Concept Designs by General Hoohah
I designed these vehicles for Cmdr Wayne, but since he never really got back to me about what he's doing with them, I'm giving my creations to the BZ2 Community... which is what I intended them to be used for. If you want to use my designs, don't steal them, use them for what they were designed to be used for and please contact me if you're interested.
These models are saved in Wings3D format. If you want them you'll need to get the file from me, load them in wings, and export them. Wings3D is a free program, just search google.
ISDF Saber GT Turbo Interceptor
(http://i44.tinypic.com/302p7kp.jpg)
(http://i44.tinypic.com/6j147r.jpg)
(http://i42.tinypic.com/t62osx.jpg)
Intended Design
- High speed interceptor/dog fighter vs scouts, tanks, and bombers.
- 1 canon, 2 machineguns, 1 jax
- Ion thrusters activated like a weapon and must be held down while in use.
- Normal max speed equal to scout, but with more power. Ion thrusters are 2x speed.
- Third picture highlights directional thrusters for jump, turning, and strafing jets. "tail light" looking jets in the back are normal thrusters. Large engines on spoiler are the turbo ion thrusters.
- "Saber GT" should be written on the side or badged on the rear.
ISDF Panther MA01 Support Tank
(http://i40.tinypic.com/111mjo4.jpg)
Intended Design
- Long distance support vehicle, fires heavy mortar-like assault canon, can shoot over land obstructions like a normal howitzer, but doubles as a normal tank as well. Canon raises higher with distance.
ISDF Anti-Assault Tank
(http://i44.tinypic.com/2llhq8j.jpg)
Intended Design
- Fast treaded tank meant to rush assault tanks and walkers, cutting through their armor at point blank with Dual Assault SP Stabbers, dual machine guns for light vehicles
- Dual mortars cost extra
- Rims inside spin with the treads when you give it gas, the rear wheels also spin and are meant to keep the tank from flipping over while driving through trenches.
ISDF Raptor Heavy Assault Mech
(http://i43.tinypic.com/6dwkdk.jpg)
Intended Design
- Extremely expensive
- Slow Moving
- Liquid cooled plasma stream canon takes a long time to charge, but is incredibly devistating
- Heavy miniguns great against heavy assault forces
- Twice the size of a walker.
ISDF M6E4 Automated Chaingun
(http://i43.tinypic.com/107ujbs.jpg)
Intended Design
- Meant for APC attacks and light vehicles
- Rips troops to shreds
- Dropped from another vehicle, not built
ISDF 4x4 Truck
(http://i42.tinypic.com/2el8e45.jpg)
Intended Design
- Cheap to build
- Light, fast, agile off roading vehicle.
- Back can be fitted with Chaingun, missile launcher, or mortar launcher.
- Early vehicle intended for early defence, raids, ambushes, and support.
ISDF Mine Layer
(http://i41.tinypic.com/28s22ck.jpg)
(http://i42.tinypic.com/kewzfn.jpg)
Intended Design
- Simple craft that can deploy a wide selection of useful mines
1. EMP Mine: When enemy gets too close, releases an EMP shockwave that immobilizes vehicles for 30 seconds.
2. Pop Mortar Mine: Launches 4 Pop Mortars when enemies are detected. Can attack 4 times, then self destructs, great against scouts and spies. Mortars are a bright in color and dobuel as a signal flare to warn you of enemy activity.
3. AP Rocket Mine: Single AP Rocket lauches into the underbelly of what ever enemy craft passes over it; good against slow assault vehicles.
4. Splinter Mine: When enemy craft aproaches Splinter Mortar rises out and sprays for 8 seconds then self distructs; good against groups
5. Tactical Nuclear Mine: Detonates when an enemy vehicle gets too close; good against groups
6. Jax Fountain Mine: Releases a flood of jax when enemy gets too close, damaging anything they touch; good against slow treaded assault vehicles.
ISDF Heavy Defence Battery
(http://i42.tinypic.com/28u4co9.jpg)
Intended Design
- Longer range heavy turret, designed to repel heavy forces
- Very Slow turning, but devistating twin explosive projectile cannons
Alien Heavy Cruiser/APC
(http://i40.tinypic.com/t5t46u.jpg)
Intended Design
- Combination of a assault tank, cruiser, and APC
- VERY large unit
- Slow turning, medium speed
- Devistating single heavy canon and twin 12x39 miniguns
- Great for protecing important convoys, and large groups, exceptional in base attacks.
Alien Arch Angel
(http://i42.tinypic.com/2ihtttc.jpg)
Intended Design
- Instead of weapons, uses razor sharp nano blades which heat up, allowing them to slice through other vehicles, often destroying light vehicles in one swipe.
- Very fast moving, can turn quickly, light armor.
- I suggest adding canon hard points along the wings that are all activated when you press fire, with a near to zero firing range.
Interesting mines.
I have a mine that leaps up and explodes with shrapnel (high enough not to hurt the other mines) and a quake mine here. What other mine concepts do you have?
For me, these will be great concept ideas to borrow from when making my own models, so at the very least, thank you for that.
Some of them seem a bit high poly.
I actually really like some of these, i like the originality and 'futuristic yet realistic' look of some of them.
I might have a proposition for you if you're not busy or fancy doing some modelling work? Im looking for modellers for Serenesis all the time. I have some of the best on the team already (Nielk1, VSMIT & Warfreak).
Only trouble is all three are often busy with other projects (NK & VS especially), in fact NK is helping me out with another project of mine. Although Serenesis is a long way from release, it does have some solid material in place, although it really needs a kick in the ass to get moving again. If youre interested let me know and we could work something out?
They are very good. How's the poly count?
Well I haven't done any modeling in a year... so my Wings skills are very VERY rusty. I plan on learning how to use it again. When I get the hang of it again, I'll let you know if I'm interested. I also have a camera and love taking all kinds of pictures, especially macro. So I can help with textures too.
Oh I have tons of ideas for mines... I just need to remember them... Let me think.
Head Knocker - Slams units together using gravity, causing massive damage.
Warp Mine - Traps a vechile in a warp field, causing it to spin at high speed. It will sustain damage if it touches anything while spinning
Sand Bag Mine - Shoots a projectile at a craft that minipulates space and time around the craft, increasing the weight of a vehicle until it can barely move. Lasts for 20 seconds then falls off.
