(http://www.bzcomplex.com/gallery/albums/userpics/10002/isdf_atv3.png)
It will hold 2 combat hand weps and a pack, it will come with duel pulse cannons and a grenade pack.
[DOWNLOAD W/ XSIs!] (http://www.bzcomplex.com/myfiles/ivatv.7z)
See if you can get it to work right and get back to me. Free use in any mods. Just credit somehow. Acceptable minimum credit: "//Model by Nielk1" in the odf. If you want to credit more (don't need the ODF line if you credit elsewhere) feel free of course.
Clarification: Model works 100%. ODF physics are at issue.
[DOWNLOAD: PSD textures, MAX 3d files, and a fixed version of the tread PIC] (http://www.bzcomplex.com/myfiles/ivatv_dev.7z)
RedDevil's ODF: http://www.bzuniverse.com/forum/index.php/topic,9050.msg142881.html#msg142881
Wow. Once that's released, is there any chance us mere mortals can use it ? :P
'
Yes there will be, though getting the pilot to only show up when it has a pilot will be difficult without pb5, so we have to hope for that. Though I think in pb4a tying the pilot to the headlights to the piloted will work.
dude that is COOL!
race mode much :P? i like how you used the pilot the way i did for the new speeder bike. that efect is pretty damn useful provided you can position a pilot any way you please.
Wow that looks nice. If you hop out does your armor stay there? :D
I think he may have let slip a PB5 feature when he said it would be difficult without it.
We have a new speeder bike? As in a replacement for the Hawk from FE?
How could you do this without telling us, Jamsh?!
(http://ecx.images-amazon.com/images/I/51zhUQjJdcL._SL500_AA280_.jpg) Looks to me a helluva lot like this. :D
not a replacement, just uses 'something' special :P. wouldnt be possible without it. im saying no more. nk's probably said too much already...
Shut it quick, before GSH gets down here!
We need more race maps, Pluto never gets used because there are more fun things to do, but with an ATV, heck... :evil:
working on it...
Yay! :-D
Any more on the new speeder bike?
God, all I said is the effect when piloted thing is HARDER without pb5. Stop giggling like little schoolgirls
He said PB5! :-D
sorry, couldn't resist.
He said he HOPED for a PB5 so he could maybe get a feature that did this. Never said it was coming. It was never promised by GSH, stop getting excited.
Would there be a way for the pilot to hold up a gun and shoot while riding this? That would give almost a StarWars-like feel to it :)
Quote from: Feared_1 on April 11, 2009, 06:22:52 PM
He said he HOPED for a PB5 so he could maybe get a feature that did this. Never said it was coming. It was never promised by GSH, stop getting excited.
Would there be a way for the pilot to hold up a gun and shoot while riding this? That would give almost a StarWars-like feel to it :)
Yes, seeing as the cockpit is already doing this to me anyway for some reason. All I would need to do is edit the pilot model again and move the HPs around. Perhaps an alternate version. DLL would need to be sued to check the pilot's weapons and attach them to the ATV.
Quote from: Feared_1 on April 11, 2009, 06:22:52 PM
stop getting excited.
Yeah, sorry, I was being a bit of an asshole there.
Very cool model bro! I've made several of my own design both wheeled and hover class. One's a 2 squirrelly wheeled bike and the other a fast low level hover scooter. Is it possible to get them to initially appear without the pilot and then once a pilot mounts the units change to a version with a piloted figure? The only way I can think of doing this is with 2 separate models one minus a pilot and the second with a pilot, but how could that be done? Perhaps, via a animation file? Or maybe with LOD settings? Can it be done with a DLL? I remember another early version when 1.3 first came out, but the unit was sickly slow and vastly under gunned; I believe it was deployed by an APC type. Anyways, the model is very cool. BNG.
