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Posted: 04 Mar 2006, 02:30
by SinbadEV
sheekel... redownload the file, v3 now... and the script...

Posted: 04 Mar 2006, 19:57
by Sheekel
double post...

:oops:

Posted: 04 Mar 2006, 19:59
by Sheekel
Im finishing up the Lego Man model, its looking pretty good. Im not quite sure how to do the arms though.

Does anyone know how to get a polygon count in Rhinoceros?

Pics:

Image

Posted: 05 Mar 2006, 00:46
by TA 3D
Take a look at the one I made a while back. That should give you an idea of how to do it.

Posted: 05 Mar 2006, 01:03
by SinbadEV
Just for the sake of saying stuff... that MiniFig is teh awsomes... maybe this site could give us some ideas http://www.brikwars.com/index.html

Posted: 05 Mar 2006, 01:20
by Sheekel
Ive completed the lego man, but im not too happy with the arms. Ive been working on it 4+ hours and i think it should do for now.

748 Faces...most of which are in arms...Do you think thats too many, considering this is an infantry man and infantry will be common on the battlefield...sometimes produced in hundreds?

Does someone want to take a stab at a walk script for it? I cant script for my life

Image

Posted: 05 Mar 2006, 02:09
by SinbadEV
your right about the arms being wrong... but otherwise it looks great for what it is... that's an awful lot of faces/tris... but for the rest of the units we are going to probably have very siple geometry (like the tanks) so it should balance out right? I'm not sure where you found room for that many faces in a minifig however... :P

Posted: 05 Mar 2006, 02:40
by Chocapic
it looks like a perfect lego man to me, id like to see it textured now

Posted: 05 Mar 2006, 02:42
by SinbadEV
hey I've been looking at legos at the Brik Wars site and I think I figured out why the arms look wrong...

the problem is that he's modeling the shoulders into the arms... the shoulders are part of the core body piece, so you only need 1 joind in the arms...

Posted: 05 Mar 2006, 02:58
by Sheekel
Yeah, you're right. Ill work on it, though i messed around with the arms for quite some time...thats about as good as i can make them

This is the first "real" model ive had to make, its quite challenging!

Posted: 06 Mar 2006, 01:37
by Sheekel
New version:

Image

Posted: 06 Mar 2006, 05:30
by SinbadEV

Posted: 06 Mar 2006, 22:34
by Sheekel
Well, i slightly altered the Zipper walkscript for my Minifig. Its not permenant, but its the funniest thing ive ever seen. It runs like a goon.

Check out the death-defying head bob:

http://fileuniverse.com/?p=showitem&ID=2560

Please note that that texture job is not complete whatsoever. Ill texture it properly later today

Posted: 06 Mar 2006, 22:59
by Sheekel
New version, retextured/scripted. Its still looks a bit funny though. Explosions this time!

Here is a video:

http://fileuniverse.com/?p=showitem&ID=2562

Posted: 08 Mar 2006, 01:44
by Sheekel
Can anyone model a Infantry Factory? I cant seem to make one that looks decent.

what about a commander? I think a MiNIfig that is specially textured or carries a flag or something would be cool...

or the hand...and the hand runs around like the "thing" from the adams family (that severed hand that grabbed people and stuff)

Posted: 08 Mar 2006, 23:28
by Sheekel
I made a commander (basically a retextured minifig), but i cant get it to build anything. It starts constrution, but then the unit just sits there at 0% and no nano comes out of the commander's nano-gun. I think it might be the script:

piece base, torso, Lleg, Rleg, Head, Larm, lhand, Rarm, rhand, gun, fp1, nanospray;
static-var bMoving, bAiming, Static_Var_3, Static_Var_4;
static-var restore_delay;
#define SMOKEPIECE1 base
#define SIG_MOVE 64
#include "exptype.h"
#define SIG_AIM 2
StartMoving()
{
signal SIG_MOVE;
set-signal-mask SIG_MOVE;
while(1)
{
turn base to y-axis <0> speed <200>;
wait-for-turn base around y-axis;
turn LLeg to x-axis <45> speed <200>;
turn RLeg to x-axis <-45> speed <200>;
turn Larm to x-axis <-45> speed <200>;
turn Rarm to x-axis <45> speed <200>;
wait-for-turn Lleg around x-axis;
turn LLeg to x-axis <-45> speed <200>;
turn RLeg to x-axis <45> speed <200>;
turn Larm to x-axis <45> speed <200>;
turn Rarm to x-axis <-45> speed <200>;
wait-for-turn LLeg around x-axis;
}
}

