Silencer Remake: 4th release - Page 2

Silencer Remake: 4th release

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Zenka
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Joined: 05 Oct 2005, 15:29

Post by Zenka »

Oeh, very thought out, and illustrated even. Thanks for your care and interest.
Shame it would be pritty hard to realize. It's a very complex movement, b ut I'll see what I can do.
My guess is that I won't have a world of time comming week, but everyone who is making stuff for any project is saying that ;)
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

My suggestions:

1. Any part of the building that extends beneath the base should be removed or raised to the base's height, or slightly higher. Why? Because Spring will draw the ground right through the model, is why. The underground "tube" is neat, but it won't work correctly in Spring. Instead, use a texture that suggests a hole (fading gray to black, or whatever)and have the nuke rise out. OK, if somebody looks right down it when it opens, that'll look lame, but there's no other way around this, if you're trying to duplicate something from the movie that just doesn't work that way in Spring (for that matter, in the movie I sincerely doubt that they modeled it "underground" either.

2. As for the doors... I'd suggest flipping the lid upwards, or, if you're going to do the "iris effect", you should make it start its motion with a high acceleration... then just hide it and play a sound effect- a metallic "zip" noise of some kind. That way, you don't have to get uber-fancy on the animation, and it still looks and feels convincing. Both approaches are easy and would look good.
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Zenka
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Post by Zenka »

Surprise! I had been busy with school for some time.
But now I'm into the UV mapping of the model.
And since I never done anything like that before, it was mind breaking work.

I started with a simple cube, following a tutorial I found: http://www.highend3d.com/maya/tutorials ... g/248.html (Maya only)
ImageYes, It's the cube. the eighth I made since. The first was 3do and worked. 2-7 were s3o and never showed up correctly in spring.
This one followed the rest. I'm getiing hopeless ever getting a s3o to work in Spring.

Well, I UVed the silencer. Made very quick a flugly texture for it.
Image
Image
Actually, It doesn't look better then the untextured model.
So the next thing I'm gonna do is making a decent texture for it. Oh dear.
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BvDorp
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Post by BvDorp »

Looks awesome! Keep up the good work :)

Any ideas about the texture yet? And what are you going to do with the base? Solid color, or some texturing perhaps?
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

Looks already pretty decent tbh
Chocapic
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Post by Chocapic »

looks really great! :-)
id like to see that in a mod now :-)
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Zenka
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Post by Zenka »

haha, you'll hvae to wait untill it is finished.
Afther I textured it. I need to script it (which I have never done before as well) And then I need to get a s3o working in spring.
Since I actually gave up on that, maybe someone else can take a look at that.
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Zenka
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Post by Zenka »

Update, about time hà?
I've finishied the base. All mouse drawn textured ^.^'
Image

And with Noize's help I was able to produce my cube in spring.
Image
Still buggy, but it's getting somewhere.

[EDIT]
Well, the model is finished.
Image

[EDIT]
Tested it is Spring 0.70b1. Lovely, the black lines are gone!
Image
K, now to script it and all
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Zenka
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Post by Zenka »

Ok, getting stuck now.
I have no idea how to script. Any attempts were getting me nowere.
Can't even get the left door to move, or the entire unit to do anything at all.

To work from an existing script getting be stuck as well, can't get the original CORSILO.bos (decompiled from the cob from XTAPE) to compile since I miss "..\anim3d\corsilo\activatescr.bos" and "..\anim3d\corsilo\deactivatescr.bos".

For the rest. The unit is more or less completed.
Some minor bugs, I will hunt down and defeat.
And the buildingpic is to be replaced ofcourse.

http://lassie.student.utwente.nl/vliet/ ... _v1.0A.rar
(containing the s3o, texture, fbi, empty script and CORSILO.bos/.cob)

Can someone take a look at the scripting of this unit?
Thx in advance.
Chocapic
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Post by Chocapic »

its looking good zenka :-)
were those the original colors ?
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Cyberwal
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Post by Cyberwal »

I just wanted to say that I love this model. It's awesome!
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Zenka
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Post by Zenka »

@ Chocapic: Depends. The model currently in use by XTA/AA is the same as OTA, AFAIK. However, in OTA's intro the silencer comes out white with the inner tube grey (shown in the first post of this thread). I tried to follow that version, since it's high detail ans simply looks shiny.