Accoustic Mine - Shoots a projectile at a craft that attacks the ears of the pilot with a high pitch noise that also upsets his/her equalibrium, causing double and blurred vision. This would require coding. Expensive
Un-named Mine - Shoots a projectile at a craft that fouls up the flight control system if you try to pilot the vehicle. Left is right, right is left, forward is backwards, etc.
Sand Trap Mine - Covers a wheeled vehicles tracks/wheels with slippery ooze, slowing it down considerably. Only works on non-hovering vehicles.
Flash Mine - Launches a large flash grenade high up in the air, blinding anyone near by. Also serves as a warning flare from farther distances, to enemy incommings.
Pinwheel Mine - Large devistating mine that launches a large spinning disk which shoots out a barrage of lasers for a full minute, then self destructs.
Flare Mine - launches bright red flares when ever it senses an enemy. Cheap to place, lasts forever unless destroyed, never runs out of ammo, great around base perimiters for attack warnings around hitten terrain. Senses enemies up to 100 meters.
Ion Mine - Shoots any nearby enemies with an ion gun, disabling them as long as they are continuously shot. Only attacks 1 enemy at a time. Works well on slow lumbering units, not so well on fast units.
Flash Mine - Activates 5 seconds after being layed. Mine sits up in the air and spins slowly while shooting a flash beam. Lasts 20 seconds. Beam causes medium-light damage.
Blindness Mine - Sprays a near by craft with black liquid, covering the cockpit, and blinding the pilot. Lasts for 30 seconds. Expensive
I've probably though of a lot more than that.
i remember those ships! <3 HAI!
What if there was a ship hich could change hardpoints. For example go from gun to cannon to missle and stuff like that. you could limit it, for example a ship with one hardpoint which can switch between mortar and mine but no other hard points. stuff like this.
The NSDF light tank from BZ1 does that... otherwise I don't know what you're trying to say.
Also, sorry but the Wings3D files are unavailable right now. My system is quarantined until General Manson can remove some worms from it.
And hi BlackDragon.
When you can get to them, could you send them to me?
Um, no skins? Uv mapped?
I'm a concept artist. I do that instead of sketches. I don't know how to do that kind of work. Hey, at least this way some of the work is done instead of trying to replicate some sketches.
I also know how to do a little bit of texturing. Brick, stone, sand, dirt, plant, rusted metal, etc.
Oooo... love the alien heavy cruiser / APC!
Wish I could do 3D modeling...
DLL powered mines are fun:
http://www.youtube.com/watch?v=U03dlh0Wbn0
The Alien Arch Angel can work without any weapons whatsoever. GSH added a setting that determines how much damage a ship dishes out during a collision.
[GameObjectClass]
DAMAGE_SCALE = 1e6
Applying that to an ISDF Scout will easily kill an ISDF Recycler Vehicle during a collision.
The only problem is the setting has no effect on buildings.
The Arch Angel is awesome, and while I like the 'ramming' idea (Krogs? Anyone? :) ) I think every ship needs a variety of weapons to make them interesting...
To that end it should be a morph tank:
Unmorphed it would be slower and less maneuverable, and 'fire' a wave like weapon that used a mesh to match the shape of the ship's hull. So, it would be shooting out a "U" shaped wave that damaged anything it hit. Picture it shooting out 'energy horseshoes', with the open end pointing backward towards the ship. Bonus points if the wave was a pulse shell type weapon that passed through multiple objects and damaged them all as it did so. More points if it's serrated, like the ship. Maybe, since slow, it could have a shield when in this mode.
Morphed it would extend glowing, smoking edges and pick up speed and maneuverability, ramming things to damage them. Have it VERY fast and maneuverable, and have a very distinct sound. "What's that noise? Uh oh..." SNIPPPPSWISHSLICE boom! Rocket chair ride... :)
-Av-
You're free to play around with it Avatar, I just need Manson to help me get rid of these worms and I'll be good to go. :D
If a weapon is needed, you could always give it a single shot booster to give it the speed needed to do some damage. Using DamageScale will unfortunately make it a human-only vehicle since the ai won't know to crash into its target.
General_Hooah, did you realize you have access to the latest beta patches?
okay man cool :D
I want the GT to be human only... it would unbalance the game if all your sabres were lightning fast... but I think its fine to have a few and thats it.
Why cant we carry heavy chaingun and deploy on ground.It can be retract and carry with u anywhere u want to go and deploy it.
Quote from: General_Hoohah on June 16, 2009, 01:52:22 AM
You're free to play around with it Avatar, I just need Manson to help me get rid of these worms and I'll be good to go. :D
GBD is the weapons/effects guy, although he tends to get carried away to the point where my rig can't handle the effects... :)
-Av-
GBD? can u point me to him, id like to make as many ties as possible before I start to try my mod. Also, how much time does each of you spend on the computer each day/night?
What program did you use just wondering.
WINGS 3D is a free modeler anyone can use. Its also simple to master. It doesn't have confusing menu and option trays like you're used to. Its a very simply layed out program for anyone who likes that kind of thing, like me.
http://www.wings3d.com/ (http://www.wings3d.com/)
I also like Wings3D because it uses one of my favorite programming styles in a language built for it, Erlang. :)
Wings3D is *the* proof of concept that the Actor programming model works just as well for desktop apps as it does for massive giant multi-server programs. :P
(http://www.overminddl1.com/image_scripts/image_sig.php?type=ODL1signitures&image/sig.gif)
Generated by OvermindDL1's Signature Auto-Add Script (http://overminddl1.com) via GreaseMonkey (http://greasemonkey.mozdev.org/)
And this will work with bz2 i assume? After a bit of fidgeting of couse.
It can export in a various number of formats. None of them compatible with BZ2, but they are compatible with other modeling programs that CAN save in formats compatible with BZ2. You just need access to that program or know someone who does. I think... bender... or blender... or what ever you call it can save in the format compatible with BZ2... I'm not sure. But I did request that the Wings Development Team add the specific format and version of that format that's compatible with BZ2, do their list of things to add.... and they added it to the official list! If anyone knows any programmers who want to help the BZ2 modding community... I'm sure the the Wings 3D team wouldn't turn down some help, even if its for that one little thing. With any luck... Wings 3D could be the next modeling program used by the BZ2 modding community.
