MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts - Page 2

MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

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Re: MOSAIC - Modular Ordanance ASymmetric Intelligence Conflicts

Post by PicassoCT » 07 Mar 2019, 21:52

Image

inb4 - Pica get modelling, and stop making fancy loadscreens
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Re: MOSAIC - Modular Ordanance ASymmetric Intelligence Conflicts

Post by PicassoCT » 09 Mar 2019, 21:24

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Yeah.. first unit modeled..
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Re: MOSAIC - Modular Ordanance ASymmetric Intelligence Conflicts

Post by PicassoCT » 15 Mar 2019, 20:37

So i learn, that i must have a highly detailed normal map for this kind of shenanigans.. so here is my attempt to create a highres model.
Its basically s16s interlinked, without the self-welding foil, protecting the whole mess.

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Re: MOSAIC - Modular Ordanance ASymmetric Intelligence Conflicts

Post by PicassoCT » 29 Mar 2019, 00:22

So, i think its time for a little update.
I continued to work on this- and as it turns out, this really benefits from one atlas, with all the standardized textures and parts on it.
The automated bake from various programs where useless and had to be discarded.

So its back to hand texturing after backing single components.

On the game itself, i increased the build time for units.

I still have problems with the AI trying to build safehouses everywhere. Any advice on how to prevent the building build command via a table or function would be welcome.

Onwards to glorious victory!
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Re: MOSAIC - Modular Ordanance ASymmetric Intelligence Conflicts

Post by PicassoCT » 29 Mar 2019, 23:39

God..

model all the textures in 3d

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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Post by PicassoCT » 10 Apr 2019, 22:26

Bored in hotel without decent computer - result:
Another apocalyptic Loadscreen

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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Post by PicassoCT » 14 Apr 2019, 20:18

Image

Got my first dae model into it- doesent look much pbr to be honest.

Image

Yep definatly need to check up on that one.
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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Post by PicassoCT » 18 Apr 2019, 23:24

Question time:

I replaced severals units s3os with bought assets as collada files (dae) - and now i cant select those.
Scripts are otherwise not modified.
Anyone any idea why this is the case?

Do Hitboxes affect selecabiliity?

Also how is the
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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Post by PicassoCT » 20 Apr 2019, 09:42

Well- i have a problem:

I have a factory, which is basically housed inside another building - as in transported by.
If i spawn the factory stand alone- it works bug free.
If it is attached- well the game hangs up (like those lua loop bugs) without a error message, on unit completition.
It hangs up on any unit completed.

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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Post by PicassoCT » 22 Apr 2019, 16:07

I will not obsess over detail
I will not possed by detail
I will not turn into a engineer over realism.
Banzai..

So the general idea, to the world of mosaic is interfaces.
And what is more central then a interface for energy.
On the battlefields outside of the citys, the energy is stored in tanks.
Energy can be converted to electrical energy->motion and other forms of kinetic energy, by controlled or uncontrolled explosion.
So you have this neat little container, which contains a energy storage fluid
https://en.wikipedia.org/wiki/Hydrogen_ ... ers_(LOHC) - and ways to connect to other standardized modules. Fuel Cells, Motors.
Its basically the Lego of War.
And standardization makes things incredibbly cheap.
Image

Image
This turret, is all made of standardized components- the only real magic is up where the standardized B2 Browning sits. Cause the Shells she sends, are refuelled with the magic juice from the S16 Containers plus a little Oxidizer.

And this thing has been tested. Everytime its assembled, and a improvement comes up, its gets loaded into a DB.
So here we have it - transportable. Able to get back up, after 3 legs are lost.
Boltable to any vehicle.
Dropable by chute, plane, rocket and drone.
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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Post by PicassoCT » 28 Apr 2019, 21:23

I worked on the F16 all weekend
Image
Image
Image
Image

This is the F35 of explosives. They hydrogen-recomb fuel inside can be used to produce energy- or burned directly- either slow, or with additon of a oxydizer - very fast. Making this little thing:
a) a battery
b) a rocket engine
c) a explosive device
d) a rugged container to build more complex machinery from and with

In addition its programmable and preequipped with the ability to connect
a) to allow fuel transfer
b) to allow data transfer (it can not produce enough electricity with the internal fuelcell to power other devices)
c) allow electric energy transfers through it
d) Other modules can be attached via the ports
e) it has buttons to primitive-program it (timers, impact, resting)

It obviously is not ideal. But its a interface for all thats needed, to build more.
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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Post by PicassoCT » 28 Apr 2019, 22:07

Fascinating little bug i ran into:
I have these factorys, which are loaded as units by the civilian houses

They can produce units- like any normal factory.
Suicide drones- etc - they are all produced fine
But a truck- and the program gets stuck.

I commented everything in the truck script out - and the lua script is no longer stuck.
But as soon as i add the includes - the game gets stuck again.
Anyone encountered similar?