It came out more grey, becouse I didn't want it to be plain white. But covered with various sizes of metal patches. This becomes somewhat ugly if you turn down the texture size. the original size of the texture was a rounded 4025*3918. the one used in spring is 776*756. And it still shocks when it loads the texture (when first time placed).

@ both: Thx. ^.^
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Neuralize
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Post by Neuralize »

What did Noize have you do that fixed your s3o? Mine currently are not showing up at all. :/
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Needs collision sphere!
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Zenka
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Post by Zenka »

^ indeed.
When your model is loaded in Upspring, go to the model tab and hit the two estimate buttons. Also get something in the model height box. This effects the building process, or makes that there even is one.
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NOiZE
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Post by NOiZE »

Well i played a bit with the script. It does fire the nuke now, but the doors don't open and stuff like that :-)

Code: Select all

// Core Silencer Remake

#include "sfxtype.h"
#include "exptype.h"

piece Base, Tube, Tower, Nuke, Hoses, DoorL, DoorR;

static-var  gun_1, restore_delay, statechg_DesiredState, statechg_StateChanging;

#define SIG_AIM		2
activatescr()
{
	if( TRUE )
	{
		move DoorL to x-axis [0.000000] now;
		move DoorL to x-axis [8.000000] speed [7.000000];
		move DoorR to x-axis [0.000000] now;
		move DoorR to x-axis [-8.000000] speed [7.000000];
		move Tube to y-axis [0.000000] now;
		move Nuke to x-axis [-0.100000] now;
		move Nuke to y-axis [0.000000] now;
		move Nuke to z-axis [0.100000] now;
		sleep 941;
	}
	if( TRUE )
	{
		move Tube to y-axis [6.500000] speed [10.000000];
		sleep 802;
	}
	if( TRUE )
	{
		move Tower to y-axis [27.200000] speed [18.200000];
		sleep 1591;
	}
	sleep 28;
}

deactivatescr()
{
	if( TRUE )
	{
		move DoorL to x-axis [8.000000] now;
		move DoorR to x-axis [-8.000000] now;
		move Tube to y-axis [6.500000] now;
		move Tower to y-axis [27.200000] now;
		move Tower to y-axis [0.000000] speed [16.400000];
		move Nuke to x-axis [-0.100000] now;
		move Nuke to y-axis [0.000000] now;
		move Nuke to z-axis [0.100000] now;
		sleep 1746;
	}
	if( TRUE )
	{
		move Tube to y-axis [0.000000] speed [6.400000];
		sleep 836;
	}
	if( TRUE )
	{
		move DoorL to x-axis [0.000000] speed [7.800000];
		move DoorR to x-axis [0.000000] speed [7.800000];
		sleep 576;
	}
	sleep 49;
}
SmokeUnit(healthpercent, sleeptime, smoketype)
{
	while( get BUILD_PERCENT_LEFT )
	{
		sleep 400;
	}
	while( TRUE )
	{
		healthpercent = get HEALTH;
		if( healthpercent < 66 )
		{
			smoketype = 256 | 2;
			if( Rand( 1, 66 ) < healthpercent )
			{
				smoketype = 256 | 1;
			}
			emit-sfx smoketype from base;
		}
		sleeptime = healthpercent * 50;
		if( sleeptime < 200 )
		{
			sleeptime = 200;
		}
		sleep sleeptime;
	}
}
Go()
{
	show Nuke;
	call-script activatescr();
	gun_1 = Nuke;
}
Stop()
{
	gun_1 = base;
	sleep 4000;
	call-script deactivatescr();
}
InitState()
{
	statechg_DesiredState = TRUE;
	statechg_StateChanging = FALSE;
}
RequestState(requestedstate, currentstate)
{
	if( statechg_StateChanging )
	{
		statechg_DesiredState = requestedstate;
		return (0);
	}
	statechg_StateChanging = TRUE;
	currentstate = statechg_DesiredState;
	statechg_DesiredState = requestedstate;
	while( statechg_DesiredState != currentstate )
	{
		if( statechg_DesiredState == 0 )
		{
			call-script Go();
			currentstate = 0;
		}
		if( statechg_DesiredState == 1 )
		{
			call-script Stop();
			currentstate = 1;
		}
	}
	statechg_StateChanging = FALSE;
}
Create()
{
	call-script InitState();
	restore_delay = 3000;
	start-script SmokeUnit();
}
Activate()
{
	dont-cache Tube;
	dont-cache DoorL;
	dont-cache DoorR;
	dont-cache Tower;
	dont-cache Nuke;
	start-script RequestState(0);
}