Anywho, Avatar, if you wanna mess around with the Arch Angel, PM me your email and I'll send it to you and anything else you want.
And I'm working on something else now... take a gander at what I have so far. :D
(http://i44.tinypic.com/mkxe2c.jpg)
I'm sure Wings can export to 3DS, so export to that and almost any other program can open it.
damn thats nice
Compared to that I still use a hammer and chisel.
I hereby call dibs on General_Hoohah.
I already bagsied him for some stuff :P
I pretty much finished it. Problem is... untriangulated, its nearly 3000. :( Doesn't matter to me though. I'm on a Phenom 3.2, 4Gb, 4870 X2 gaming system with 1000w of power. hehe I get about 325fps in BZ2.
(http://i43.tinypic.com/2v01q9i.jpg)
ISDF V-Spec II Heavy Fighter (functions as a scout)
- Hollow frame (like a bird) for light weight and fast manuverability. You can actually see stright through many parts of it.
- High powered engines
- Quad Chain Guns, 2x Assault Missiles, 2x Combat Missiles, 1 Flax
- Fins on front rotate with jets for extra pitch manuverability
LOL, I hope theres a way to put that many weapons on a vehicle in BZ2.
Maximum 4, so you'll be OK with those.
You wont, because its a maximum of five hardpoints :lol:
Oh, is it? Interesting. Highest I've ever seen is four.
I knew that, you didnt?
God knows.
Can't they raise it?
Donno but five is enough.
5 is never enough. :D
no plans to raise the HP limit as far as im aware, as the interface might crap out
i know you can only have 4 different weapons at once, but split between five hardpoints.
Yes, you are limited to 4 distinct groups of hardpoints and a limit of 5 total hardpoints. Look at the ISDF Sabre for an example. It has 5 hardpoints. 1 cannon, 2 guns, 1 mortar, and 1 special.
I would love to see the total number of hardpoints raised, notice I did not say total number of groups.
Even if bz2 supported an array for one hardpoint, fired hardpoint alternating, would look cool. For example the unit above only has one gun fire at a time, but there are 4 guns in the array.
Main thing is that I don't believe it's a change worth spending time on. Basically, I see having larger number of hardpoints/weapons/etc as a "mine is bigger than yours" war over a certain part of the male anatomy. Balance is better achieved when there's a fewer number of variables in play, rather than simply adding "more."
-- GSH
I know, I was just being silly. I've already updated the model to reflect that.
Here:
(http://i42.tinypic.com/2v01q9i.jpg)
ISDF Otachi V-Spec I Heavy Dog Fighter (functions as a scout)
- Hollow frame (like a bird) for light weight and fast manuverability. You can actually see stright through many parts of it.
- High powered engines
- Quad Assault Chain Guns, 1 Flax (missiles on model can be easily removed)
- Fins on front rotate with jets for extra pitch manuverability
- Designed for high powered dog fighting
(http://i43.tinypic.com/2z7hh7a.jpg)
ISDF Otachi V-Spec II Heavy Assault Fighter (functions as a scout)
- Hollow frame (like a bird) for light weight and fast manuverability. You can actually see stright through many parts of it.
- High powered engines
- 2x Assault Chain Guns, 2x Assault Missiles, 1x Flax
- Fins on front rotate with jets for extra pitch manuverability
- Designed for fast assault runs
If anyone knows how to make a minigun spin, I have an assult gatling shotgun.
Any chance you can make some Civilian futuristic cars? Hovering, and wheeled both A-OK.
um... there should be some free stock models you can get for something like that.... should be easy to find.
-.-
Such things are way way way to high or low poly and often suck and do not fit the intended atmosphere.
This is my EPF police car for my dark future where Braddock controls the world:
http://www.bzcomplex.com/wiki/index.php?title=Arc_mod#The_EPF
Just to make things clear, you can put as many HP_'s as you want on a model! but you can only use 5 of them in the ODF (2 of the 5 must be linked or it av's the factory panel) So that's 4 weapons.
Building all possible hp_'s into a model makes it far more flexible, you can make different ODF variants with different weapons that use the same model.
Well this is the earliest version of that ship I just posted. Interested?
(http://i39.tinypic.com/9015rn.jpg)
Sorry but I've never been any good at the kinda stuff you just linked me to. The stuff I make has more of a not too distant future feel to it, not abstract like what you just showed me.
That looks just fine!
I wonder what a hovering VW Beetle would look like. :roll:
The reason I even asked was your scout ship looked like it started as a car.
I mean heck, LOOK AT THAT THING! If I did put wheels on it it would be a normal car just like that! Very nice.
Here ya go. http://www.mediafire.com/?sharekey=cb5315b707cb8f8841446e35a78dc463acb9d6e2324489765be6ba49b5870170 (http://www.mediafire.com/?sharekey=cb5315b707cb8f8841446e35a78dc463acb9d6e2324489765be6ba49b5870170)
Now I need to install WINGS.
Would anyone say that wings is easier to learn than blender or 3ds max? I was always under the impression that wings wasnt overly powerful software?
I'm terrible with software and if I can use it anyone can. But before you use it, you have to put out of your mind the way those other programs work, because it has a different feel to it that might frustrate you at first unless you take a second to chill and approach it from a fresh start, instead of "I've been using modeling programs for years, this should be easy to get the hang of". lol It doesn't have tons and tons of windows, options, and menus that overwhelm you. Its actually quite simple if you let it be.
Quote from: General_Hoohah on June 15, 2009, 07:56:05 PM
Pinwheel Mine - Large devistating mine that launches a large spinning disk which shoots out a barrage of lasers for a full minute, then self destructs.
This kind of reminds me of the fountain mine. it shoots around for about thirty seconds then blows everything up around it.
I tried Wings when I was first starting. I found that it's really easy to get really complex, really fast. You have to be careful with what you do with it.
Here's an idea for an ISDF SUV for BZ2. I figure it could be used for a lot of stuff. Carrying supplies (you absorb ammo when around it, much faster than a repair truck.) Laying mines maybe... dropping small gun turrets. I figure there's lots of uses for it.
(http://i44.tinypic.com/24gj6dk.jpg)
you work so fast!!
