Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: Dianoga4 on August 31, 2008, 03:06:09 AM

Title: Finally got a walker to work
Post by: Dianoga4 on August 31, 2008, 03:06:09 AM
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
Title: Re: Finally got a walker to work...BUT! :)
Post by: Dianoga4 on August 31, 2008, 03:43:22 AM
Meh, I'm a dumbass, figured out what my problem was. I didn't have the eyepoint parented to the head.  :roll: :-P  I realized it when I got in one and couldn't look around heh. Well at least now I can be happy because I got my walker working woohooo!
Dia
Title: Re: Finally got a walker to work...BUT! :)
Post by: Nielk1 on August 31, 2008, 06:46:22 AM
If you don't want weapons to converge on the eye point's vector, use the ODF line, which I don't remember off the top of my head, to turn off convergence. Though in this case it would be better for it to converge.
Title: Re: Finally got a walker to work...BUT! :)
Post by: Dianoga4 on August 31, 2008, 07:13:25 AM
Not sure what you mean by that.

Dia
Title: Re: Finally got a walker to work...BUT! :)
Post by: VSMIT on August 31, 2008, 07:37:32 AM
I can translate:

"If you don't want the weapons to converge, use the ODF line, which he doesn't remember, to turn off convergence.  Though in this case, it would be better for it to converge."

Although I don't think that would help with what your problem was.  That would be something else entirely.

VSMIT.
Title: Re: Finally got a walker to work...BUT! :)
Post by: Dianoga4 on August 31, 2008, 08:12:45 AM
What I don't understand is the convergence part. I don't understand what it means for weapons to converge on the eyepoint vector. I'm guessing it's easy to understand but maybe how it's the wording that is throwing me off heh.

Anyways, my walker seems to be working pretty good now. I do need to tweak the animation and maybe add one in for a death but I'm happy right now with just having him walk lol. I've been trying to get this to work for a while and finally realized what my problem was. I made a quick vid in the editor showing them moving around and blowing stuff up. Also I need to give him a new paint job, the texture on him now is the original one from the game it's based from so I'll have to get it redone. I was going to redo it anyways for the other game so I'll kill two birds with one stone. :)

Dia

http://www.youtube.com/watch?v=DJ9IqUK7PPE (http://www.youtube.com/watch?v=DJ9IqUK7PPE)
Title: Re: Finally got a walker to work...BUT! :)
Post by: mrtwosheds on August 31, 2008, 05:19:29 PM
Nice!
They, um, look a bit like lice, scary!
Title: Re: Finally got a walker to work...BUT! :)
Post by: Nielk1 on August 31, 2008, 06:54:28 PM
Weapons Aim at where you look.
You can turn this off.

It is not PERFECTLY related to you issue, but if you have turned it off the thing would have turned with the head although the eye did not.

EDIT: Wow, you are getting along rather well with this, I suggest making a full mod.
Title: Re: Finally got a walker to work...BUT! :)
Post by: Dianoga4 on August 31, 2008, 07:44:13 PM
Ah I see what you mean now and I think I like it better being able to shoot where you are looking although I was thinking of making this guy a non pilotable vehicle anyways.

Thanks for the comments, I've been having alot of fun lately working on this and have played quite a few MPI games lately with a buddy using the things I have gotten done so far. Eventually I think it would be nice to make a full mod, I'll have to see how things go I suppose.

I have a few fraps video clips of a MPI online fight with my buddy that shows some of the units I have made so far.

Dia
Title: Re: Finally got a walker to work...BUT! :)
Post by: General BlackDragon on August 31, 2008, 07:46:01 PM
That looks pretty good.

Is the issue you were having with looking/shooting fixed? If not, I could probably fix it if I had the unit to work with. (XSI and ODF)
Title: Re: Finally got a walker to work...BUT! :)
Post by: Red Devil on August 31, 2008, 07:54:37 PM
Anybody else keep moving their mouse and trying to use their WASD keys while watching that vid?
Title: Re: Finally got a walker to work...BUT! :)
Post by: General BlackDragon on August 31, 2008, 07:55:55 PM
nope, just you.. :-P
Title: Re: Finally got a walker to work...BUT! :)
Post by: Dianoga4 on August 31, 2008, 08:17:11 PM
Heh I know what you mean Red Devil and yes I did get the problem fixed. Once I parented the eyepoint to the head it worked fine. Thanks!

Dia
Title: Re: Finally got a walker to work...BUT! :)
Post by: Steeveeo on September 01, 2008, 10:21:17 PM
Quote from: Dianoga4 on August 31, 2008, 08:12:45 AM
http://www.youtube.com/watch?v=DJ9IqUK7PPE (http://www.youtube.com/watch?v=DJ9IqUK7PPE)
If you are gunna stick with the name Behemoth, its gotta be bigger and slower. Right now I'd call it a crab or a skuttler.
Title: Re: Finally got a walker to work
Post by: General BlackDragon on September 01, 2008, 11:52:24 PM
Actually these are from another game, his entire mod if from PV.

