in 1.3.  Now they just glow instead of light up the surrounding area.  Thinking of making them not all meld with one another.
Title: Re: Race-specific Pods
Post by: Zero Angel on January 15, 2008, 09:27:34 PM
Well, the light emit on the pod itself isnt such a big deal. Its more like the 'texture' used to show the lense flare caused by the light emit. Like you know how some alpha-textures like smoke slow down the FPS when you get close to them, I think the 10+ lenseflares are what cause the FPS hits, not the lighting itself.

I think the problem has been already fixed in 1.3 by how it culls certain textures when they're too close to the viewer.
Title: Re: Race-specific Pods
Post by: mrtwosheds on January 15, 2008, 10:54:10 PM
QuoteThinking of making them not all meld with one another.
What so they collide and scatter all over the rec?  :-D

An idea for another game, smart pods, they power up your team, and blow up the other team, I hate pod thieves!
Title: Re: Race-specific Pods
Post by: Avatar on January 15, 2008, 11:03:09 PM
Pods can cause lag???  Lol...   goes to show you no detail is too small.

Would it harm anything to equip MP play with a non-glowing, non-transparent pod?  That is, should that be the style of pod for MP play?    Nobody uses the light to guide their smoking wreck of a ship to a pod?  :)

'Cause, you know, we can do that.  :)   RD, get right on that...

I also noticed once that stock Pods are double sided as they're being built, meaning there's texturing on the inside.  This shouldn't be...

***

Oh, I LOVE that idea of the booby-trapped pods...  I mean, I believe they can be set to be team or race specific, but blowing up on an enemy?  Awesome...   :)

-Av-
Title: Re: Race-specific Pods
Post by: Red Devil on January 15, 2008, 11:15:02 PM
That's the way they are now.  They don't so much glow; more like just colored instead of lighting up the area around it.  That way, you have to learn where they are and what they are instead of shining a flashlight on them saying, "Over here!".  Looks much better too.
Title: Re: Race-specific Pods
Post by: Zero Angel on January 15, 2008, 11:18:46 PM
Hmm, exploding pods huh? Well, this would be useful for those pesky enemy players who like to nick pods from OUR rec after a dogfight. Heals -500 damage, hehe.

On a more serious note, how about being able to build a mine from the rec? Or even a weaponmine? Hmmm (has evil modding-related plan)
Title: Re: Race-specific Pods
Post by: mrtwosheds on January 15, 2008, 11:47:58 PM
Hmm yes you could just have in the strat recy list a Pod Bomb, looks just like a pod but is in fact a proximity mine with a small damage radius to avoid killing pilots.  :evil:
Title: Re: Race-specific Pods
Post by: Zero Angel on January 16, 2008, 12:10:24 AM
Or how about a giant pod which fires smaller pod shaped ordnances?  :-D
Title: Re: Race-specific Pods
Post by: TheJamsh on October 22, 2008, 09:16:13 PM
anyone have any of these pods they could send me for serenesis mod... seeing as realism is a high feature i sort of would like them lol

thanks for any help