BTW, you dont need to be in-a-mod to register on BZ2MD, but i cant show you concept art for my mod unless you register and i get fishy to give you access to the private board...
Nah, most of this stuff I had sitting around and had to finish or fix them.. And I just remembered, I'm already a member of that. But I would like to be part of a mod... but one that uses my designs for the ISDF and doesn't want me to create some new race or something. I like working with the ISDF and I have a lot of ideas to make it stronger. But everyone wants to create new races. Bah..
Also people have to understand that I'm not a modeler... per say. I'm a concept designer. The only difference between me and what people usually think of a concept designer is, I don't use a drawing pad and pencil. I use Wings instead, and I think it gives me the opportunity to develop newer and better ideas while I work, because its like playing with a block of puddy in my hand instead of working on a flat surface with stained paper.
Great models! I gotta try your software sometime. You said it was fairly easy to use right?
Easypeasy lemon squeezie. :)
I did a quick render of that car in Max, Hoohah, and it looks awesome.
(http://i59.photobucket.com/albums/g296/vsmit/Gen_Hoohah_car_concept.jpg)
Maybe im stupid but am i supposed to just take the premade shapes and fiddle with them, or is there some way i can draw my own stuff?
Never really used model making software before.
First you have to tell us what program you're using.
I have both blender and just tried using erm HooHaHs wings 3D
I usually start off with a large block that's divided up into a lot of polys. Then I move verts to sculpt it into the shape I want.
Yeah, yeah, uhhuh, yep, hmm... Ok.
build a block first, then sculpt it using lines, plans, and vertices. You can cut, rotate, bridge, mirror, move, etc. Lots of stuff you can do. If you want both sides of an object to be the same, select them both, then use move along axis or time and figure out how to edit them both at the same time.
Gah. MAAAAAAATH!
Yeah ok, I get what your saying, ill figure it out.
Thanks
Quote from: General_Hoohah on June 20, 2009, 09:07:11 PM
build a block first, then sculpt it using lines, plans, and vertices. You can cut, rotate, bridge, mirror, move, etc. Lots of stuff you can do. If you want both sides of an object to be the same, select them both, then use move along axis or time and figure out how to edit them both at the same time.
So Wings is like when I do Nurbs models in Rhino?
Wow, it sounds like I might be able to use it too!
I'm going to try moving on to texture creation rather than editing, so I might be able to get some skins for you, HooHah.
Thanks Hadley!
I've never been very good at skinning mechanical stuff... but I can use stock photography to make nature textures. I have an 8.1 Sony camera with macro. :D
Hey, check out what I did with the Sabre GT.
(http://i44.tinypic.com/15ecxom.jpg)
Now it truely is a dog fighter
3x Chainguns!
I'm thinking maybe there should be a GTS, GT, and GTX. GTS is entry Model, GT is standard, GTX is top of the line.
Sabre GTS
Light armor
3x Combat Chainguns
1x Combat Rapid AT-Stabber
1x Blank Special
Sabre GT
Medium Armor
3x Assault Chainguns
1x Combat Rapid SP-Stabber
1x Jax
Sabre GTX
Medium Armor
3x Assault Chainguns
1x Assault Rapid SP Stabber
1x Force Field
I'm also working on an ISDF Command Tower, with a sniping roost. Its all hollowed out, so you can walk around inside it, but you need a jetpack to get to the top.
Add a spiral staircase. Also, add a micro service bay that only works for pilots to make their sniper refill faster. It is on my list of things to make.
The problem with that is that would be a LOT of triangles. And I really do mean a lot. Think about how tiny the pilots are... and then think about how small and how long a stair case would have to be to accomidate them. Thats the problem I'm having.
Sabre GTX wouldn't work because you have six weapon groups listed. The Sixth would just get ignored.
OOPS! Sorry for the typo. I was using copy and past and forgot to delete the Jax :-D
Better?
Might save you work to use Dutchboy's Comm Tower to base from.
?????
1. NOOOOO
2. NOOOOOOOOOO
3. NO(adds "O" 'n' times)
He already has his idea.
@Hoohah: its the overused model most commonly known as the ISDF Comm Tower. Its been in enough mods for me to call overused.
Yeah ok, dumb question. I got this almost figured out. (My Chezoria scout is almost erm done). But just wondering, how do i change the Camera angle in the editor?
The command tower I'm building has 5 floors, all with ramps.
1st Floor - Ground Floor
2nd Floor - Sniper barracks
3rd Floor - Communications & Observation
4th Floor - 3rd Floor Roof Access entrance from 5th Floor
5th Floor - Command
I've done all the major stuff and its only around 700 polies. :D
Instead of stairs, you use a jet pack to get to the 2nd floor. You shoot up a tube and slide across a tilt in the ceiling which guides you.
What ever this mod is used in, you have to have the kind of jetpack that give you more than one use.
Quote from: cheesepuffly on June 21, 2009, 08:02:04 PM
Yeah ok, dumb question. I got this almost figured out. (My Chezoria scout is almost erm done). But just wondering, how do i change the Camera angle in the editor?
?
you try the arrow keys yet?
Ok angle, the arrow keys dont let me look at the other side of my figure.
Quote from: General_Hoohah on June 21, 2009, 08:10:13 PM
The command tower I'm building has 5 floors, all with ramps.
1st Floor - Ground Floor
2nd Floor - Sniper barracks
3rd Floor - Communications & Observation
4th Floor - 3rd Floor Roof Access entrance from 5th Floor
5th Floor - Command
I've done all the major stuff and its only around 700 polies. :D
Instead of stairs, you use a jet pack to get to the 2nd floor. You shoot up a tube and slide across a tilt in the ceiling which guides you.
What ever this mod is used in, you have to have the kind of jetpack that give you more than one use.
Whats in the communications and observation? Radar uplink, like in a relay bunker? how bout command?
Quote from: cheesepuffly on June 21, 2009, 08:16:15 PM
Ok angle, the arrow keys dont let me look at the other side of my figure.
if you have a middle mouse button click it to enter the change angle mode and then turn.
There we go! Thanks!
Damn ,this model making is actually easier now that i know what im doing.