Deactivate()
{
	start-script RequestState(1);
	cache Tube;
	cache DoorL;
	cache DoorR;
	cache Tower;
	cache Nuke;
}

SetMaxReloadTime(Func_Var_1)
{
	restore_delay = Func_Var_1 * 2;
}

RestoreAfterDelay()
{
	sleep restore_delay;
	set-signal-mask 0;
	start-script RequestState(1);
}

AimPrimary(heading, pitch)
{
	start-script RequestState(0);
	signal SIG_AIM;
	set-signal-mask SIG_AIM;
	while( !gun_1 )
	{
		sleep 250;
	}
	start-script RestoreAfterDelay();
	return (1);
}

FirePrimary()
{
	hide Nuke;
	gun_1 = base;
	start-script RequestState(1);
}

QueryPrimary(piecenum)
{
	piecenum = Nuke;
}

SweetSpot(piecenum)
{
	piecenum = base;
}

Killed(severity, corpsetype)
{
	if( severity <= 25 )
	{
		corpsetype = 1;
		explode base type BITMAPONLY | BITMAP1;
		explode Tube type BITMAPONLY | BITMAP2;
		explode DoorL type BITMAPONLY | BITMAP3;
		explode DoorR type BITMAPONLY | BITMAP4;
		explode Tower type BITMAPONLY | BITMAP1;
		explode Nuke type BITMAPONLY | BITMAP2;
		return (0);
	}
	if( severity <= 50 )
	{
		corpsetype = 2;
		explode base type BITMAPONLY | BITMAP1;
		explode Tube type SHATTER | BITMAP2;
		explode DoorL type FALL | BITMAP3;
		explode DoorR type FALL | BITMAP4;
		explode Tower type BITMAPONLY | BITMAP1;
		explode Nuke type BITMAPONLY | BITMAP2;
		return (0);
	}
	if( severity <= 99 )
	{
		corpsetype = 3;
		explode base type BITMAPONLY | BITMAP1;
		explode Tube type SHATTER | BITMAP2;
		explode DoorL type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
		explode DoorR type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
		explode Tower type BITMAPONLY | BITMAP1;
		explode Nuke type BITMAPONLY | BITMAP2;
		return (0);
	}
	corpsetype = 3;
	explode base type BITMAPONLY | BITMAP1;
	explode Tube type SHATTER | EXPLODE_ON_HIT | BITMAP2;
	explode DoorL type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
	explode DoorR type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
	explode Tower type BITMAPONLY | BITMAP1;
	explode Nuke type BITMAPONLY | BITMAP2;
}

So i hope someone with more skill can continue from here :-)
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

Uploaded a fully functional version to FU.
http://www.fileuniverse.com/?p=showitem&ID=2558
Be sure to read the comment. Key issue: capitol letters on piece names in the s3o, it doesn't like them. Oh, and thank NOiZE for figuring that out.
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

You truely are an Archangel!

There are some small things in the animation, but I'll be able to fix them
(Mostly, becouse I'm the only person who know exactly how the animation should go :wink: )

Soon this model will be complete (some small things I wan't to change in the texture). Only the weird placement-texture bug remains. I will work hard to fix it.

You have my deepest thanks and so does Noize!
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BvDorp
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Post by BvDorp »

Nice! will this silencer be used in any mod?
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

im sure it will be in pimped. and if its not in AA caydr is going to get a whopping ^^
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