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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Posted: 18 Jun 2019, 20:15
by PicassoCT
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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Posted: 05 Jul 2019, 00:21
by PicassoCT
https://youtu.be/IV68UD23BdM

Made a video of one of the 3d icons.. this one shows.. well i let you gues..

Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Posted: 13 Jul 2019, 17:06
by PicassoCT
Well, i upgraded the civilians.
I added funny stuff to them.
I got the propagandaservers working.

I also added new components to the grown up lego - a fuel-cell and a gyro
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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Posted: 14 Jul 2019, 23:08
by PicassoCT
Well, another great weekend- gamewise, though itchy and scratchy

I rebuild parts of the anti-tank rocket concept..


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One can now see- where this is going.. one main body- basically a classic anti-tank weapon following the javelin approach.

And 4 Camera scoutletts. They transport the weapon on site, then fire it - or place it on the ground, hovering away searching for ideal observation sites.
Once a enemy is found, the weapon laying on the ground activates the side noozeles, uprights itself, fires itself, links onto the target, which at the same time is approached from several sites by the dropplets, who get anti-tank rocket measures to fire pre-emptively.

After that, its time to do the pan-cake turret flip.

Due to the standardized nature of mosaic components, the same rules as for all units apply to these babys too. Take ten, stick them together- at the top of a mosaic long range rocket and you can wip out a tank platoon on the fly.

Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Posted: 15 Jul 2019, 22:50
by PicassoCT
Another day, another attempt to wriggle around real work

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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Posted: 19 Jul 2019, 00:10
by PicassoCT
All spring projects must end in - a robotic orgy:

I present you the wee-evil.. a not so distant descendant of big dog, build from mosaic standardized components..


The parts in this picture are not yet wrapped in self-welding foil and glue-camouflage foil.
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Also - same gun as the asset uses.. same gun as almost every drone uses... because.. cheap..

Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Posted: 20 Jul 2019, 19:16
by PicassoCT
Weevil Load Screen

[img]download/file.php?mode=view&id=10812[/img]

Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Posted: 22 Jul 2019, 00:22
by PicassoCT
This is what its all about.. not upgrading indefinetly to AAA.
Its about creation, with the simplest possible means- this is what map editing was all about before we "perfected" and killed it.


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If you have slogans that need ingame: Post here.

Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Posted: 04 Aug 2019, 23:14
by PicassoCT
Stil tworking on it
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Want to make the house random generated from parts again

Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Posted: 11 Aug 2019, 23:43
by PicassoCT
So i did a little experiment.
This gawidget scales units depending on camera height.

Code: Select all

  function gadget:GetInfo()
    return {
        name = "Relative Unit Scale:",
        desc = "Scales Units between a realistic scale and a tactical scale depending on camera heigth",
        author = "Picasso",
        date = "21st of March 2019",
        license = "GPLv3", 
        layer = 0,
        enabled = true
    }
end


if (gadgetHandler:IsSyncedCode()) then


	 VFS.Include("scripts/lib_UnitScript.lua")
	 VFS.Include("scripts/lib_mosaic.lua")

	scaleTable= getUnitScaleTable(UnitDefNames)
	
   local function tansferScaleTable()

        for typeDefID, scales in pairs(scaleTable) do
            SendToUnsynced("transferScaleTable", typeDefID, scales.realScale, scales.tacticalScale)
        end
    end
	
	function gadget:UnitCreated(unitID, unitDefID)
		SendToUnsynced("SetUnitLuaDraw", unitID, unitDefID)
	end

	StartFrame = Spring.GetGameFrame()
    function gadget:GameFrame(frame)
      if frame  ==  StartFrame + 1 then  
            tansferScaleTable()
	  end
    end

else -- unsynced

    local UnsyncedScaleTable = {} 
    local unitIDtypeDefIDMap = {}
	
	local limitOfTacticalScale = 2500
	local limitOfRealisticScale = 500
	local camPos={x=0, y=0, z=0}
	local groundHeigth = 0
	
    local function transferScaleTable(callname, typeDefID, realScale, tacticalScale)
        UnsyncedScaleTable[typeDefID] = {realScale=realScale, tacticalScale =tacticalScale}
    end

    local function setUnitLuaDraw(callname, unitID,typeDefID)
		unitIDtypeDefIDMap[unitID]=typeDefID
	    Spring.UnitRendering.SetUnitLuaDraw(unitID, true)
    end

    function gadget:Initialize()
        gadgetHandler:AddSyncAction("transferScaleTable", transferScaleTable)
        gadgetHandler:AddSyncAction("SetUnitLuaDraw", setUnitLuaDraw)
    end
	

	function gadget:GameFrame(frame)
		camPos.x,camPos.y,camPos.z =	Spring.GetCameraPosition()
		groundHeigth = Spring.GetGroundHeight(camPos.x,camPos.z)
	end
	
	local function mix(vA, vB, fac)

		return (fac * vA +(1-fac) * vB)

	end

	
	