If you change the camera mode in options, you can use Alt+Mouse 1 to move and rotate, and scroll for zoom. That's what I prefer. I think its the blender setting. I also recommend changing the Desktop/Geometry Backround to black and the Grid to grey in options. Its MUCH easier on the eyes. Trust me!! My eyes were bloodshot from staring at bright grey against grey.
Also play around with the Shaders in the View menu. I use the last one.
K, yeah this is a nice program. Can make some nice shiz with them.
Here's what I have so far on that command tower. :)
I still have to clean it up and add a dish to the roof, so I don't know the polies yet.
(http://i42.tinypic.com/2j14lz7.jpg)
Make it a com-tower and tap any other functions on (the main body is the one with a working terminal). You can even tap a factory in and if placed JUST RIGHT have it make pilot weapons inside or something. (It could be factory # 4,5,6,7,8, or 9.
Lots of things you can do.
Your style of modeling structures seems to allow for a simpler textureing system, where you can apply textures practically in a per poly system.
I would love to know what your system is for such rapid development of models. I should be able to replicate such a system in 3dsMax.
Wow. That's beautiful. Would you consider a version with stairs, or does that kind of defeat the point?
These are just pictures of the models in their raw format. I just conceptualize ideas and mold them into something visible. If someone wants to use them for what I intended, they can finish them if they like. I'm just having fun. :)
And my system... really doesn't have anything to do with how fast I model. Its just moving around verteces and polies.
But if you must know, I entered the specs it in my journal when I built it early this year, and uploaded some pics. It still needs a little work though. I'm not quite done putting it together. I'm waiting for a replacement panel, and the wiring is still a tad messy.
http://vampirefreaks.com/journal_comment.php?entry=5344800&a=0 (http://vampirefreaks.com/journal_comment.php?entry=5344800&a=0)
And yeah... that would defeat the point. We're talking several thousand polies just for the stairs.
Dutch-boy's tower used ramps, which drastically reduced the poly count. Perhaps you could do that, or if someone felt like finishing it, they could do it instead.
I don't understand whats wrong with using jetpacks.... I like the idea a lot more than ramps. I tried that tower with the ramps, and it was a pain. The point of using a jet pack up through a tube is speed. By the time you get to the computer, do what you need to do, log out, and leave, the other person is still climbing the ramps in the other tower. lol Thats why I don't want ramps.
One of the problems with the jetpack idea is that you would have to have the tower fine-tuned so that it either ejected a pilot out of the tube when he reached the end or its height is quite a bit shorter than the height given by the jetpack burn time.
What if I don't have my jet pack?
Oh right, I was supposed to be sleeping now...
EDIT:
Quote from: General_Hoohah on June 22, 2009, 07:08:03 AM
And my system... really doesn't have anything to do with how fast I model. Its just moving around verteces and polies.
NONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONO
What is your SYSTEM. Your way of doing things.
I simply move verts and faces around and extrude and I don't get anything like that. The fastest method I have ever used was once I made a model in 5 min using a variety of random generations on a super high poly cube and then various symmetry and simplifying passes. (My Gladius was formed this way.)
I do not see how you can get the shapes and forms you do with simple extruding. To get similar results I often end up individually rewelding verticies at some point.
Okay, calm down. lol I never really thought I was that fast. I just.... do it. Also, I already created a lot of this stuff half way through a few years ago. I didn't just make all of it. Most of the stuff I've posted are old projects I never finished. I guess now I have more ideas to finish them. The Tower took me all day though...
I think I'm going to work on my old machine shop idea. This is what I'm starting with:
(http://i43.tinypic.com/2dh9wt1.jpg)
Are those rooms large enough to fit, say, a missile scout in?
I'm thinking it could be a machine shop factory for mechs and you can use an interface to customize them. But yeah, was thinking you could park your tank in the middle bay and get a repair while you customize your vehicles.
Yeah thats it, put a computer in there, and while it acts like a repair bay, whatever unit is in there you can change the weapons free of charge.
Good idea but I'd like to see the person who wants to write a dll for that. LOL Not me!
Actually not that hard.
Make the building a service bay, and tap an armory onto it.
Well I was thinking it could be a machine shop... you know, either something that produces Mechs or is requires to build them at the main unit factory
Its your creation.
But I do like your ideas. It could be a combination of things. It could be a machine shop were you can customize your own vehicle and repair it, AND the place where you customize your mechs before they're built.
A nice all in one building is a good idea I think. But can you customize units at one building even if they're built by another?
I have a question for hoohah. Have you put any models in bz2 yet? do you yet know if it works? How do you get textures and colors on the objects in wings?
Oh and one more question for everyone. What kind of .odf and .inf files go with buildings?
Why would he need to?
He makes concept models, and clearly they can be imported to something that DOES dish 'em out in .xsi.
@stairs... I agree that they're too old fashioned for this stuff. There are other ways.
You can play with the collision object to make a one-way 'up', that you just jumpjumpjump and end up at the top.
You can do the same thing so that the jetpack takes you up, through the floor, where you get 'stuck' on the ceiling until the jetpack finishes. That's how my Comm Tower works.
You can use the 'scrapmine' concept to periodically spawn a reverse mits, teamfiltered in 1.3, that shoves you up the shaft to the top.
You can tap off a shieldtower that does the same thing, pushes you up the shaft to the top.
I'm sure there are other ways, (as there's tons of DLL fun that could be have (escalator? rope tow?) :) but this is a good list to spur thinking...
-Av-
Like what warfreak said hes a modeler.
Back at you Avatar, you're totally right.
In fact, I wish someone would make the gravity elevator from System Shock 2. You step in an up tube with smal particles moving up and it gently lifts you up. You step in a down tube with particles moving down, and it lets you fall safely at a slow speed. The second part is already done since all the pilots slowly fall downward. All someone has to do is make the up part work. Shouldn't be too hard I would think. The game came with a gravity gun already. Why not just make use of that? Couldn't you just give the building weapon hardpoints, and have them run 24/7 when you construct the building?
To fire a weapon constantly tap on a flare mine with the ordinance you want coming out.
Make a shield tower with no mesh, 0 hull, etc, tap it at a 90 deg angle, and it will throw pilots up perfectly. Mess with the force to get it right, or even have more then one so each catches the pilot as he goes up if you do not want to strong of a pulse.
