Journeywar - Page 18

Journeywar

PicassoCT's stunning mixture of game design and psychedelia, for your enjoyment!

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KaiserJ
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Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: Journeywar

Post by KaiserJ »

bro split those legs up moar or your soldier will be walking like he has too much starch in his underpants
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Is a tough mod you made knorke, it is selfreparing, about my meddling not carrying.

Code: Select all

unitDef = {

  unitname                      = [[corcom]],
  name                          = [[Cruiser Beacon]],
  description                   = [[Beacon used to call in cruisers. - Build Limit: 2]],
  amphibious                    = false,
  acceleration                  = 0,
  activateWhenBuilt             = false,
  bmcode                        = [[0]],
  brakeRate                     = 0,
  buildCostEnergy               = 1500,
  buildCostMetal                = 1200,
  builder                       = true,

  buildoptions                  = {

	[[bflagship2]],
	[[bbattlecruiser]],
	[[btransportcarrier2]],
	[[bmetalsupplyship]],
	[[benergysupplyship]],
  },



  buildPic                      = [[bbeacon.png]],
  buildTime                     = 120,
  canMove                       = true,
  canPatrol                     = true,
  canstop                       = [[1]],
  canBeAssisted                 = false,
  category                      = [[SINK]],
  collisionVolumeOffsets        = [[0 0 0]],
  collisionVolumeScales         = [[256 64 256]],
  collisionVolumeTest           = 1,
  collisionVolumeType           = [[box]],
  corpse                        = [[DEAD]],
  reclaimable                   = false,

  energyMake                    = 0,
  energyUse                     = 0,
  explodeAs                     = [[LARGE_BUILDING]],
  footprintX                    = 16,
  footprintZ                    = 16,
  idleAutoHeal                  = 0,
  mass                          = 275,
  maxDamage                     = 10000,
  maxSlope                      = 15,
  maxVelocity                   = 0,
  maxWaterDepth                 = 0,
  metalMake                     = 0,
  minCloakDistance              = 150,
  noAutoFire                    = false,
  objectName                    = [[corcom.s3o]],

  seismicSignature              = 4,
  selfDestructAs                = [[LARGE_BUILDING]],
  showNanoSpray                 = false,
  side                          = [[NKG]],
  sightDistance                 = 250,
  smoothAnim                    = true,

	  sounds			= {
	      select = {
		"ct/cruiserengine",
		},
	      ok = {
		"ct/cruiserengine",
		},
  },

  TEDClass                      = [[PLANT]],
  turnRate                      = 0,
  workerTime                    = 1,
  yardMap                       = [[ccccccoooocccccc cccccoccccoccccc ccccoccccccocccc cccoccccccccoccc ccoccccccccccocc coccccccccccccoc occcccccccccccco occcccccccccccco occcccccccccccco occcccccccccccco coccccccccccccoc ccoccccccccccocc cccoccccccccoccc ccccoccccccocccc cccccoccccoccccc ccccccoooocccccc]],
  unitRestricted                = 2,
  script                        = [[bbeacon.lua]],




  featureDefs                   = {

    DEAD  = {
      description      = [[Wreckage - Cruiser Beacon]],
      blocking         = true,
      category         = [[corpses]],
      damage           = 7500,
      energy           = 0,
      featureDead      = [[DEAD2]],
      featurereclamate = [[SMUDGE01]],
      footprintX       = 7,
      footprintZ       = 6,
      height           = [[40]],
      hitdensity       = [[100]],
      metal            = 600,
      object           = [[bgenericwreckage.s3o]],
      reclaimable      = true,
      reclaimTime      = 275,

      seqnamereclamate = [[TREE1RECLAMATE]],
      world            = [[All Worlds]],
    },


    DEAD2 = {
      description      = [[Debris - Cruiser Beacon]],
      blocking         = false,

      category         = [[heaps]],
      damage           = 5000,
      energy           = 0,
      featurereclamate = [[SMUDGE01]],
      footprintX       = 16,
      footprintZ       = 16,
      height           = [[4]],
      hitdensity       = [[100]],
      metal            = 300,
      object           = [[b16x16heap.s3o]],
      reclaimable      = true,
      reclaimTime      = 275,
      seqnamereclamate = [[TREE1RECLAMATE]],
      world            = [[All Worlds]],

    },


  },



}



return lowerkeys({ corcom = unitDef })

INB4: THIS IS INCREDIBLE STUPID. LOL MODNOOB!
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Journeywar

Post by knorke »

that unitdef looks ok..

so now that corcom.s3o, that is not your model is it?
Seeing as corcom=core commander
It is probally taken from some TA mod, did you copy the unittexture that goes with it?