Look at his other vids for screenies of it, it looks similar to BZ.
Title: Re: Finally got a walker to work
Post by: Steeveeo on September 02, 2008, 12:04:58 AM
Quote from: General BlackDragon on September 01, 2008, 11:52:24 PM
Actually these are from another game, his entire mod if from PV.

Look at his other vids for screenies of it, it looks similar to BZ.
I know what Project Visitor is, just not the entire unit tree. The name Behemoth basically means big, huge thing, just thought it should be bigger, thats all.
Title: Re: Finally got a walker to work
Post by: bigbadbogie on September 02, 2008, 12:37:58 AM
Imagine if you hop out of your tank and stand next to one..

Nah - the thing is still microscopic :roll:.
Title: Re: Finally got a walker to work
Post by: Dianoga4 on September 02, 2008, 01:59:24 AM
Well I am pretty much stuck with the name Behemoth because of my mod being base off of Project Visitor. I actually have it bigger then what it is in PV too heh.

Anyways I made my second walker last night and it is working but I do have a question about the animations. I made a walking animation for it but when it moves around it doesn't complete the entire animation but only really does part of it. Any thoughts? With the Behemoth I used the walking animation for the running one as well and it seemed to work out, maybe it just isn't working for this guy?

Ah one more question I just remembered. When it's getting damaged and it starts on fire, I can only seem to get the flames to appear under it on the ground where the dummyroot point is. How can I get the flames to appear on the body like normally?

Thanks for the comments as well guys.

This picture is at a bad angle but the taller one called a Goliath actually has 3 legs. The weapon on top is a lightning type weapon.
(http://www.pvuploads.com/Clients/LordWrathX/BZ2Goliath.jpg)

Dia
Title: Re: Finally got a walker to work
Post by: bigbadbogie on September 02, 2008, 02:17:08 AM
Pretty - nice texturing.

How long is the animation? I think if it is longer than 30 frames it doesnt go the whole way. Not sure.

For damage flames, put the following hardpoint(s) on it:

hp_smoke_1
hp_moresmoke_2
hp_moresmoke_3
....
....
hp_moresmoke_8

Goes up to 8. Reference QF units if you want to see the results.
Title: Re: Finally got a walker to work
Post by: Dianoga4 on September 02, 2008, 02:27:12 AM
Thanks, just made the model last night and the texture I did a while back to replace the original.

The animation is 20 frames long with keyframes at 1,5,10,15 and 20.

With those smoke HPs, will smoke come out of all of them at once, or more as the unit is damaged more? Going to go try it now. Thanks BBB!

EDIT: OMG having those smoke HPs makes it look soo much cooler when it's damaged, thanks man!

EDIT AGAIN: Ahh, one more question please, where do you look to see what explosion is used for different units when they die and blow up and how would I tell it to use a certain explosion? Please and thanks!

Dia
Title: Re: Finally got a walker to work
Post by: Steeveeo on September 02, 2008, 03:19:05 AM
Quote from: Dianoga4 on September 02, 2008, 02:27:12 AMhow would I tell it to use a certain explosion?
[GameObjectClass]
explosionName = "<filename>" //no .ODF suffix
Title: Re: Finally got a walker to work
Post by: Dianoga4 on September 02, 2008, 03:31:07 AM
Thanks Steeveeo! Is it listed somewhere what explosions different crafts use?

Dia
Title: Re: Finally got a walker to work
Post by: Steeveeo on September 02, 2008, 03:38:30 AM
Quote from: Dianoga4 on September 02, 2008, 03:31:07 AM
Thanks Steeveeo! Is it listed somewhere what explosions different crafts use?

Dia
I think all stock craft use the same default explosion; xcarxpl.odf
Title: Re: Finally got a walker to work
Post by: Dianoga4 on September 02, 2008, 04:02:18 AM
Ok thanks I'll check it out.

Dia
Title: Re: Finally got a walker to work
Post by: TheJamsh on September 02, 2008, 09:59:18 PM
it is xcarxpl, theres also another file for the explosion of the crashing mesh, i believe its xcrashxpl, but youll have to check.
Title: Re: Finally got a walker to work
Post by: Dianoga4 on September 02, 2008, 10:02:22 PM
Yea it was the xcarxpl one. I was playing around with a copy it last night to make a bit bigger explosion for my walkers. Thanks.