Interesting idea
Hey, I found something I forgot I had and finished it. Just took a few minutes since its small. Its a crate!
(http://i39.tinypic.com/1y65ir.jpg)
Heck you could just make simple shapes like that and be useful.
BTW, if you don't want that it would look good on a Canadian Dropship.
Sure, use it. Here ya go. :)
http://www.mediafire.com/download.php?txnjxz3ynzy (http://www.mediafire.com/download.php?txnjxz3ynzy)
Anyone else is welcome to it tool :)
I've always thought each race needed different crates for their weapons and pickups. More like BZ1... a blue box gets annoying and doesnt have that much variety. I want to be able to tell what weapon I'm looking at without my HUD.
Or at least tell which race it belongs to. I think the changes in the weapons for pilots was a big step too.
Holly crap thats wierd. I was thinking about that before I went to bed last night. LOL!
I've always wanted weapon power ups to look like individual weapons. Even cooler... if ships have been upgraded, they might randomly drop a weapon when they blow up. You could steal it and use it against them.
There's one thing I've always hated about Battlezone, even though I love both games. A minigun is not a slow firing weak plasma gun!! And a chain gun fires MUCH faster than that! The chaingun is what Apache's use. They fire so fast, bullet casings rain down like a hail storm covering anyone in them who happens to be below them. I think someone should change them so they're accurate in BZ2 1.3. The way it should go is plasma gun, minigun, chaingun.
Why? And a lot of people get this wrong or mix up the two. The mingun and chaingun are completely different guns. The minigun rotates, the chaingun uses an external power to cycle the gun instead of power from the cartredge. Yes, the common variant of them both use 7.62. However, only chainguns go beyond 20mm. True, Miniguns can get up to 6,000 rounds per minute (rpm) and chainguns only get up to 1000rpm, BUT chainguns can get up to 30 to 50mm!.
So the big difference between the two is the highspeed lower calibre minigun is devistating against lightly armored craft, and the chaingun, although it fires at 1/6th the speed is more devistating because the calibre is higher and has better armor penetration. I've heard of chainguns firing through thick brick buildings until nothing is left but rubble and sand.
I've always thought the game should reflect that and should go Plasma Gun > Minigun > Chaingun > Pummel > Laser
The standard blue minigun would be changed to plasma gun to reflect reality. lol
I've also always thought that if you pic up a weapon like a chaingun, it should LOOK like a chaingun.... not a generic gun like in BZ1 or a box like in BZ2. :(
The only problem with that is, the ammunition would have to be used in percentages or, the entire ammo system would have to be redone to reflect high speed weapons. lol.
I also think Metal Storm should be added in 1.3. It can fire 1,000,000 rpm!!! Its a new gun under development by a company. You can read about it here http://en.wikipedia.org/wiki/Metal_storm (http://en.wikipedia.org/wiki/Metal_storm) or watch it here http://www.youtube.com/watch?v=CyHeFatu-n4 (http://www.youtube.com/watch?v=CyHeFatu-n4).
Its possible to make weapons show a 'visual' model via docks :)
Its not used very much because its VERY difficult to get youre models to fit to every vehicle/building in the race. The odd one here and there arnt too awful though.
Try the gatling gun from G66 sometime. :evil:
FE's Gatline Gun (if you can get it into a crate, I had terrible trouble) from the Hadean TIE is one hell of a weapon too.
I don't think that weapon would be possible in bz2. Bz2 acts up if a weapon can fire faster than one shot / 10th of a second. Basically shotDelay can't be any less than .1 or bz2 has issues.
Well, then the minigun can be 0.1. I'm fine with that. :D Can ammo in BZ2 be a fraction? It couldn't be in BZ1.
Just made a couple crates :)
Left is generic. Right is for biometal transportation.
(http://i42.tinypic.com/2h3ncjn.jpg)
QuoteIts possible to make weapons show a 'visual' model via docks
Yes. But of course the stock ships don't have docks, so they will not show up on stock ships.
So if you make your own ships with docks, and weapons with models, you can design them to fit.
Most Dalek units have docks and most of their weapons have models. Nothing I can do about the weapon models disappearing if they pick up a stock weapon though.
QuoteBz2 acts up if a weapon can fire faster than one shot / 10th of a second. Basically shotDelay can't be any less than .1 or bz2 has issues.
What issues? :? Mr2 wondering if any of his many weapons use less than .1...
It might be his system specs.
Quote from: General_Hoohah on June 23, 2009, 05:42:49 PM
It might be his system specs.
It's BZ2's TurnsPerSecond. Something those of us who write DLLs know very well...
Also, another amazing mesh.
You know it can take hours and hours to get something as simple as that?
This is practically "General_Hoohah's model archive" :-P
EDIT:
And about the minigun. Technically what you see is the tracer, as such TECHNICALLY there are bullets in between. These are not actually there do to game engine limits.
With all this conversation of docks, i am considering trying to make the BFT from Recoil. Crap name, awesome tank.
this is a crate of my own. Hollow with an inner and outer compartment (kind of an accident) the holes in the sides are where it could attach to a carrier. Probably used for carrying large amounts of biometal
(http://photos-f.ak.fbcdn.net/hphotos-ak-snc1/hs097.snc1/5177_1166934102290_1496057532_441805_5520323_n.jpg)
(http://photos-g.ak.fbcdn.net/hphotos-ak-snc1/hs117.snc1/5177_1166934142291_1496057532_441806_5171371_n.jpg)
Wow, Clavin, looks pretty good.
Btw does anyone know where i can find a file converter for .msh files
You have to use bz2 to convert from either .xsi or .x to msh. Bz2 will convert the file as long as it is in either .x or .xsi.
im looking to convert .x and .xsi to .msh but accoring to commando bz2 does it. I have one more problem. I'm using the odf editor utility and it wont use .x files and when i convert my .x file saved by wings into .xsi using 3d exploration it doesn't work and the model doesn't come through.
The xsi format saved by 3dexploration (1.5) is not the same one as bz2. They will not work, I don't know why.
I save .3ds or .obj as .x with 3dex and then use the x2xsi converter to make bz2 compatable .xsi
bz2 makes the .msh from the .xsi
Anyone need a mortar turret? Under 700 polies and already triangulated. :D
(http://i42.tinypic.com/2v00qqt.jpg)
In the case of that I would likely use the turret on something else, like a tank.
