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Messages - Blunt Force Trauma

#1
Battlezone 1 / Re: Grizzly model...
December 24, 2009, 08:58:15 AM
Looks very good Josiah.

Now comes the time to decide if you want to continue to model what the textures infer in the 3D surface like the side panels, view port, top hatch, etc.

That's where I have a hard time having restraint, and you have to start pulling the artistic license out your ...uh, because the textures are so blurry.

I personally don't like to leave a model depending on textures for anything more than paint schemes, decals, vehicle ID numbers, etc.

But then, that's when the poly count starts to sky-rocket.
#2
Battlezone 1 / Re: Razor model...
December 23, 2009, 08:44:55 PM
Oh my. . .I have a treat for you guys.

Somewhat old simulation, but this fairly recent addition of Floyd really makes it.  8-)

http://www.youtube.com/watch?v=LlF8APEkh-E
#3
Battlezone 1 / Re: Fighting in Space
December 23, 2009, 08:27:30 PM
Oh yea, Campbell is definitely a technician.  He has thought long and hard on space warfare.  To me the stories are just ok, but his books are a must read if you want good, honest approach to a space battle.  Larry Niven also writes good space "dogfight".  His universe has FTL but it's use is limited to a dozen or so AU out from any high mass object like a star, black hole, etc. so he doesn't use space fighting a whole lot.  His book 'Ringworld's Children' has an extended non-FTL fight. . .surprisingly similar to Campbells.


Oh yea. . . When I mention Niven or Ringworld, I also like to mention Bungie ripped
off Niven severely.  This pic look "familiar"?


Joe Haldeman's 'The Forever War' has some limited fights, but he envisions  fights never getting close because of the massive energy being transferred with beam/laser weapons.

#4
Battlezone 1 / Re: Fighting in Space
December 23, 2009, 11:02:35 AM
Yes, hard core, ultra realistic space maneuvering is hard. . .real hard.

If anyone wants a challenge try this simulator.  It's very humbling if you thought you could maneuver in space with little effort.

http://orbit.medphys.ucl.ac.uk/

#5
Battlezone 1 / Re: Grizzly model...
December 23, 2009, 09:25:01 AM
Quote from: Josiah on December 22, 2009, 09:52:41 PM
Has anyone ever tried to make the models from the intro? Could someone with more talent than I do, do it? All I've been doing is editing the stock models...

I don't understand Josiah, your models seem very accurate to the posters you're using.
#6
Battlezone 1 / Re: Grizzly model...
December 22, 2009, 08:46:08 PM
Bite me baby!

Sweet!   8-)
#7
Battlezone 1 / Re: Fighting in Space
December 22, 2009, 08:37:58 PM
Far and away. . .I mean way past Tie Fighter, Freelancer, Freespace, etc. ...for accuracy...was Independence War 1998.

The hardest sim I've ever had to play.  Independence War 2: Edge of Chaos was even better....but LIKE BZ, it never snagged the public's attention in a big way.  Too damn bad, it was very cool and fairly accurate space sim.

Check out the game intro, it's really pretty good:

Part 1
Part 2
#8
Battlezone 1 / Re: Razor model...
December 22, 2009, 05:21:25 PM
Oh, just mild humor.

Heck, I went completely off the cliff with modifications to the BZ ships.

I found it too irresistible to go down that path once 'hiccups' in the models are spotted.

You guys have much more restraint than I do.
#9
Battlezone 1 / Fighting in Space
December 22, 2009, 05:14:25 PM
Moderately in-depth article about the physics of zero-g space fighting.

http://gizmodo.com/5426453/the-physics-of-space-battles

#10
Battlezone 1 / Re: Razor model...
December 22, 2009, 10:13:17 AM
Quote from: TheWall on December 21, 2009, 10:50:50 PM
The gun position(s) in the intro are too high... looks very cool, "but".... So while trying to go with that concept I just swung the gun pod down from the intro so it fires under the nose... After I got it done, I'd actually thought the same thing could be done to get the guns OVER the nose

Uh-oh

The slow cancer of modification from a perceived reality.    :evil:

#11
Battlezone 1 / Re: Razor model...
December 21, 2009, 09:05:57 PM
Quote from: TheJamsh on December 21, 2009, 07:51:25 PM
more of a crunchy nut fan myself

Crunchy Nut can work. . .in the early stages   :mrgreen:
#12
Battlezone 1 / Re: Razor model...
December 21, 2009, 10:09:25 AM
Quote from: Nielk1 on December 21, 2009, 09:32:36 AM
That's weird, around here we have a custom set of physics laws we follow.

I know, I tried to follow along, but it makes me cuckoo for Cocoa Puffs    :lol:

#13
Battlezone 1 / Re: Razor model...
December 21, 2009, 09:10:20 AM
Quote from: AHadley on December 21, 2009, 04:13:38 AM
Real-world hovercraft used fans for propulsion.

In pure unadulterated BZ, you have to throw all you know about physics and the real world to the winds. . .or go crazy.   :lol:
#14
Battlezone 1 / Re: Razor model...
December 20, 2009, 09:50:10 PM
Alright!

I love seeing you guys catch the bug!

Good start bro!
#15
Battlezone 1 / Re: Grizzly model...
December 20, 2009, 01:20:02 PM
Looks good Wallie.   I'm sure with textures, it'll look like a ...well... a Grizz.   :-)

Quote from: Avatar on December 20, 2009, 12:50:12 PM
 You drag it, you drop it, and if it looks decent when zoomed out then you go with it.  There are a few tricks you can do to align verts but for most game models it's not a huge issue.  This'll make them annoying to anyone with a CAD background...   :p

Yes, you can really see 'floating panels' where the eyes are on the grizz.

Also, I would LOVE to have a DM with maybe 1vs1 or 2vs2 (some number of ships to not overload the engine) of ultra high ply count ships.  That would SO cool!