BNG, Dont fret too much about getting the pilot to appear. It CAN be done with .dll in existing public betas. i will say no more.
the think i believe you are speaking off is the hawk speeder, which i have modified already for 1.3. initially, it came from forgotten enemies and was indeed deployed by the APC.
lol, I've just noticed you guys have started calling it the Hawk too... it wasn't originally named as such in FE, (just 'Speeder Bike'), but I've renamed it the Hawk in Perfidious. Still, Hawk is easier than Speeder Bike, so please, carry on :wink:
i wondered where 'Hawk' came from. Its a good name though... needs to be a reason for it though! You cant have Avatar sneaking around finding out that new names have been made for things without a backstory!
Therefore, isdf troops started calling it the hawk because it sounded cool. That should keep him at bay for a while...
Reason for the name of the Hawk, let's see... Speed? Maybe not, its a bit slow... Power? It carries a FAF, so no. Any particular reason for the name of an Avenger? Wolverine? Interceptor? Bloody hell, the interceptor is too slow to intercept anything!
Some ISDF units have name conflicts...
Assault Tank - Sentinel or Bulldog?
Rocket Tank - Wolverine or Griffin?
Bomber - Liberator or Thunderbird?
Quote from: AHadley on April 12, 2009, 12:52:50 PM
Assault Tank - Sentinel or Bulldog?
Rocket Tank - Wolverine or Griffin?
Bomber - Liberator or Thunderbird?
Only the A.Tank, the Rocket Tank is Griffin and the Bomber Liberator. The BZ1 rocket tank was Wolverine and the BZ1 rocket bomber was Thunderbolt (not bird).
In the manual, the Rocket Tank is listed as Wolverine (and the sound clips say 'Wolverine Here') and the bomber is marked as Thunderbird somewhere, can't remember where. Not the manual, game or sound clips, so I don't know where it came from...
Quote from: AHadley on April 12, 2009, 07:33:25 PM
In the manual, the Rocket Tank is listed as Wolverine (and the sound clips say 'Wolverine Here') and the bomber is marked as Thunderbird somewhere, can't remember where. Not the manual, game or sound clips, so I don't know where it came from...
Nope on the Rocket Tank. My manual, paper book, says Griffin. I bet the sound is because for some of them they used BZ1 VOs.
Same with the bomber. Thunderbird could have been a moniker in a mission or something.
Quote from: Nielk1 on April 12, 2009, 08:03:13 PM
Nope on the Rocket Tank.
Yeah, just realised I'm looking at the Manson/Flannery Bz1-era story at the beginning. Oops. =/
Quote from: Nielk1 on April 12, 2009, 08:03:13 PM
Same with the bomber. Thunderbird could have been a moniker in a mission or something.
From the INF:
QuoteISDF THUNDERBIRD BOMBER
Hardpoints:
- Bomb
Built by: Factory
Requirements:
- Bomber Bay
Odd. Never noticed.
I think when Braddock calls the bomber Liberator 1, it may have been a callsign.
Quote from: bigbadbogie on April 12, 2009, 11:30:06 PM
I think when Braddock calls the bomber Liberator 1, it may have been a callsign.
Paper manual calls all bombers "Liberator"
Which one are we deciding on as official? Given the evidence, I'd say Thunderbird, since it's only ever referred to as a Liberator in the paper manuals (very inaccurate) or by Braddock, possibly referring to one bomber in particular.
Funny, I thought that tugs said "wolverine here" when you select them. Maybe I'm wrong.
hes right, im pretty sure the Tugs do that.
Tug's nickname is actually 'Handyman'
hang on... i gots a list:
Scout - Thunderbolt (hence why i dont like thunderBIRD as a bomber name)
Tug - Handyman
Walker - Attila
Rocket Tank - Griffin
N1A2 - Sabre
Missile Scout - Avenger
Bomber - Liberator
Assault Tank - Bulldog
Stasis Transport - Interceptor
Mortar Bike - Jackal
Turret - Rattler
BZ1:
NSDF M60A8 Rocket Tank
Code Name: Wolverine
Vehicle Type: Mid-Range Armored Assault Tank
Cost: 8 Scrap
Built By: Unit Factory
Weapons: Hornet Missile, Shadow Missile, Proximity Mine
Ammo: 1000 cells
Armor: 25mm EDD
Quote from: TheJamsh on April 13, 2009, 10:00:11 AM
hes right, im pretty sure the Tugs do that.
