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Welcome to the BZU Archive dated December 24, 2009. Topics and posts are in read-only mode. Those with accounts will be able to login and browse anything the account had access granted to at the time. No changes to permissions will be made to be given access to particular content. If you have any questions, please reach out to squirrelof09/Rapazzini.

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#21
Battlezone 2: 1.3 Public Beta 5.1 / Re: Reflections
Last post by TheJamsh - December 24, 2009, 02:43:33 PM
Thats how reflections have always looked... since... birth. I can see three layers of textures in those bane images.

also note that objects partially submerged in water dont reflect. BZ2's code just isnt that modern...
#22
Battlezone 2: 1.3 Public Beta 5.1 / Re: Reflections
Last post by Tricky - December 24, 2009, 02:36:01 PM
Upon closer inspection it seems they are only working partially.

http://img704.imageshack.us/img704/5627/screenshotsh.jpg
http://img29.imageshack.us/img29/8672/75218310.jpg

The reflected landscape doesn't seem to have any textures, and closer to the horizon it makes a whiteout. This happens to look OK on Bane, but on the vulcanic Rend that whiteout looks really odd on certain lava textures. I didn't notice it much while investigating the crashed spaceship in the singleplayer campaign, but after I went AWOL the liquid area directly around the escape route (the one that emerges from the lava) looked bright white instead of brownish/yellow. Very strange.
#23
Overdrive Terminal / Re: Anyone here play Spore?
Last post by VSMIT - December 24, 2009, 01:16:56 PM
I used to.
#24
Maps and Modding / Re: I need a way to shoot ordn...
Last post by TheJamsh - December 24, 2009, 01:02:49 PM
Poppers have to have something targetted to generate the ordnance.

You can adjust many values with the spray bomb, which is why i ALWAYS use them over bounce bomb (curiously, certain things were not carried over).

[SprayBombClass]
bounceRatio = 0.9
BuildSprayOnHit = false
HitExplodeTypes = 4
payloadName = NULL

[SprayBombClass]
payloadName = "tagca_a2"
SoundBounce = "" //use THIS rather than silence.wav, as silence.wav STILL uses a sound channel.
#25
Maps and Modding / Could someone please explain a...
Last post by BNG Da BZ Fool - December 24, 2009, 01:01:27 PM
I've been testing COB model files for conversion to XSI using version 1.5.5. exporter. The models appear pointed downward when converted from COB to XSI; the same is true when the model spawns in BZII. 3DEX, has an option panel where transformations can be manaully set prior to converting between formats. I enabled one setting to rotate the X axis 90 degrees to correct for the XSI exporter outputing the model pointing downward by default. The resulting model looks fine in 3DEX, but in game...boy does the model look totally wierd. All the parts are pointing ever which way rather then all being oriented properly. The default XSI models look fine in game except that they point downward, but when I apply a presave option to rotate the model X parameter 90 degree every model part is pointed in many different directions. Does that mean that every part of the model needs the X plane set to 90 degrees? Tanks are cool...BNG.
#26
Maps and Modding / Re: I need a way to shoot ordn...
Last post by Nielk1 - December 24, 2009, 12:32:20 PM
Quote from: Clavin12 on December 24, 2009, 06:25:27 AM
Imagine a mortar that lays a mine that launches a mortar that lays a mine and so on for about five repeats until the mortar is about halfway across the map.

Been done with a slow firing mortar to make a jumping mine.
#27
Maps and Modding / Re: BNG's first animation comp...
Last post by BNG Da BZ Fool - December 24, 2009, 12:05:04 PM
I generally satisfied with the XSI files created by the 1.5.5 3dex XSI exporter using X model files out of TS7.6. I now have a way to do BZII animated models with relatative ease. I still have to manually edit BZII depend object names in Notepad, but aside from that my models do work in BZII with animation.

I'm testing the COB exporter out of TS, but the resulting models are not converting well at all; the models are all messed up when viewed from within the game. The HP's work, but the pivot points on every part look horrible. I don't really know why as they look fine in 3dex? The process also requires that models be constructed from bottom to top (pointing up like a misslie on a launch pad) in the workspace when using the COB exporter in TS; otherwise they convert upside down when converted to XSI. What I'm testing now are the pre-save options in 3dex that allow the X Y Z values to be preset prior to converting COB to XSI to overcome the issue described above. I've already set the X value to 90 degrees and the resulting XSI model appears correctly oriented, but in game it looks like a mess. Does anyone have any suggestions on what I might try adjusting to get things right? Tanks, BNG. 
#28
The 1.3 Community Project / Re: Clavin12's Models/Concepts
Last post by bb1 - December 24, 2009, 11:05:31 AM
Perhaps he'll license it to you? Bids starting at 50k.
#29
The 1.3 Community Project / Re: Sabrebattletank's Story Id...
Last post by bb1 - December 24, 2009, 11:04:47 AM
Quote from: sabrebattletank on December 23, 2009, 11:50:17 PM
Maybe this makes sense.

Active biometal -- part of the collective concious/unoncious and can things/send messages/information to things (other bio-metal).
* Furies
* 3rd Faction/New Race.

Inactive biometal -- can receive input from active bio-metal but can't return bio-metal signals.
* Scions.
* (Scion ships?)

Dead bio-metal -- alive in a similar sense to how virusus are "alive" -- can fix/repair itself but can't receive input from the collective. 
* Humans ships.
* Cthonian ships.
* (Scion ships?)

Good show. So, in essence, giving the time to evolve, furies would eventually "get their cool" and evolve into some third faction? Not saying directly, but saying this type of connection probably exists. Perhaps they can alter their own makeup with a simple thought... how nightmarish....

OT: Player should find  derelict grizzly tank and have to get it working to get back to base :P I love that ship.
#30
The 1.3 Community Project / Re: Sabrebattletank's Story Id...
Last post by Warfreak - December 24, 2009, 09:55:29 AM
Hmm, I think I should have stated that Fury are Active-LIKE (That is, the biometal traits are dominant, Aggression and such) while Scions are Inactive-Like/Not Affected by their infused biometal. (Inactive could be considered "Controllable" Biometal, I.E. the stuff you encounter every day on every world, except it DOES have the ability to go "Fury" on you.)