Recruiting: AeroAssault - Page 3

Recruiting: AeroAssault

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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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Recruiting: AeroAssault

Post by MidKnight »

whatever happened to rithix?
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Squall815
Posts: 9
Joined: 23 Jan 2009, 16:26

Re: Recruiting: AeroAssault

Post by Squall815 »

thanks for the advises

I increase the size of the belly guns and actually it looks better. I keep the other guns because I want to see how it works in game and I can change them later. The unit is suppose be pretty big I think

Image

The belly pipe in the version b is suppose to be a gun use when the ship turn in "super weapon" mode but you right it doesn't look pretty good with the rest of the shape. But I want keep the idea that the ship can turn in a super fire mode and the big gun has to be below the ship if we want to had landing pad or some other stuff.
Here is an explanation.
Image

I think I will continue with these two version now I made some modification later if need be. (it's still a lot of works with UV map and textures) (and bos, fbi, weapon, explosion, ....)

I hope rithix is not dead.
RithiX
Posts: 13
Joined: 20 Jan 2009, 02:45

Re: Recruiting: AeroAssault

Post by RithiX »

Woah sorry guys I was getting an Xbox game finished for a comp - yay I won $200. =D

Anyway wow! I love that model.

*off topic* Does anybody have the heightmap for DSD? Pleaaasseeee I need it. */off topic*
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MidKnight
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Joined: 10 Sep 2008, 03:11

Re: Recruiting: AeroAssault

Post by MidKnight »

any progress on the game? :P

in response to your off-topic, lots of programs can extract it, i'll see if i could get it for you.

EDIT:
Image
courtesy of Planet Wars :wink:
click on the image for full size.

@squall: try making the guns bigger, and more of a part of the model. I really liked how the death-ray-beam was integrated into the model, rather than just looking pasted-on. Also, You've got to think of how the weapons are supposed to fire. Can it rotate, or does the entire ship have to rotate with it? can it fire at units above/below it? where does the weapon come out of? how is it produced? etc.

Also, don't be afraid to use extusions, etc to give it a more definite shape. :-)

The landing pad could use some refinement, too.

Other than that, nice job! :P
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Squall815
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Joined: 23 Jan 2009, 16:26

Re: Recruiting: AeroAssault

Post by Squall815 »

Thanks for your comments, it's nice to have feedback.

Ok I will think to make the guns bigger (I don't have idea how to integrate them if them yet).
This week end I made the UVmap and start a texture but as I suck with texture so I just made a basic one now.
I also start to import the ship in spring and work on its comportment.
(how the ship move, guns animation, smoke from engines...) And now it's a huge mess. I understand why you say to make the guns bigger and use less guns :P .

I need some time to understand some tag I've never use and I never make such complex unit.

The 4 small guns are suppose to shot on fighter and the guns below are suppose to shot on ground unit. The guns on the wing (perhaps they can replace by shield depending the upgrade) can fire both on air and ground (I plan to use a main direction with an angle to avoid collision). I also want to add missiles behind the ship.
More the ship is suppose to stay horizontal all the time except when it turn in "death beam mode", in this case it have to rotate to lock the target (death beam shot have to be build like nuke).

I also work on a radar system so it can be add like the landing pad to increase the los and the radar range.

Now the size of the ship is 5 spring case width (it's the width of green square witch appear when you select the unit)

By the way I think about "Damoclès" for it's name (because your are in danger when it close to you :roll: )
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Hoi
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Re: Recruiting: AeroAssault

Post by Hoi »

Midknight: that isn't full size I think:wink:
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MidKnight
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Re: Recruiting: AeroAssault

Post by MidKnight »

err, do you know where i can find better? :P
this is a 1280x640 image...
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Hoi
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Joined: 13 May 2008, 16:51

Re: Recruiting: AeroAssault

Post by Hoi »

nah I was confused with the texture map, which is hmap size-1*8, I think that one will generate a hightmap exactly the same as the current dsd.
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Squall815
Posts: 9
Joined: 23 Jan 2009, 16:26

Re: Recruiting: AeroAssault

Post by Squall815 »

Hello guys here some news from my space ship

Image
Image

Don't worry I know that textures are ugly. I 'm still working on cob, weapons and CEG but I stuck with the "death beam" mode. I use the function Activated() and Deactivated() to change the shape off the ship and activate the death beam (so when the ship is off it can fire with death beam and when it's off it can fire with regular weapon )


My problem is the ship change it's status when it's moving or stop moving. It's seem that the function Activated() is also call when the ship start moving.

Here is some part of my code :

Code: Select all

GunOn()

{
	etat10 = 0;
	etat11 = 0;
	turn t3_hull_b1 to y-axis <0> speed <100>;
	turn t3_barrel_b1 to x-axis <0> speed <100>;
	turn t3_hull_a1 to y-axis <0> speed <100>;
	turn t3_turret_a1 to x-axis <0> speed <100>;
	wait-for-turn t3_hull_b1 around y-axis;
	wait-for-turn t3_hull_a1 around y-axis;
	wait-for-turn t3_barrel_b1 around x-axis;
	wait-for-turn t3_turret_a1 around x-axis;
	move t3_hull_a1 to y-axis ([10.1]/COEFFBLENDER) speed [20];
	wait-for-move t3_hull_a1 along y-axis;
	turn arm_d to z-axis <-40> speed <40>;
	turn arm_g to z-axis <40> speed <40>;
	turn reflector_d to z-axis <80> speed <40>;
	turn reflector_g to z-axis <-80> speed <40>;
	wait-for-turn arm_d around z-axis;
	wait-for-turn arm_g around z-axis;
	wait-for-turn reflector_d around z-axis;
	wait-for-turn reflector_d around z-axis;
	etat12 = 1;
	set ACTIVATION to 0;
}



GunOff()
{
	etat12 = 0;
	turn arm_d to z-axis <0> speed <40>;
	turn arm_g to z-axis <0> speed <40>;
	turn reflector_d to z-axis <0> speed <40>;
	turn reflector_g to z-axis <0> speed <40>;
	wait-for-turn arm_d around z-axis;
	wait-for-turn arm_g around z-axis;
	wait-for-turn reflector_d around z-axis;
	wait-for-turn reflector_d around z-axis;
	move t3_hull_a1 to y-axis [0] speed [20];
	wait-for-move t3_hull_a1 along y-axis;
	etat10 = 1;
	etat11 = 1;
	set ACTIVATION to 1;
}


Activate()
{
	start-script GunOff();
}



Deactivate()
{
	start-script GunOn();
}
I try many thing but I still have the same result : the ship turn on when it's start moving or stop (I change it's status after it's start moving). I also try some thing like this

Code: Select all

Activate()
{
	signal SIG_ACTIVATE;
	set-signal-mask SIG_ACTIVATE;
	sleep 1000;
	if((get 1)==1)
	{
	start-script GunOff();
	}
}

Deactivate()
{
	signal SIG_DEACTIVATE;
	set-signal-mask SIG_DEACTIVATE;
	sleep 1000;
	if((get 1)==0)
	{
	start-script GunOn();
	}
}
It's works better but not all the time. And some time there is one random ship which works how I want it's really strange.

I use etat10,11,12 to activate or deactivate weapons (by the way it's seem that we can't deactivate a weapon which has turret=0)


By the way any body knows if it's possible to reload .tdf files (like cob file with /reloadcob)
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