Interceptors do too, I think.
Quote from: TheJamsh on April 13, 2009, 10:00:11 AM
Stasis Transport - Interceptor
Experimental Craft - Interceptor
The Stasis Truck was never used and its model was used for the DM vehicle instead. This was replaced by the Hammer, and the Albatross cargo transport has made the old one obsolete, so there isn't much need for it any more.
The interceptor is seen & used in the campaign AND the demo as a transport vehicle. Not entirely experimental, i think experimental is the result of a typo in a .inf somewhere...
Plus, we cant go putting the hammer and albatross into FE.
EDIT: Since when was the cargo transport called the albatross? Good name :P
EDIT2: Then you have the AAN's TGF (tactical ground force) for S-Mod:
Scavengers
Hover Scavenger - Pest (Early Campaign)
Scavenger
Hover Scavenger - Skiff (Researched During Campaign)
Scavenger EX - Multiplayer Only
MRU (Mobile Refinery Unit) - 'Betty' or 'Rig' (Research During Campaign)
Scouts
MSA (Mobile Sensor Array) - 'Probe' or 'Ball' ["put some balls out in the field" :P]
Speeder Bike - Sweep
Scout Bike - Recona (New)
Scout - Thunderbolt
Advanced Scout - Snooper (Researched During Campaign)
Tugs
Tug - Handyman
Barge - Barge
Utility/Construction
Constructor - Constructor
Tracked Bridging Unit - TBU
Transport - Interceptor (New Version)
Cargo Transport - Albatross (Campaign Only)
Hazardous Materials Vehicle - Handler (Campaign Only)
Water Tanker - (Campaign Only)
Defensive
Turret - Rattler
Advanced Turret - Cobra (Research During Campaign)
Rocket Turret - Taipin (Multiplayer Only)
Minelayer - Hog (Late Campaign, Pos Multi Only)
Light Tanks
Light Tank - Puma
Light Tank - Cougar (campaign only, outdated unit)
Twin-Piloted Anti-Walker - Lynx (Researched During Campaign, possibly no appearance)
Missile Scout - Avenger
Combat Tanks
N1A2 - Sabre
N1A3 - Sabre EX (Researched During Campaign)
Attack Tank - Panther
Heavy Tanks
Heavy Assault Hover Tank - Negotiator
Heavy Tank - Achilles
Assault
Rocket Bomber - Hammer
Assault Tank - Bulldog
ASCV - Striker (Research Late Campaign)
Anti-Air
Rocket Tank - Griffin
Anti-Air Tank - Stag (multiplayer only)
APC/Bombers
APC - APC
ATC (Armoured Troop Carrier) - Engager (New, for infantry)
Bomber - Liberator
Off-World Transport - Skyhook (Campaign Only, takes infantry from planet to orbiting cruiser)
Ranged
Mortar Bike - Jackal
Howitzer - Longboat
Artillery Tank - Artemis (Research During Campaign, Replaces Howitzer)
Walkers
Landmaster - Attila
Assault Quadruped - Landstalker
I THINK thats everything ground-based. minus infantry, air force and sea force and space force.
hah. oh in case any worries are arised. its NOT a rip of xmod. i just want to make sure theres expansion for MP & IA rec variants too.
Quote from: TheJamsh on April 13, 2009, 12:43:24 PM
The interceptor is seen & used in the campaign AND the demo as a transport vehicle. Not entirely experimental, i think experimental is the result of a typo in a .inf somewhere...