What would happen if we made a vehicle piloted by more than one person?
You can't?
The closest thing you could do *without DLL* would be to have one player in a tug tugging another player, who shoots.
Tugged units can't shoot.
-- GSH
Bz2 will do one of the following
.x -> .msh
.xsi -> .msh
If you have the model in .x format, you shouldn't need to convert it to .xsi. Bz2 can only use an old version of the .xsi format which leaves the free XSI Mod Tool out of the question for making models.
BZ2 supports only the .x file format from 1999. Same with .xsi -- use the 1999 file format.
-- GSH
Quote from: GSH on June 24, 2009, 12:01:31 AM
Tugged units can't shoot.
-- GSH
Gah. I thought they could... :-P
Then it would have to be done with DLL.
BTW i got a building to showup in bz2 but it wasn't solid and it was on its side instead of standing upright
Quote
BTW i got a building to showup in bz2 but it wasn't solid and it was on its side instead of standing upright
Maps & mods board is -----> way.
-- GSH
Quote from: Clavin12 on June 23, 2009, 09:56:27 PM
I'm using the odf editor utility and it wont use .x files and when i convert my .x file saved by wings into .xsi using 3d exploration it doesn't work and the model doesn't come through.
Dont, Use notepad to edit odf files
Notepad: Modder's Best Friend.
yeh someone should move this to the maps and mods board btw...
that mortar is cool man. everyones gone wings crazy! could it be the new BZ2 modelling system?
If you look on the features requested topic in the official wings forum, I requested that they add XSi v1.1 for Battlezone2 and they added it! Problem is they're so busy they haven't gotten to it. I bet they wouldn't be against someone doing it for them. :D
Hey, I also need an idea for a new type of power generation. Can anyone think of anything super high tech? Or something from science fiction?
Also I have this idea where you build a utility vehicle that can lay several things. Mines and different kinds of turrets. If it can simply drop something off like an APC, then it can be transferable to players who can help defend your base by building and setting up turrets for you while you start building your base. :D
I was also thinking that these units could use biometal tanks. You could replenish one of these unit's ammo by telling it to visit the service pad or recycler where it could draw biometal from the stock pile.
Anyway, here's my chaingun turret redone.
(http://i44.tinypic.com/kcdxt4.jpg)
Quote from: General_Hoohah on June 24, 2009, 11:41:58 AM
Hey, I also need an idea for a new type of power generation. Can anyone think of anything super high tech? Or something from science fiction?
(http://i44.tinypic.com/kcdxt4.jpg)
Solar power, air power, something to do with the e=mc squared
E=MC^2 is mass-energy equivalence, nothing to do with generating electricity unless you're trying to convert mass into energy. That's what goes on in Scion lungs and ISDF Power Generators - they're both types of Biometal Fission Generator.
How bout nuclear fusion? Or sonic powered generators. :wink:(its science fiction)
Oh and here is an idea for a scion service pod. :-)
(http://photos-a.ak.fbcdn.net/hphotos-ak-snc1/hs117.snc1/5177_1167448755156_1496057532_443264_4975267_n.jpg)
I find that if you want a crate a cube with the doo sabin subdivision thing is a good starting point
I need something I can search for pictures of so I can get some ideas.
Inspiration I have favorited from all over:
http://nielk1.deviantart.com/favourites/#Spaceships-and-Scifi
Here is a base assault ship. It has two rotating flamethrowers and mortar. Slow moving, with heavy armor to withstand gun towers. I don't know weather or not its good. 811 poly
(http://photos-g.ak.fbcdn.net/hphotos-ak-snc1/hs117.snc1/5177_1167509316670_1496057532_443446_4559788_n.jpg)
And here it is again updated but with 858 poly.
(http://photos-e.ak.fbcdn.net/hphotos-ak-snc1/hs097.snc1/5177_1167515836833_1496057532_443460_3954910_n.jpg)
What is the reasonable limit for poly count in bz2?
These are interesting looking new models, looks like Wings must be easy.
Easy. I have never used it before and I'm making these already.
This guy looks good. (http://tmc-deluxe.deviantart.com/)
Who? :?
It's a link ;)
oh...
under 1000 for standard units, for 1.0 - PB4a, 2000 tops?
Quote from: General BlackDragon on June 24, 2009, 11:36:57 PM
under 1000 for standard units, for 1.0 - PB4a, 2000 tops?
I'm using tech alpha 5. ill try to keep my models under 1200
I feel left out of the loop.
I post my stuff on BZComplex and I get no comments on them except from Jamsh, Vsmit, Steeveeo and Nielk.
Share the love peoples. :(
BTW: @ Hoohah, :-o. @Clavin: Looks nice, hope to drive that around soon.
Yeah wings is easy, but not as indepth as other things. I made some awesome scout ship with just taking one sphere and doing shiz with it.
Quote from: Warfreak on June 25, 2009, 01:13:50 AM
@Clavin: Looks nice, hope to drive that around soon.
I dont know how to make the turrets rotate, and i've only a fuzzy idea about how to make hardpoints in wings. Is there anybody who could do the hardpoints, and odfs for me? I can send model in 3ds, x, xsi, and a couple other formats
The parts that you want to rotate have to be separate parts.
I can set up HPs and make it BZ2 worthy if you want me to. Either send me the .wings file or export the mesh as a 3DS via PM.
There's a lot of advanced stuff you can do with this program, but I don't really know how any of that works yet. :(
I do know how to edit more than one area of a model at the same time and move in parallel, or match one vertice on one side of a model to either the z, x, or y of another vertice on the other side of the model. Makes things a whole lot easier.
That model of Clavin's reminds me a little of the ZEMod ESAF Dolphin.
Here's a close-up of the flamethrower.
(http://fw3p8w.bay.livefilestore.com/y1pCclMZo1B2KOmrYW5KW2vw7B_tO3lo1N3x7J258G7M74QBHTVZh8pxmHjJY1SiSn3sO-REASysqpGCkO_rocmTw/Closeup%20of%20incinerator.JPG)
And here's a close-up of the mortar.