Are you sure the corcom.s3o does even work? Can you open it in Upspring?
It wouldnt be the first mod with broken leftover files ;)
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

It can be opened in UpSpring, and it has the textures assigned to it, i said it should have. I actually tried it with another mod (gundam) now, and phailed again.


@KaiserJ, these are Combine there ballz are kept alive in glasses, far away from there bodys (keeps you loyal, if you know what you fight for: The Right to have a family, after the great Siege has been lifted, and earth has been liberated from the Universal Union by the CentrAIl Confederation) Would you prefer them to walk like genitalia-free Stalkers?
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KaiserJ
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Joined: 08 Sep 2008, 22:59

Re: Journeywar

Post by KaiserJ »

well realistically even were their seeds kept in jars, a much smaller force equipped with useful joints like knees and elbows would be able to squat behind cover and mow down line after line of goose-stepping eunuchs
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

beter much?

Image

Irrelevant point is irrelevant, as long as i dont get them ingame, but knowing KaiserJ will loose some sleep over soldiers with spread legs, here we go.

Now, back to the real problem. Im uploading the Citadell, maybee someone else here has moar ideas how to go on. I meddled with several mods, unarchived them, set a search on them to find everything related to "Name-to-exchanged.s3o" and replaced it. Still, the crashes were the closest i ever came to success.

Im quite stubborn, but after 3 hours of trial and error, well, you ve got to let go.
handsup.7z
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Journeywar

Post by smoth »

where are you putting the texture and model file?
how are you referencing it in the unit file?
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

I put the corcom.s3o into

F:\D\CreativConstructiv\SpringJW\Spring\mods\GUNDAM1.26.sd7\objects3d\

F:\D\CreativConstructiv\SpringJW\Spring\mods\GUNDAM1.26.sd7\objects3d\buildings\

(Shotgun approach!)
Textures are in:

F:\D\CreativConstructiv\SpringJW\Spring\mods\GUNDAM1.26.sd7\unittextures\

Code: Select all

local sideData = {
  [1] = {
    name      = 'Federation',
    startunit = 'corcom',
  },
  [2] = {
    name      = 'ZEON',
    startunit = 'zeoncommyard',
  },
}
return sideData
This is the sidedata.lua

And finally this folder

F:\D\CreativConstructiv\SpringJW\Spring\mods\GUNDAM1.26.sd7\units\federation\

contains: corecom.lua

Code: Select all

-- UNITDEF -- CORCOM--
--------------------------------------------------------------------------------

local unitName = "corcom"

--------------------------------------------------------------------------------

local unitDef = {
  bmcode             = "0",
  buildCostEnergy    = 0,
  buildCostMetal     = 0,
  builder            = true,
  buildTime          = 30,
  canAttack          = true,
  canPatrol          = true,
  canstop            = "1",
  category           = " NOTAIR PITIFUL",
  description        = "",
  downloadable       = "1",
  energyUse          = 0,
  explodeAs          = "BIG_BUILDING",
  firestandorders    = "1",
  footprintX         = 16,
  footprintZ         = 12,
  collisionvolumetype  = "box",
  collisionvolumescales = "250 70 200",
  collisionvolumeoffsets = "0 -13 0",
  iconType           = "fedcon",
  idleAutoHeal       = 50,
  isAirBase          = true,
  maxDamage          = 8000,
  maxSlope           = 30.00,
  maxWaterDepth      = 0,
  minCloakDistance   = 208,
  mobilestandorders  = "1",
  name               = "federation Large airbase",
  objectName         = "corcom.s3o",
  ovradjust          = "1",
  power              = 2,
  reclaimable        = false,
  scale              = "1.5",
  selfDestructAs     = "BIG_BUILDING",
  shootme            = "1",
  showNanoSpray      = false,
  side               = "renpou",
  sightDistance      = 1350.00,
  sortbias           = "0",
  standingfireorder  = "2",
  standingmoveorder  = "1",
  TEDClass           = "PLANT",
  threed             = "1",
  unitname           = "fedairport",
  unitnumber         = "4295",