Thanks for reminding me, I'd missed that. Why did they decide to give it weapons for DM then?
Quote from: TheJamsh on April 13, 2009, 12:43:24 PM
Plus, we cant go putting the hammer and albatross into FE.
Aren't they there already?
Quote from: TheJamsh on April 13, 2009, 12:43:24 PM
EDIT: Since when was the cargo transport called the albatross? Good name :P
One aspect of modding that I'm good at. Seeing that list, you're pretty good too :)
So, how much of your list am I modeling TJ...
Much as you want. draw straws for the best ones with VSMIT:P. [cheekysarcasm]dont ask for much do i?[/cheekysarcasm]
Quote from: AHadley on April 13, 2009, 01:24:26 PM
Aren't they there already?
wups, i meant stock.
Anyway, back on topic... Man im so putting that ATV into race mode :P. Looks perfect for a crash bandicoot/isdf spin off...
I reckon the handlebars look too square... like long boxes.
I know, I went for lower polies in some areas that could be round. Those are so simply textured so rounding them wouldn't be hard.
Still can't get it to drive right.
Maybe some mini-pistons on the texture that look like they operate the steering too?
Cmon, the isdf would SURELY have power steering in their units :P
And suspension...
And bigger wheels.
No offense but as it is, I'm kind of reminded of those big toy cars that you get for toddlers which they can sit on and push around with their feet. Or those cart-like scooters you see old people drive around on. Raise the body of the vehicle farther up off the ground and make the wheels stick out farther to the sides.
God dammit do you KNOW how long it took to get the wheels in there at THAT size?
The unit is the size you see in comparison to a pilot, you cant even TELL the handle bars aren't round in game.
Quote from: Nielk1 on April 16, 2009, 01:29:48 AM
God dammit do you KNOW how long it took to get the wheels in there at THAT size?
No... you know why? Because you haven't told us! :-P
It would've taken me about 3 minutes to map a wheel, copy it 4 times, place them and stick them together.
That's not the issue BBB. It took me 2 min to map the wheel and dupe it.
It took me 2 hours to get the wheels to fit into the ATV, to create the wheel well 5 times, to fix the many many mesh glitches I was having in BZ2 though no fault of the model, all relating to the wheels.
Try doing all that...
...but they're really tiny...
QuoteIt took me 2 min to map the wheel and dupe it.
You sly dog you... :lol:
QuoteIt took me 2 hours to get the wheels to fit into the ATV, to create the wheel well 5 times, to fix the many many mesh glitches I was having in BZ2 though no fault of the model, all relating to the wheels.
Do you work in slow motion with your back turned to the computer or something?
(And before you knew it... Nk1 and BBB were wrestling on the floor over who could create the best model-wheels the fastest.)
(This is my first from scratch treaded unit BTW) :D
Oh.
Can animation be used to actually make the wheels rotate on your ATV N1? That would really make the unit quite a bit more realistic, and if possible make them a bit more knobby kind of like those seen on a typical off-road unit? I'd like to try something like this using bones and joints to attach the wheels to the body of my own ATV version, but I'm just now beginning to understand how animation even works to begin with let alone get animated stuff into the game. I can always dream I guess. BNG.
If it were a constructor, land animal or a pilot, you could have the wheels turning.
Animation is a simple texture displacement. The wheels, including the caps, have this, but the wheel mapping make this a bit unusual unless the design is rather uniform (lines appears and disappearing). Cutting a hole on the center of the wheel and putting a non animated cap there so I can get square polies again to map on.
(You can think of my issue, I have triangles I need to take up a full area for the wheels to look correct spinning.)
what exactly was BNG referring too?
spinning hub caps or turning the front wheels with the bars?
both would be nice. still love BBB's QF wheels... look like massive inflatable balls you can go bouncing on!
Boin... Boin... Boin... Boin... Boin... :roll:
The answer to units without jump thrusters.
teehee. would love to see this in action. cue fraps?
