A Mod Idea: Epic 40,0000, Spring Style - Page 6

A Mod Idea: Epic 40,0000, Spring Style

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Benito
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Joined: 15 Aug 2004, 13:17

Post by Benito »

Yeah, the problem is those functions are called so that aiming of both guns occurs in parallel, but only when necessary, and either gun can finish aiming first. I'm trying to work round it...
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Neuralize
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Joined: 17 Aug 2004, 23:15

Post by Neuralize »

Wow, this is looking great, I might have to help.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

mwha, wants more screenshots of ingame, attempts to quench insatiable hunger, cookies.......mwa.....,,....
Benito
Posts: 72
Joined: 15 Aug 2004, 13:17

Post by Benito »

Hmm, well I think I've pretty much solved the problem. It seems the aim function does not properly pass the heading and pitch parameters to the turret aiming functions. I had to store them as static variables to ensure the correct values reach each of the turret functions. Also I added a bit of code to prevent the turret functions being called so often, which was causing problems with them indicating their readyness to fire.

Only thing is, what is the best way to package the units for Spring? So far I've been adding them to the XTA mod zip file, but I don't want to have to distribute this whole file. Is there a similar method for creating an OTA UFO file to contain the unit as an addition to the mod file?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Added to mods section in wiki.

Really guys, you make your mods, then you dont add them to the wiki, and those of you who do, write a small tidbit and dont even post a screenshot.

Maybe the mods page should be linked to in the downlaods page or the top menu, that'd mvoe it along, I'll ahve to update it myself!
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

I've only got two of the units I've made ingame (Leman Russ and Conqueror) but I won't release screenies of those because the texturings gone to hell.

Baically lots of faces on these are not quads so I had to colour fill them in 3do Builder. And 3do uses a different palette to Spring, so what was textured grey in the builder comes out pink ingame...

We're (more like: I am) waiting for the new model format basically

EDIT: I've added a little footnote to the Epic 40K wiki:

http://taspring.clan-sy.com/wiki/Epic_40000

EDIT: Ufos work perfectly fine in Spring Benito, I use those for now.
Benito
Posts: 72
Joined: 15 Aug 2004, 13:17

Post by Benito »

Oooh cool, didn't realise that.

Well, here's a reasonably well working Spring version of the superheavy tanks, fire arcs, multiple turrets, shooting delays and all. Only thing is the aiming isn't fully responsive at the moment. I'm working on a version that corrects its aim more frequently.
Last edited by Benito on 13 Nov 2005, 11:59, edited 1 time in total.
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

Benito : have you tried beam laser tag? They can look good too.

Taken from the wiki :
* You can control the color intensity (how translucent the laser appears) and the width of the laser by using the following tags in the weapon's .TDF file:
o intensity=0.9; // 0.9 is the engine default. A value of about 2 will give a nice looking solid laser.
o thickness=2; // 2 is the engine default. Used to make thinner and thicker lasers.

* Laser can be continous with an appropriate tags in the weapon's .TDF file. The tags are:
o beamlaser=1; //boolean. Must be set to 1 to use this laser type.
o beamtime=x; //how long the beam will fire before stopping and waiting for reloadtime ticks to fire again.
o color=x; //the color of the laser beam. Standard tag for any laser type.
edit : Sorry I didn't saw that the shadowsword had it.

You can make them go trhrough tree too :
* Units can clear down trees and wreckages.
o The pushing strenght of a unit is determined by a tag such as CrushStrength=30;
o The resistance of a feature is determined by its mass calculated by Mass=0.4*Metal+0.1*Health. Save trees which have a mass of 20.
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

I've just done a size comparision between the Baneblade and co and my Leman Russ tanks. The Super Heavies need to be a bit bigger. I'll just fiddle with the scale and that a bit.

Also: http://www.dawnofwargame.com/downloads/ ... 1124051818

Check out the Winter Assualt Movie at the bottom!
Benito
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Joined: 15 Aug 2004, 13:17

Post by Benito »

Oh dear, there was I thinking the Super Heavies were too big if we were going to be having titans too...
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Guessmyname
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Post by Guessmyname »

good point. I'll scale down the tanks instead of the super heavies
Benito
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Joined: 15 Aug 2004, 13:17

Post by Benito »

Speaking of which, I've pretty much finished modelling the smallest of the titans:

Image

Still not 100% sure I got all the proportions right. Then comes the fun part of making it walk. Should be fun with a triple jointed leg...
Last edited by Benito on 13 Nov 2005, 11:59, edited 1 time in total.
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Guessmyname
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Post by Guessmyname »

So long as we can use the anim to make the Sentinels walk!

Also, thats small??!?!??

Hate to think how big the others are going to be...
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

Hum, so I think Titan can easly be compared tothe Krogoth :)
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

The Warhound can be comperabl to the Krogoth, but the Reaver and Warlord simply dwarf most... anythings. Now how can we create a Vortex Missle (proven Titan killer).
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

before you guys go on to make any huge units, i would like to point this out from the wiki:

Spring doesn't seem to have a max size on models - however, the collision models suck at large scale, and 3DOBuilder can only make a groundplate (the selection square, which Gnome believe the collision sphere is based off as well) up to 256x256 TA units in size (for reference, a Stormtrooper is 1x1). Also, other units bump into the large ones easily and move them around (Gnome thinks increasing the metal cost of the large unit will stop this, however). Pathfinding for these large units also sucks.

Soooooo....large units suck at pathfinding. I guess you could make an ultra-mega-super-small MiniSpring....
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

Image
Image compareing a 1x1 plate to a 256x256 plate.

is that enoough range of scale?
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Zoombie
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Post by Zoombie »

All i see is a big white thing. I think the image messed up.
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

there is a single pixel in the center...
raikitsune
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Joined: 09 Aug 2005, 15:41

Post by raikitsune »

:lol: is it wrong that the first thing i saw when i looked was the single pixel?!
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