StopMoving()
{
signal SIG_MOVE;
turn LLeg to x-axis <0> speed <200>;
turn RLeg to x-axis <0> speed <200>;
turn Larm to x-axis <0> speed <200>;
turn Rarm to x-axis <0> speed <200>;
}


Create()
{
restore_delay = 2500;
}

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

RestoreAfterDelay()
{
sleep restore_delay;
// Add code to reset turret(s) to normal position
return 0;
}

SweetSpot (piecenum)
{
piecenum = base;
}

QueryPrimary (piecenum)
{
piecenum = fp1;
}
QueryNanoPiece(piecenum)
{
piecenum = nanospray;
}

StartBuilding(Func_Var_1, Func_Var_2)
{
bAiming = TRUE;
while( !Static_Var_3 )
{
sleep 100;
}
turn torso to y-axis Func_Var_1 speed <300.071429>;
turn rarm to x-axis <0.000000> - Func_Var_2 - <30.005495> speed <45.010989>;
wait-for-turn torso around y-axis;
wait-for-turn rarm around x-axis;
set INBUILDSTANCE to 1;
}

TargetCleared(Func_Var_1)
{
signal SIG_AIM;
set-signal-mask SIG_AIM;

}

StopBuilding()
{
set INBUILDSTANCE to 0;
signal SIG_AIM;
set-signal-mask SIG_AIM;

}

AimFromPrimary (piecenum)
{
piecenum = larm;
}

AimPrimary(heading, pitch)
{
signal SIG_AIM;
set-signal-mask SIG_AIM;
turn base to y-axis heading speed <150>;

wait-for-turn base around y-axis;
wait-for-turn larm around x-axis;
start-script RestoreAfterDelay();
return(TRUE);
}

FirePrimary()
{
turn larm to x-axis <-60.010989> now;
sleep 400;
turn larm to x-axis <-50> speed <500>;
sleep 150;
return(0);
}

Killed(severity, corpsetype)
{
if (severity <= 25)
{
corpsetype = 1;
explode base type FALL | BITMAP2;
explode torso type FALL | BITMAP2;
explode Lleg type FALL | BITMAP2;
explode Rleg type FALL | BITMAP2;
explode Head type FALL | BITMAP2;
explode Larm type FALL | BITMAP2;
explode lhand type FALL | BITMAP2;
explode Rarm type FALL | BITMAP2;
explode rhand type FALL | BITMAP2;
return(0);
}
if (severity <= 50)
{
corpsetype = 2;
explode base type FALL | BITMAP2;
explode torso type FALL | BITMAP2;
explode Lleg type FALL | BITMAP2;
explode Rleg type FALL | BITMAP2;
explode Head type FALL | BITMAP2;
explode Larm type FALL | BITMAP2;
explode lhand type FALL | BITMAP2;
explode Rarm type FALL | BITMAP2;
explode rhand type FALL | BITMAP2;
return(0);
}
if (severity <= 99)
{
corpsetype = 3;
explode base type FALL | BITMAP2;
explode torso type FALL | BITMAP2;
explode Lleg type FALL | BITMAP2;
explode Rleg type FALL | BITMAP2;
explode Head type FALL | BITMAP2;
explode Larm type FALL | BITMAP2;
explode lhand type FALL | BITMAP2;
explode Rarm type FALL | BITMAP2;
explode rhand type FALL | BITMAP2;
return(0);
}
corpsetype = 3;
explode base type FALL | BITMAP2;
explode torso type FALL | BITMAP2;
explode Lleg type FALL | BITMAP2;
explode Rleg type FALL | BITMAP2;
explode Head type FALL | BITMAP2;
explode Larm type FALL | BITMAP2;
explode lhand type FALL | BITMAP2;
explode Rarm type FALL | BITMAP2;
explode rhand type FALL | BITMAP2;
return(0);
}


I dont see anything wrong...

Also, here is a new video of the lego minifig getting blown to bits! (i would have used file universe but it wouldnt upload for some reason...)

http://www.yourfilelink.com/get.php?fid=43384

Posted: 09 Mar 2006, 01:06
by SinbadEV
Uhm... I had the same problem with my chess pieces and I'm pretty sure Maelstrom fixed it in the fbi files not the script... post that maybe.

Posted: 09 Mar 2006, 06:14
by Maelstrom
Make sure that the BuildTime and WorkerTime are both above 1000 (for the commander and the thing its building), that made the chess peices work. (It could have been the script as well though, as i did replace that (thanks Archangel))

Posted: 09 Mar 2006, 10:30
by FLOZi
I wouldn't imagine it was the fbi changes.

Posted: 09 Mar 2006, 13:58
by NOiZE
is it a s3o, then make sure none of the objectnames are using capitals

ONLY use lower-case!!!