    function gadget:DrawUnit(unitID)
        if unitIDtypeDefIDMap[unitID] and UnsyncedScaleTable[unitIDtypeDefIDMap[unitID]] then
            local scale = UnsyncedScaleTable[unitIDtypeDefIDMap[unitID]]
			
			if scale then 
				camHeigth = math.abs(camPos.y - groundHeigth)
				
				factor = 0.0
				if camHeigth >= limitOfRealisticScale and camHeigth <= limitOfTacticalScale then
					factor = mix(scale.realScale, scale.tacticalScale, 1 - (math.abs(camHeigth - limitOfRealisticScale)/math.abs(limitOfTacticalScale - limitOfRealisticScale)))
				end
				
				if camHeigth > limitOfTacticalScale then 
					factor = scale.tacticalScale
				end
				if camHeigth < limitOfRealisticScale then 
					factor = scale.realScale
				end
			
            gl.Scale(factor, factor, factor)

            gl.UnitRaw(unitID, true)
			end
        end
    end
end
Which allows for a tactical and a "realist" scale.. depending on zoomlevel.
Means that in theory you can have it both- nice overview with huge units- and realistic scaled combat scenery..
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Warning: This thread contains eyecandy. Eyecandy can cause seasonpassism and dioramadiabetus. May contain traces of nuts. If you are not certain you can contain yourself, consult your insult, or contact your consul or dotcore for additional information

Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Posted: 12 Aug 2019, 13:59
by PicassoCT
How to import daes with Blender 2.79.

Open blender in console- so you can see the failed import data.
Like this:

Code: Select all

Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\equipment\baby\SittingBaby_v1_L1.123c17d91afa-b7f2-4261-8c93-884662b4c79c\SittingBaby_v1_L1.123c17d91afa-b7f2-4261-8c93-884662b4c79c\SittingBabyDiffuseMap.jpg.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\equipment\baby\SittingBaby_v1_L1.123c17d91afa-b7f2-4261-8c93-884662b4c79c\SittingBaby_v1_L1.123c17d91afa-b7f2-4261-8c93-884662b4c79c\SittingBabyDiffuseMap.jpg.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\equipment\baby\SittingBaby_v1_L1.123c17d91afa-b7f2-4261-8c93-884662b4c79c\SittingBaby_v1_L1.123c17d91afa-b7f2-4261-8c93-884662b4c79c\SittingBabyDiffuseMap.jpg.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Sax FWL Error: Texture with sid "ARABIC01_10_MAP-image" not found in effect with id "ARABIC01_10-fx".
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\equipment\baby\SittingBaby_v1_L1.123c17d91afa-b7f2-4261-8c93-884662b4c79c\SittingBaby_v1_L1.123c17d91afa-b7f2-4261-8c93-884662b4c79c\SittingBabyDiffuseMap.jpg.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\equipment\baby\SittingBaby_v1_L1.123c17d91afa-b7f2-4261-8c93-884662b4c79c\SittingBaby_v1_L1.123c17d91afa-b7f2-4261-8c93-884662b4c79c\SittingBabyDiffuseMap.jpg.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\equipment\baby\SittingBaby_v1_L1.123c17d91afa-b7f2-4261-8c93-884662b4c79c\SittingBaby_v1_L1.123c17d91afa-b7f2-4261-8c93-884662b4c79c\SittingBabyDiffuseMap.jpg.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.

Open the dae-file in a text editor.

Remove the effects, whos textures are missing between the xml-tags:

Code: Select all

  <library_effects>
  
  </library_effects>
Import again.
Profit.

Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Posted: 29 Aug 2019, 00:11
by PicassoCT
Slow progress is still progress.. algorithmically generatedd cityblocks..
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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Posted: 30 Aug 2019, 20:39
by PicassoCT
as the great anarchid once said- "Check your shelf before you wreck yourself"

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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Posted: 30 Aug 2019, 22:24
by PicassoCT
World building - its easier then world building.

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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Posted: 31 Aug 2019, 07:43
by LordMuffe
PicassoCT wrote: 30 Aug 2019, 22:24 World building - its easier then world building.
So true...

Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Posted: 01 Sep 2019, 23:24
by PicassoCT
Progress..

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Generated from pieces.. spring is a awesome engine..

Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Posted: 02 Sep 2019, 23:25
by PicassoCT
Forbidden Detail enrichment- in my backyard!
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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Posted: 05 Sep 2019, 23:42
by PicassoCT
added a building animation.... yes i digress.. but in hires

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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Posted: 07 Sep 2019, 19:44
by PicassoCT
If you make a procedural house generating algo- and you add lots of doors.

Are you a doorwhore? Or a whoredoor? Ho-door.. Get it, because its a giant, holding back yesterdays dank memes.

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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Posted: 11 Sep 2019, 22:25
by PicassoCT
Not implying anything, but - Zero-Ks logo- is suspicious.
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Are you by any chance not a gamedev cooperativa- but instead a anti-matter death cult?
If the silence is a yes, or not nyet - then, let me clarify that i always hailed the hydrant.
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