My first bomber

My first bomber

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Crampman
Posts: 117
Joined: 22 Dec 2005, 12:17

My first bomber

Post by Crampman »

Hello guys !

I tried to made a heavy-armored bomber, and I do that :

In Rhino :
Image

After texturing :
Image

It is not finished, because I'vo got problems with the turrets : I cant make them usable...I check my script, my weapon tdf...They just dont't fire.
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Mars Keeper
Posts: 240
Joined: 25 Jan 2005, 21:00

Post by Mars Keeper »

I kinda liked the look of it. It reminds me of WW2 style bombers but in a TA style.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

Thats a really nice copyish of the Marauder Bomber from WH40k. except for the turret placement not bad
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Neat, and cool and cool and neat!
Crampman
Posts: 117
Joined: 22 Dec 2005, 12:17

Post by Crampman »

Yeah, I liked the marauder look...(Si I named it 'Marauder'...)
Exepted the turret placement, wich was not very appropriate in TA...Bun they can't fire :(

also, I made a 'custom damage smoke' : when damaged, the aircraft's engines emit smoke. When the damage level increase, the number of engines smoking increase too : first 1, then 2,3 and 4.

This marauder is seriously damaged...
Image
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

is that a s3o?

Looks nice!
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Mars Keeper
Posts: 240
Joined: 25 Jan 2005, 21:00

Post by Mars Keeper »

Can we see it attack something?
Crampman
Posts: 117
Joined: 22 Dec 2005, 12:17

Post by Crampman »

No, it is an old 3DO...

@ Mars Keeper
Well, due to I can't get this ****** turrets working, it can just drop bombs...Not very intresting...

Damn, why can't they shoot ><
This is not my first script (I've done lots of units...), but I can't understand...

My script (Only the fisrt turret shooting script)

Code: Select all

Fire2()
	{
	fire1 = !fire1;
	if (fire1==0)
		{
		show flare11;
		sleep 150;
		hide flare11;
		return( 0 );
		}

	if (fire1==1)
		{
		show flare12;
		sleep 150;
		hide flare12;
		return( 0 );
		}
	}
Aim2(heading,pitch)
	{
		signal SIG_NUM1;
		set-signal-mask SIG_NUM1;
		turn turret1 to y-axis heading speed <400>;
		turn turret1 to x-axis (0-pitch) speed <400>;
		wait-for-turn turret1 around y-axis;
		wait-for-turn turret1 around x-axis;
		START-SCRIPT RestoreAfterDelay();
		RETURN ( TRUE );
	}

Query2(piecenum)
	{
	if (fire1==0)
		{
		piecenum=flare11;
		}
	if (fire1==1)
		{
		piecenum=flare12;
		}
	}

AimFrom2(piecenum)
	{
	piecenum=turret1;
	}
Also, when using the FPS mode, I can see only 'Aiming' (The weapon is not 'to air', for testing...)
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Vassago
Posts: 77
Joined: 25 Jun 2006, 00:03

Post by Vassago »

Reminds me of the new Warhawk from the upcoming PS3 game :)

Image



Nice work. :)
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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Post by yuritch »

Crampman wrote:

Code: Select all

Aim2(heading,pitch)
	{
		signal SIG_NUM1;
		set-signal-mask SIG_NUM1;
		turn turret1 to y-axis heading speed <400>;
		turn turret1 to x-axis (0-pitch) speed <400>;
		wait-for-turn turret1 around y-axis;
		wait-for-turn turret1 around x-axis;
		START-SCRIPT RestoreAfterDelay();
		RETURN ( TRUE );
	}
Are you sure it's Aim2 and not AimWeapon2? And the same for Query2, AimFrom2 and Fire2. At least the Spring changelog entry says so:
Spring changelog.txt wrote:-Spring can now use up to 16 weapons, use Weapon<1-16> and BadTargetCategory<1-16> in fbi file and QueryWeapon<1-16> AimWeapon<1-16> AimFromWeapon<1-16> FireWeapon<1-16> functions in scripts. Primary,secondary etc is aliased to weapon 1-3 but try not to mix old and new names in the same unit.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Very nice modeling. Still, I can't help but wish it was s3o :?
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clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Post by clericvash »

It is very nice, but what will you do with it eh? :P
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

When you get it working maybe then we can help you make it an S3O, for now it looks teh awsome enough...
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Nice model, but like they said, it's begging for s3o...
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

no a bad 3d0. There is an epic mod that may be able to use you... prods j5mello and guessmyname.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

yeah we could use that for the mod but since thats in cold storage (and its forums on TAU in the boneyards soon) doubt it. Also i moddled a Marauder way back when the mod was in "active development." GMN released his models to the public (and i took em obviously) and im willing to release my aircraft as well but meh.

Also did we get an affirmative about Aim2 etc?
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

It's <whatever>Weapon2 etc

AimWeapon2
AimFromWeapon2
QueryWeapon2
FireWeapon2

This is like, ancient news...
Crampman
Posts: 117
Joined: 22 Dec 2005, 12:17

Post by Crampman »

Ok, I'll correct my script.

Thanks !

EDIT:

It's OK, I will finih it, and, if the mod ant it, I'll give it !
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