Dia
Title: Re: Finally got a walker to work
Post by: Steeveeo on September 02, 2008, 10:11:10 PM
Quote from: Dianoga4 on September 02, 2008, 10:02:22 PM
Yea it was the xcarxpl one. I was playing around with a copy it last night to make a bit bigger explosion for my walkers. Thanks.

Dia
Heh, if you wanna see "a bit bigger explosion", check out SRV :P
Title: Re: Finally got a walker to work
Post by: Dianoga4 on September 02, 2008, 10:57:16 PM
I saw some of your nuke vids on youtube, those were pretty damn cool. Yea I like big explosions and effects and such. I'm just going to get everything working first then probably fancy things up after but there were a couple of things I wanted to get done now. The little vehicle explosions just weren't doing it for me for my walkers heh.

Dia
Title: Re: Finally got a walker to work
Post by: Dianoga4 on September 03, 2008, 01:42:19 AM
Quote from: Steeveeo on September 02, 2008, 12:04:58 AM
I know what Project Visitor is, just not the entire unit tree. The name Behemoth basically means big, huge thing, just thought it should be bigger, thats all.

I forgot I was going to respond to this. Basically in Project Visitor there are 4 sides you can choose from called Corporations. Each Corp has it's own various weapons, rovers, modifiers, gun turrets, etc. The weapons of all the corps are usable by different corp rovers depending on what class of weapons the rovers can use. Some rovers have multiple classes like flame, beam, ballistic while others might just have beam only. So there is quite a bit of customization and you can experiment although there usually ends up being some standard setups for various uses.

The two walkers I show in this thread are from the same corporation called Infrastruct. The different size of rovers allow for different sizes of weapons that can be put on them. The taller Goliath for example is a 5 firmpoint rover so it can use a 5FP weapon on it without any special modifiers where the Behemoth is a 4FP rover so if you want to put a 5FP weapon on it, you can use a combination of some armors which add 1FP to a rover and a couple of modifiers that can add an additional 1FP. So you can add a max of 2 extra firmpoints to a rover. So basically if the Behemoth is a 4FP rover, with a armor/mod combo, you could put a 6FP weapon on it and the Goliath you could put a 7FP weapon on it which are basically the biggest weapons in game. Hope that makes sense.

Here is a link to the info pages on the PV site to show the rovers from the various Corporations...
http://www.projectvisitor.com/site/inventory/rovers.html (http://www.projectvisitor.com/site/inventory/rovers.html)

My ideal plan is to have all the rovers and buildings from the 4 different corporations built and have the 4 different corporations as races to choose from.

Dia
Title: Re: Finally got a walker to work
Post by: Avatar on September 03, 2008, 02:12:32 PM
Armor and other configurations, like the 'Mech type games, is possible in BZ2 with DLL support.  Bascially the upgrade is applied as a Special, triggering the DLL to swap out the unit for the upgraded mesh with the new configuration.

The downside is you need multiple versions of each unit to support the options.

So, along the lines of your description of the game, you'd have a base Goliath unit that could use "4FP" weapons.  You'd drop an armor upgrade on it (Special) that, when equipped, tells the DLL to swap the unit for the next higher one that can use "5FP" weapons.

-Av-
Title: Re: Finally got a walker to work
Post by: Dianoga4 on September 03, 2008, 08:51:23 PM
Well that's cool, didn't know that. I think though I might not really worry as much about the armors and perhaps more with the weapons. I think eventually I'm going to try the thing where you can switch weapon models so that when you customize a vehicle in the factory, you can physically see the new weapon on the vehicle. Since PV doesn't have shields, I could use them as a armor type thing. Hmm, is it possible to use something like the requirement setting in the odf to say that a vehicle requires a certain shield to be on it before you can put a certain weapon on it? Is that something that could be done without diving into the DLLs? This isn't going to be a big part of my mod but maybe something to try out later. For now I'll probably just go with how it's already done, certain weapons require certain buildings or whatever to be built before they are available.


Avatar I do have a question for you since you seem to be the walker king around here. I asked it in a previous post in this thread so I'll just get lazy and copy and paste heh....

QuoteI made a walking animation for it but when it moves around it doesn't complete the entire animation but only really does part of it. Any thoughts? With the Behemoth I used the walking animation for the running one as well and it seemed to work out, maybe it just isn't working for this guy?

Thanks!
Dia
Title: Re: Finally got a walker to work
Post by: Dianoga4 on September 04, 2008, 05:33:25 PM
Bumping hoping Avatar sees it  :-D

Dia
Title: Re: Finally got a walker to work
Post by: mrtwosheds on September 04, 2008, 09:55:44 PM
How many keyframes did you use in the animation?
Title: Re: Finally got a walker to work
Post by: Avatar on September 04, 2008, 10:11:44 PM
That's usually caused by missing a keyframe at the end of the animation.