  workerTime         = 800,
  yardMap            = "cccccccccccccooo cccccccccccccooo cccccccccccccooo cccccccccccccooo cccccccccccccooo cccccccccccccooo cccccccccccccooo cccccccccccccooo cccccccccccccooo cccccccccccccooo cccccccccccccooo cccccccccccccooo",

  buildoptions = {
    "ffan_squad_l0",
	"ffan_squad_l1",
	"ffan_squad_l3",
	"tincod",
	"saberfish",
    "toriares_squad_l0",
	"toriares_squad_l1",
	"toriares_squad_l3",
    "jetb_squad_l0",
    "jetb_squad_l2",
	"dish",
	"don_escargot",	
    "corebooster",
    "gunperry",
  },
  customparams = {
	armortype			= "building",
  	factionname		   = "federation",  
    costmaterials      = "100",
  },
  sounds = {
    canceldestruct     = "cancel2",
    underattack        = "zekewarning2",
    cant = {
      "cantdo4",
    },
    count = {
      "count5",
      "count4",
      "count3",
      "count2",
      "count1",
      "count0",
    },
    ok = {
      "zekepwn",
    },
    select = {
    },
  },
}


--------------------------------------------------------------------------------

return lowerkeys({ [unitName] = unitDef })

--------------------------------------------------------------------------------
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Journeywar

Post by knorke »

it works (as in, does not crash) for me.
but it is invisible, probally no unit radius set.
/e
shows up now with help of the [estimate] buttons in the model tab in upspring

Image

i used spring tanks as base.
all i did was copy corcom.s3o in objects3d\
the 2 .dds in unittextures\
opend corcom.s3o in upsring, set unit radius

opend units\tplegocar.lua and changed
objectName = [[legocar.s3o]],
to
objectName = [[corcom.s3o]],
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Journeywar

Post by smoth »

Code: Select all

  objectName         = "corcom.s3o",
means just in \objects3d\

if you had

Code: Select all

  objectName         = "buildings/corcom.s3o",
\objects3d\buildings\ would make sense

need to set radius and height for all models.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

@knorke: It actually works ? I never expected to live to see that.

@smoth: It still replys that the unitname is not valid.


http://www.youtube.com/watch?v=Ef0BU-6wSts

Journeyman ME Converter, redesigned... i need a tutorial for moar patience
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Wombat
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Joined: 15 Dec 2008, 15:53

Re: Journeywar

Post by Wombat »

btw, u know i can still model fast some creatures if u need.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Journeywar

Post by knorke »

super basic mod with working citadel in .sdd form.
it shows up in spring.exe as "AAA Citadel Mod"
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

great help knorke, thousand thx, driving citadell was driving me mad :)

I owe you one, so if i can be of help later on, cut this Piece of Php and keep it as a coupon :)

Image
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

Spinesnake, the alternative to the average headcrabshell. Generates, if having sucess (not attacked) a enemy unit controlled by you.

Image
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

Image

Artillery, not final, but on its way....
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d-gun
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Joined: 03 Jan 2010, 18:32

Re: Journeywar

Post by d-gun »

i was always curious as to whether or not your units would look good ingame

thanks for the screenshot, seems the answer is yes
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Thx, D-Gun

http://www.youtube.com/watch?v=OVbqERU2C78

Image

Its a constant suprise, which unit becomes hard to texture, and which are simple. I worked on this thing for nearly a week, moving back and forth, discarding old versions (looking mess from a far) or to comic. Im littl envious on Conflict Terra right now. While im polishing shiny units, they can play, and its fun. On the other hand- it looks like i imagined it, which is rare.

Next in production line is the AM-Projector.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
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Re: Journeywar

Post by PicassoCT »

Im doing the Antimatter Projector at the Moment, and cant help to wonder how the effects of such a weapon would look like. Its a portal from a ring accelerator, that transports the stuff at nearly light speed out of pure vacuum, and then it hits the air, right in front of the portal. So it immedeatly meets resistance, the stream braking into smaller particles, heavy radiation ensuses. So its basically a shotgun collission, resulting in energy and radiation, creating a tunnel of heated gases.

Image

Is Antimatter visible to light? Or just its reactions? Is it propelled upwards, by gravity forcing it to interact with atmospheric molecules below?

Feel free to correct my Imagination of this event.
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Blackdutchie
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Re: Journeywar

Post by Blackdutchie »

I think i imagine it more as a wide-angle flamethrower or a directional explosion of some sort. Colour seems right to me.
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