CORE T1 Aircraft factory
Moderators: MR.D, Moderators
Re: CORE T1 Aircraft factory
awesome work, congrats
Re: CORE T1 Aircraft factory
Damn I love you Mr D.
Really lookin forward to what you can get out of the t1 aircraft :)
Really lookin forward to what you can get out of the t1 aircraft :)
Re: CORE T1 Aircraft factory
Here is the .s3o model and textures for the Aircraft factory guys.
I have to figure out a good order for the animation first, but I'll get those movement #'s posted up as soon as I can sort it out.
With the construction pad on the runway, I have it setup to object swap for a tiny animation, so it will have to work like the tracks on my vehicle models.
The pad should just loop 1-2-3-1-2-3 so it stays directional.
I have to figure out a good order for the animation first, but I'll get those movement #'s posted up as soon as I can sort it out.
With the construction pad on the runway, I have it setup to object swap for a tiny animation, so it will have to work like the tracks on my vehicle models.
The pad should just loop 1-2-3-1-2-3 so it stays directional.
- Attachments
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- corap_airplant.zip
- (771.92 KiB) Downloaded 24 times
Re: CORE T1 Aircraft factory
hot sex. i really like the look of that radar unit to the right of the tower; looks great!
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Re: CORE T1 Aircraft factory
Still working on the timing and the small details but it should look somewhat like this:
(Updated video below)
BTW - reloading Lua unit scripts is great ; having to use radiants sucks!
(Updated video below)
BTW - reloading Lua unit scripts is great ; having to use radiants sucks!

Last edited by Master-Athmos on 25 Feb 2010, 00:12, edited 1 time in total.
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Re: CORE T1 Aircraft factory
Update...
(New video in later post)
BTW @Mr. D:
I changed the loop to 1-2-3-2-1 because it looked smoother that way...
(New video in later post)
BTW @Mr. D:
I changed the loop to 1-2-3-2-1 because it looked smoother that way...
Last edited by Master-Athmos on 25 Feb 2010, 12:02, edited 1 time in total.
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Re: CORE T1 Aircraft factory
Allright with no complaints I guess this is it then:
(New version in later post)
It's 99% done - someone just needs to write the command that prevents the radar dish and the pad animation from running before the building is finished. I guess we'll get to know once Tobi shows up - I'll update the file when I know what to put there...
(New version in later post)
It's 99% done - someone just needs to write the command that prevents the radar dish and the pad animation from running before the building is finished. I guess we'll get to know once Tobi shows up - I'll update the file when I know what to put there...
Last edited by Master-Athmos on 25 Feb 2010, 12:32, edited 1 time in total.
Re: CORE T1 Aircraft factory
Wow, thats pretty close if you were just working from scratch off the short animation video I had posted earlier.
Some things are a bit off though and you forgot to make the inside connecter unfold, I'll type out the movements I had for the sequence so you can get things to line up a little better.
I was hoping to have this info out before anyone started working on it to avoid you having to do extra work and editing, sorry about this man.
Its an ordered sequence, so you might still have to adjust timings, but this will help so that parts move a bit cleaner and when they're supposed to.
Everything is +/- oriented via upspring, since its all backwards compared to how things move x/y/z in 3dMax where I made the animation movie, you might have to change the +/- values but I'm not sure.
These are raw movement orders, and not added to the already existing positions as I wasn't sure exactly how the script intereprets the movements ect..
1. (bay opens)
move bay -19.25 x-axis
2. (doors open) (chained order)
turn door2 -23 y-axis
/ synchronized
turn door1 -60 y-axis
turn door2 60 y-axis
synchronized /
turn door2 53 y-axis
turn door1 60 y-axis
3. (deploy nano1) (chained order)
turn narm1 -90 x-axis
turn nano1 70 x-axis
turn pow1 -90 z-axis
turn pow2 -90 x-axis
move arm1b -11 x-axis
4. (connect nano1) (synchronized)
turn arm1 -37 x-axis
turn arm1top 56 x-axis
turn arm1bot -68 x-axis
5. (deploy nano2) (chained order)
move plate -9.7 z-axis
turn nano2 42 y-axis
Hopefully this will make things match up a bit easier for you, so the animation is closer to how I had it mapped out.
I also forgot to add in the strobe lights, there should be one on top of the main tower, and maybe 1 centered on the U-shaped block behind the radar dish, its up to you if you want to edit the model to add them in.
Some things are a bit off though and you forgot to make the inside connecter unfold, I'll type out the movements I had for the sequence so you can get things to line up a little better.
I was hoping to have this info out before anyone started working on it to avoid you having to do extra work and editing, sorry about this man.
Its an ordered sequence, so you might still have to adjust timings, but this will help so that parts move a bit cleaner and when they're supposed to.
Everything is +/- oriented via upspring, since its all backwards compared to how things move x/y/z in 3dMax where I made the animation movie, you might have to change the +/- values but I'm not sure.
These are raw movement orders, and not added to the already existing positions as I wasn't sure exactly how the script intereprets the movements ect..
1. (bay opens)
move bay -19.25 x-axis
2. (doors open) (chained order)
turn door2 -23 y-axis
/ synchronized
turn door1 -60 y-axis
turn door2 60 y-axis
synchronized /
turn door2 53 y-axis
turn door1 60 y-axis
3. (deploy nano1) (chained order)
turn narm1 -90 x-axis
turn nano1 70 x-axis
turn pow1 -90 z-axis
turn pow2 -90 x-axis
move arm1b -11 x-axis
4. (connect nano1) (synchronized)
turn arm1 -37 x-axis
turn arm1top 56 x-axis
turn arm1bot -68 x-axis
5. (deploy nano2) (chained order)
move plate -9.7 z-axis
turn nano2 42 y-axis
Hopefully this will make things match up a bit easier for you, so the animation is closer to how I had it mapped out.
I also forgot to add in the strobe lights, there should be one on top of the main tower, and maybe 1 centered on the U-shaped block behind the radar dish, its up to you if you want to edit the model to add them in.
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Re: CORE T1 Aircraft factory
Well I think I've found a good compromise (I e.g. didn't like that the nano which gets the connector is lifted 90┬░ upwards and doesn't face the build pad but just keeps facing horizontal but I guess I found a way to match the animation to it):
(Updated verion in newer post)
Here's the new script (still without fix for too early rotating dish):(Updated verion in newer post)
Last edited by Master-Athmos on 25 Feb 2010, 12:30, edited 1 time in total.
Re: CORE T1 Aircraft factory
Yeah that looks pretty much spot-on now, nice work.
You've even got the resource ports seating into the base and nanopod
, thats pretty cool.
How do the big doors look though, did my sequence #'s help keep it from clipping into the inside of the box like it was?, that was a pain for me even when I was animating it.
You've even got the resource ports seating into the base and nanopod