Download Available. Someone try to get it to work right and get back to me?
Got this so far. Pulls wheelies, leans, suspension, oversteer fixed. Needs a horn.
[GameObjectClass]
baseName = "ivatv"
geometryName = "ivatv00.xsi"
//geometryScale = 10.0
cockpitName = "ivcons_cockpit.xsi"
classLabel = "assaulttank"
scrapValue = 5
scrapCost = 10
customCost = 15
buildTime = 5.0
customTime = 7.0
maxHealth = 200
//addhealth = 9.0
maxAmmo = 100//3000
addAmmo = 5
unitName = "ATV"
aiName = "AssaultTankProcess"
aiName2 = "AssaultTankProcess"
heatSignature = 0.5
imageSignature = 0.2
radarSignature = 0.2
isAssault = 0//1
armorClass = N//H
needPilot = 1
playerOnly = false
needLimit = false
isLimited = false
canSnipe = true
//// pilot inside effect /////
effectHard1 = "hp_emit_1"
effectName1 = "ivatv.pilotdraw"
effectFlags1 = 2147483646
/////// REQUIREMENTS ///////////////
//requireCount = 3
//requireName1 = "ibfact"
//requireText1 = "Build Factory"
//requireName2 = "ibcbun"
//requireText2 = "Build Relay Bunk"
//requireName3 = "ibsbay"
//requireText3 = "Build Service Bay"
////////////////////////////////////
/////// PROVIDES ///////////////////
//provideCount = 4
//provideName1 = "ivatank"
//provideName2 = "VIRTUAL_CLASS_ASSAULTTANK"
//provideName3 = "assault"
//provideName4 = "DefendUnit"
////////////////////////////////////
/////// weapons ////////////////////
weaponMask = 00111
weaponHard1 = "HP_HAND_1"
visualHard1 = "HP_DOCK_H"
weaponAssault1 = 0
weaponName1 = "igsnip_c"
weaponGroup1 = 0
weaponHard2 = "HP_HAND_2"
visualHard2 = "HP_DOCK_H2"
weaponAssault2 = 0
weaponName2 = "igsnip_c"
weaponGroup2 = 1
weaponHard3 = "HP_PACK_1"
visualHard3 = "HP_DOCK_P"
weaponAssault3 = 0
weaponName3 = "iggren"
weaponGroup3 = 2
////////////////////////////////////
turretCount = 3
turretName1 = "turret_y"
turretName2 = "turret_x"
turretName3 = "hp_eyepoint_1"
mass = 80000
[CraftClass]
UserCockpitSound = "ivatv_e.wav"
//engineSoundOnlyWhenPiloted = true
GetInRaceMask = 256 // locks to ISDF pilots only
rangeScan = 300.0f
periodScan = 4.0f
velocJam = 0.0f
engageRange = 260
attackTask = "AssaultTankAttack"
subAttackTask = "SupportSubAttack"
subAttackClass = "ANN"
// subAttackClass uses 3 letters.
// 1st letter is either A or N. A is include Air targets. N is attack ground only.
// 2nd letter is either D or N. D is to deploy before attacking. N for regular attack.
// 3rd letter is either S or N. S is to use Weapon Range. N is use the Engage Range to attack.