In Max you have to make sure you've got anything used anywhere in the animation (position, rotation, scale) keyframed at the first and last frames.

When any animation in BZ2 does something unexpected it's usually the result of a missing key... 

-Av-
Title: Re: Finally got a walker to work
Post by: Dianoga4 on September 04, 2008, 10:58:29 PM
I just checked and yes, I have a keyframe at the end. It is a 20 frame animation and I have keyframes at 1,5,10,15 and 20. I copied the first keyframe on 1 to the 20th key. Not sure what else I can tell you. I could always make a vid I suppose to show you him walking.

Dia

Title: Re: Finally got a walker to work
Post by: Nielk1 on September 05, 2008, 02:49:27 AM
Does EVERY animated part have ALL THREE types of key frame at the start and end?
Title: Re: Finally got a walker to work
Post by: Dianoga4 on September 05, 2008, 03:16:37 AM
Yes they do. I think I'll try redoing the animation as well and see if that helps.

Dia
Title: Re: Finally got a walker to work
Post by: Nielk1 on September 05, 2008, 03:20:42 AM
Hmm, maybe it is just walking faster than the animation? IDK, I have not yet made a walker.
Title: Re: Finally got a walker to work
Post by: Dianoga4 on September 05, 2008, 12:06:25 PM
I'm going to make a new animation later on today after I get home from work and see what happens. I'll post my results.

Dia
Title: Re: Finally got a walker to work
Post by: mrtwosheds on September 05, 2008, 05:35:58 PM
Make sure all the animated parts have animations of the same length, eg start at 1 end at 20.
If one ended at 30, all the others would stop for 1/3 of the animation.

Quotemaybe it is just walking faster than the animation?
walkers just animate faster if you speed them up.
Title: Re: Finally got a walker to work
Post by: Nielk1 on September 05, 2008, 05:53:17 PM
I already told him to be sure he has a key frame at the start and end of every animated part, so it can't be that.
Title: Re: Finally got a walker to work
Post by: mrtwosheds on September 05, 2008, 06:28:37 PM
The numbers are just as important.
Title: Re: Finally got a walker to work
Post by: Dianoga4 on September 05, 2008, 09:40:28 PM
Yea all the parts are animated to the same length. The animation is 20 frames long, the first and last frame are the same (copied the first one to the 20th). There are keyframes for all animated parts at 1,5,10,15, and 20. I just got home from work so I haven't been able to play around with it yet but I just bought a new computer case today w00t! so I'm going to be changing my hardware over to the new case before I start playing around with it.

Thanks for the replies guys, it's always appreciated.

Dia
Title: Re: Finally got a walker to work
Post by: Dianoga4 on September 06, 2008, 05:13:14 AM
Well I finally got it to work right. The walker is a 3 legged walker so I tried just animating the lfoot and rfoot first and got it working correctly. I then animated the 3rd leg and everything seems to be working. I'm not positive but it almost seemed like it didn't like having both the lfoot and rfoot off the ground at the same time which my previous animation had. Thanks for your responses guys.

Here's a quick vid of it...

http://www.youtube.com/watch?v=im8CUOy6FyU (http://www.youtube.com/watch?v=im8CUOy6FyU)

Dia
Title: Re: Finally got a walker to work
Post by: Nielk1 on September 06, 2008, 05:20:37 AM
I am pretty sure 1 foot must be on the ground at every moment. If you want it to truly utilize 3 legs graphically you would have 2 dummy cube legs and the 3 would all be fakes.
Title: Re: Finally got a walker to work
Post by: Dianoga4 on September 06, 2008, 05:45:41 AM
Yea I guess that's what I didn't know. I didn't know that one foot had to be on the ground all the time. I had a thought that that might have been causing it so that's why I animated the two legs first. What I did with the back leg after that didn't really matter. Always a learning experience modding this game heh. It's all good.

Dia
Title: Re: Finally got a walker to work
Post by: TheJamsh on September 06, 2008, 09:41:41 AM
i kind of like the way they 'skip' along because the animation isnt quite smooth and the same for each leg.

although i dunno how the military would feel if they thought their units were frollicing (spelling?) and skipping =]
Title: Re: Finally got a walker to work
Post by: Dianoga4 on September 06, 2008, 03:35:22 PM
They are just happy go lucky units. Really though I had planned on tweaking the animation, this one is the first one I got working properly.

Dia
Title: Re: Finally got a walker to work
Post by: Nielk1 on September 06, 2008, 06:56:32 PM
Remember, fake feet consisting of 2 invisible cubes might be what you want.
Title: Re: Finally got a walker to work
Post by: Dianoga on September 07, 2008, 02:12:46 PM
I'll definitely keep that in mind Nielk. I still have more walkers to make so I'll be able to try it.

Dia