(http://fw3p8w.bay.livefilestore.com/y1pWm1NeCW8-qxiDHs6FEEBBDeM6tEjfAZ1fz6LLTWhmAx6dEHwHGQbW3OIRXXFZFaerURxm-v-5ogUufVR-LbIlg/Close%20up%20of%20Mortar.JPG)
I can't see any images in that post...?
Srry bout that. I was using skydrive the windows live thing and they were in a non public folder.
Heres the same mortar except in the form of an automatic deployable turret.
(http://fw3p8w.bay.livefilestore.com/y1posY1uLdWAc0qVZCnXDWqoEi53Y9CuuKteU8z0VZ9g6QzIpgSeJsYoyEG_cX9SoPSvV2ck6dOBqDGa83l2YcBiAYiHBTQ2z_s/Mortar%20Turret.JPG)
(http://fw3p8w.bay.livefilestore.com/y1pr2dFWZjFV2O564WDTPkDlnKIazI5KxyOUqM3wIXb-dV1ivc_Ps8prWLEPlxQeNSLkQ9yKw9jWE1RQJ3gWsEYH_UT41BgZdcN/Mortar%20turret%202.JPG)
I like the turret very much. Could I borrow that for my PilotDM gamemode? And how about that chaingun you made, Hoohah?
Quote from: AHadley on June 25, 2009, 04:28:46 PM
I like the turret very much. Could I borrow that for my PilotDM gamemode? And how about that chaingun you made, Hoohah?
Sure. I'll send you a wings file with the upper part separate so it can be made to rotate.
Somebody else may have to compile it into a final model first... anyone?
Send them my way, I'll even be sure to size them correctly so you dont have to use geomScale.
When your done could I have a copy of the model and its associated files plz?
Wonderful, thanks, then I'll see what I can do with the texturing.
Clavin: On your flamethrower ship, you've got over 2000 tris total. You need to cut that down. Your mortar turret looks good, though, I'll get that working for you (minus skinning).
2000 what? It only has 858 poly count...I'm srry im not familiar with the term.
Triangles. Max counted about 2200 triangles in your mesh.
How do I lower the triangle count?
Any here is a model of a dogfighter tank I did with two combat cannons (probably sp-stab) and two assault guns (probably laser).
(http://fw3p8w.bay.livefilestore.com/y1pJGxrtzTMjnrrN2Xs0rn0YVeN0UpQkFdGGiv31RK7ZH9FRlEgHeN1JurUE-44C-NmgtCvmzRNeZ_szS-HMHlUp5Nzs7FjFpGB/Dogfighter.JPG)
(http://fw3p8w.bay.livefilestore.com/y1pm2b_IpNsZeOftBgLeDR4sKVGnz_5Z2AirvKvEGCctSYu5gBf7FNUAwfyiLcHwd9YieNnZ3WWv1W3s33IJoavFyOasyQ0TQGJ/Dogfighter2.JPG)
Maps & mods is still ---------> way.
-- GSH
how bout have hooha or a moderator move the thread.
I have no idea what GSH just said.
But I like the idea you're working on. Great concept. It just needs a little more work and to be cleaned up a little. Keep it up. I think you're working with some good ideas.
He has told you for a second time to make your own topic in the MODS section if you plan to ask modeling questions.
Oh, sorry. I didn't really see that section until just now. I was looking in the main area for that kind of thing. Didn't see it so I started my topic in here. I'll go there from now on. Sorry I didn't have any idea what you were talking about.
You can move the thread.
I miss the old layout where the Maps and Mods board was easy to find from the main page. Now you have to dig to find it, if you don't know where it is.
What kind of cleaning up did you have in mind Gen hoohah?
I dunno.. just apply more thought to it, make it better looking... you know, clean it up. make it more areodymaic, put more time into it, into every part... more thought, more time... listen to some music, look around the internet for ideas. What I do is I save every picture I like, and put it into a scrap folder. I look at it with music to get ideas. They're organized into groups like tracked, wheeled, cars, space ships, stationary defence, player controlled defence, suspention systems, engines, technology, computers, funature, crates, hover vehicles, etc.... I have a whole list of folders filled with pictures.
Anyway, I'm going to make a new topic, not move it. So please dont' move it. It will give me a chance to clean up my pictures, skip over outdated pics, etc.
This is for everyone. How do you get an interface thing like in the factory or in the relay bunker in a model?
Go make a new topic.
Here is the dog fighter with discrepancies taken out and poly count lowered from 315 to 207.
(http://fw3p8w.bay.livefilestore.com/y1pSqH61USbYCF_LaBa7SmpKels8HXXe0KUjz43mMJaBgZepIEk3XGf2hI4ZxrC55rkfEe3xzXvuFpF4fU8h8UMMXMnMQVG0yWk/Cleaned%20up%20dogfighter.JPG)
(http://fw3p8w.bay.livefilestore.com/y1puLK0LTF8AhlF5Rfp0CeanvP2SwF91xELla9ytFke0QwxGV8sNvNHtmw034T-__1LlmH7PBEW5hDOU4NOlq3jNA1fPL6Ty7hD/Cleaned%20up%20dogfighter%20veiwed%20along%20z.JPG)
(http://fw3p8w.bay.livefilestore.com/y1pZbjW9XS05C2yCZ64LafSOC7vD4xxAqXYdQEgIs3xCpPUs4uzEtyUbNhWxp8IR4nL6AivQimdJ7nMBPwAh5xIhg-8qhBZ5htb/Cleanud%20up%20dogfighter%20along%20x.JPG)
(http://fw3p8w.bay.livefilestore.com/y1p_9WkSP8DXt7exS2KDCKk9P8EHNg4mg05sT8ZZaWCYGC-dgidd0La9C5DiFWcNZt4oOWPQwPUHWf1KG85oay7faI-PupK8FPh/Cleanud%20up%20dogfighter%20along%20y.JPG)
Make your own thread.
Wait I was really tired last night. Was GSH saying that modeling questions should be moved or that modeling period should be moved. Bare with me, I haven't been able to get much sleep the past few weeks. :(
You know you just said take off your clothes with me. lol. I know what you mean, just pointing that out.
He is saying that it should be moved to...
HERE.
I was going to make a new topic... sheesh. I just wasn't sure who he was talking to, me or that other guy. You can just delete this topic, its old anyway.
I thought you were playing a deathmatch? nvm then...