braccelFactor = 0.01
strafeFactor = 0.1
velFactor = 0.4
steerFactor = 1.0//1000.0//1.2
omegaFactor = 0.2
selectWaitMsg = "ivatank04.wav"
selectAttackMsg = "ivatank01.wav"
selectFollowMsg = "ivatank08.wav"
selectGoMsg = "ivatank02.wav"
selectOtherMsg = "ivatank04.wav"
goMsg = "ivatank05.wav"
attackMsg = "ivatank06.wav"
followMeMsg = "ivatank08.wav"
followMsg = "ivatank08.wav"
repairMsg = "ivatank09.wav"
reloadMsg = "ivatank09.wav"
rescueMsg = "ivatank10.wav"
recycleMsg = "ivatank11.wav"
otherMsg = "ivatank04.wav"
holdMsg = "ivatank12.wav"
user1Msg = ""
killedMsg = "ivatank07.wav"
diedMsg = ""
[trackedVehicleClass]
omegaSpin = 1.5 //1.0
omegaTurn = 1.0 //0.5
alphaSteer = 1.75 //2.0
velocForward = 15.0 //15.0
velocReverse = 10.0 //5.0
velocStrafe = 1.0 //5.0
accelThrust = 25.0
accelDragStop = 35.0 // how fast it stops once hands are off controls
accelBrake = 20.0
accelDragFull = 25.0
aiAccelDrag = 6.0
//UseGlobalFriction = true
//GlobalFrictionMaxThrottle = 1.0f
//GlobalFrictionMaxHeight = 2.0f
//GlobalFrictionStaticCoeff = 1.5f
//GlobalFrictionDynamicCoeff = 1.5f
//TREAD_STATIC_FRICTION = 5.0//1.5
TREAD_STATIC_FRICTION = 2.5//15.0
CENTER_SHIFT = -1.0
pitchPitch = 0.50 // nose up [.1]
pitchThrust = -0.8 // nose down [.1]
rollSteer = 0.4 // rolls while steering [.35]
rollStrafe = 0.0 // rolls while strafing [1
//NormalTrackFactor = 1.0
alphaTrack = 10.0
engineSound = "ivatv_e.wav"
treadSound = "" // "silence.wav"
SUSPENSION_MAX = 0.25
SUSPENSION_MIN = 0.0
TreadForceFeedback = 0.1
ThrustTrack = 5.0 // if this does anything
LevelForce = 10.0//10.0
DAMPING_FACTOR = 2.0 // 2.0 = critical damped, minimum value: 0.01
SPRING_FACTOR = 0.1 // 2.0 // minimum value: 0.01
//SPRING_FACTOR determines the amount of force exerted by the suspension(springs) when they are either stretched or compressed.
alphaDampX = 10.0 // 5.0 // 0.0
alphaDampZ = 10.0 // 5.0 // 0.0
[AssaultTankClass]
yawRate = 1.0
yawAlpha = 10.0
pitchMin = -0.3
pitchMax = 0.8
//laserName1 = "recoil_1"
// effect//
[pilotdraw]
renderBase = "draw_geom"
textureName = "ispilo00.pic"
textureBlend = "srcalpha invsrcalpha modulatealpha"
startColor = "256 256 256 256"
finishColor = "256 256 256 256"
startRadius = 1.0
finishRadius = 1.0
geomName = "ivatv01.xsi"
ForceDrawTransparent = false
//[Lod1]
//geometryName = "ivatnkL1.xsi" ;geometry for lod1
//distance = 50 ;...distance over this many meters => switch to lod2
//[Lod2]
//geometryName = "ivatnkL2.xsi" ;geometry for lod2
//distance = 135 ;...distance over this many meters => switch to lod2
Well, thanks :)
Expect this to be used pretty sharply.
The setting for down force when not on ground is rather high ATM. Feel free to change that.
i see you used my idea to use draw_geom's for the pilot :)
I've been using it combined with light effect toggles and lights when piloted since pb4's beta :-P
engine sound too :P
is that engine sound a slightly tweaked hadean engine sound by chance?
It actually looks like it may be a tweaked Cerberi drone one, from the filename.
Its neither. Its a tweaked dirt bike recording.
I never hear it on my end, so someone else will have to be sure it works.
That looks quality I like it!! :-D
Physics are much better on the original than RD's version, I find.
The original slides way too much i find. trouble is BZ2 wasnt made for vehicles this small :P
Tracked physics are the hardest to get right i find. hovers arnt too bad. heck, even aircraft arnt too bad when you know what everything affects.