Code: Select all

include "createCorpse.lua"
include "lib_OS.lua"
include "lib_UnitScript.lua"
include "lib_Animation.lua"
include "lib_Build.lua"
include "lib_mosaic.lua"
TablesOfPiecesGroups = {}

LoadOutTypes = getTruckLoadOutTypeTable()


center = piece "center"
attachPoint = piece "attachPoint"
myDefID = Spring.GetUnitDefID(unitID)
boolIsCivilianTruck = (myDefID == UnitDefNames["truck"].id)
local loadOutUnitID 

function showAndTell()
	showAll(unitID)
	teamID =Spring.GetUnitTeam(unitID)
	teamID,_,_,_,sidename =Spring.GetTeamInfo(teamID)
	if not sidename or sidename == "protagon" then
		hideT(TablesOfPiecesGroups["BodyB"])
	else
		hideT(TablesOfPiecesGroups["Body"])
	end

end

function script.Create()

	if boolIsCivilianTruck == false then
		StartThread(loadLoadOutLoop)
	end

    generatepiecesTableAndArrayCode(unitID)
    TablesOfPiecesGroups = getPieceTableByNameGroups(false, true)
	showAndTell()
end

function loadLoadOutLoop()
	Sleep(5000)
	myLoadOutType =  LoadOutTypes[myDefID]
	explosiveDefID = UnitDefNames["ground_turret_ssied"].id
	
	loadOutUnitID= createUnitAtUnit( myTeam, myLoadOutType, unitID, 0, 10, 0)
	Spring.SetUnitNoSelect(loadOutUnitID, true)
	Spring.UnitAttach(unitID, loadOutUnitID, attachPoint)
	
	while myLoadOutType ~= explosiveDefID  do			
	Sleep(100)
	
		if doesUnitExistAlive(loadOutUnitID) == false then
			myTeam = Spring.GetUnitTeam(unitID)

			loadOutUnitID= createUnitAtUnit( myTeam, myLoadOutType, unitID, 0, 10, 0)
			Spring.SetUnitNoSelect(loadOutUnitID, true)
			Spring.UnitAttach(unitID, loadOutUnitID, attachPoint)
		else
			transferOrders(unitID, loadOutUnitID)
		end

	end

end
function script.HitByWeapon(x, z, weaponDefID, damage)
end
function script.Killed(recentDamage, _)
	if doesUnitExistAlive(loadOutUnitID) then Spring.DestroyUnit(loadOutUnitID,true,true) end

    createCorpseCUnitGeneric(recentDamage)
    return 1
end

function script.TransportPickup ( passengerID ) 
	if boolIsCivilianTruck then
		if count(Spring.GetUnitIsTransporting(passengerID)) ~= 0 then return end 
		Spring.UnitAttach(unitID, passengerID, attachPoint)
	else
		Spring.UnitAttach(unitID, passengerID, attachPoint)
	end
end

function script.TransportDrop ( passengerID, x, y, z ) 
	if boolIsCivilianTruck == true then
		Spring.UnitDetach(passengerID)
	else
		if passengerID ~= loadOutUnitID then
			Spring.UnitDetach(passengerID)	
		end
	end
end

function script.StartMoving()
end

function script.StopMoving()
end

function script.Activate()

    return 1
end

function script.Deactivate()

    return 0
end

function script.QueryBuildInfo()
    return center
end

Spring.SetUnitNanoPieces(unitID, { center })

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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Post by PicassoCT » 05 May 2019, 15:55

So - i had some ideas of how a anti-tank drone looks like. Basically its a flying javellin, constructed from mosaic parts - with 4 attched camera-mini-drones. Worth = 175$ - enough to take out most fortified installations.

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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Post by PicassoCT » 31 May 2019, 00:08

Tank hunter and tank in one screen

Image

Of course - beeing cheap and deadly, drones make tanks redundant. They exist only to drive this point home.
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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Post by PicassoCT » 31 May 2019, 15:46

So, i was designing away on the airborne drones that will haunt the world of mosaic- and here is a fueltank study of the barret_hawk, a sniper drone.
Image

Alot of Explosives lego go into this one. Also new components appearing - wheels are needed at the end of the fins, for it to start and land.

All in all, its incredibbly easy to glue this stuff together with standard components- and put that automated process into a container.
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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Post by PicassoCT » 31 May 2019, 23:25

Modeled the Electric Motors:
Image
Image
Image
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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Post by PicassoCT » 01 Jun 2019, 19:49

DroneWing made from FuelContainers and Emotors
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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Post by PicassoCT » 05 Jun 2019, 23:49

RAI sprinkling the city with anit-satellite defense (for whatever reason).
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Also drone swarm
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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Post by PicassoCT » 15 Jun 2019, 16:48

3 months for a sentry.. this is not efficient Image
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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Post by PicassoCT » 16 Jun 2019, 13:06

Madness is when you built a robot- from what is essentially fueltanks, which essentially double use as handgrenades... And it could in theory work..

Also this beeing lego in nature, allows for alot of details.. while re-using a atlas.
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