How do the big doors look though, did my sequence #'s help keep it from clipping into the inside of the box like it was?, that was a pain for me even when I was animating it.
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Re: CORE T1 Aircraft factory
You mean the front doors on the left of the plant? The way I figured them to move pretty much fits:
There is a teeny tiny intersection when the 2nd door passes the plate with the nano on it but that's ok I guess. To prevent that I'd have to turn the first door a bit more which would make it hang over the building's footprint possibly intersecting with something built there...
There is a teeny tiny intersection when the 2nd door passes the plate with the nano on it but that's ok I guess. To prevent that I'd have to turn the first door a bit more which would make it hang over the building's footprint possibly intersecting with something built there...
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Re: CORE T1 Aircraft factory
Ok - thanks to Tobi I got the animation stuff only starting once the building is done working. As long as there are no more complaints I'd consider this final:
(mini issue fixed - see following posts)
(mini issue fixed - see following posts)
Last edited by Master-Athmos on 25 Feb 2010, 18:04, edited 1 time in total.
Re: CORE T1 Aircraft factory
could u make a short video for the animations?
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Re: CORE T1 Aircraft factory
How do you mean that? I did videos and actually also posted them - check my former posts here...
Re: CORE T1 Aircraft factory
sorry my mistake, didnt read ur posts :D
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- Joined: 27 Jun 2009, 01:32
Re: CORE T1 Aircraft factory
Ha - still found something:
Line 205 of the script can be deleted as it names an invalid piecename...
Line 205 of the script can be deleted as it names an invalid piecename...
- Sucky_Lord
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Re: CORE T1 Aircraft factory
Looks real nice, I have a mate who does rendering work, i could see if he would be willing to help you model the spring units. Maybe get him working on kbots or something
Re: CORE T1 Aircraft factory
I really like it
Although the animation could be played a bit faster, otherwise you need to wait ages before you can start building aircraft.

Although the animation could be played a bit faster, otherwise you need to wait ages before you can start building aircraft.
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Re: CORE T1 Aircraft factory
I put it next to an Arm Airlab when testing and it does nearly take as much time to unfold as the Arm version. Maybe a tiny bit longer but nothing of real relevance...