Unit Creation problems

Unit Creation problems

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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BlueIce
Posts: 61
Joined: 27 Sep 2005, 10:05

Unit Creation problems

Post by BlueIce »

Sorry for my bad english.
I created my firt TASpring Unit.
It is a veichle with 2 "burst" missile launcher, designed to destroy brawlers :P.

But I have some question:
1) Is possible to export non "triangle" model from 3ds max?
2) Is possible to make the unit fire from different point in a burst shot?

Thank you all!!
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BlueIce
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Joined: 27 Sep 2005, 10:05

Post by BlueIce »

A screen of the (not textured) first version of the unit:
It wouldn't be so big :)

Image
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Only quad faces are currently supported.

at some point Triangular polygons will be supported so we can skin our units.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Nice to see a fast learner :)

There's no way to break a burst that I know of. You have to code a "fake" burst fire mode.

..Actually, hell, what's that new "EndBurstX()" function do?
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BlueIce
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Joined: 27 Sep 2005, 10:05

Post by BlueIce »

Thank you for your replies!

The problem with the triangular polys is that I cannot export models made of quads! The 3do plugin I found for 3ds works only with version 3 or 4 :(.

Is there a way to convert models made of triangles in models made of quads?
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Well, in Maya 3D, there's a Quadrangulate button which does that... but I don't know about 3dsm. I'm sure there's something similar. Generally people tend to use Lightwave or Rhinoceros for modelling for TA (and as a byproduct, Spring), but that freeware Wings 3D app is loved by several around here.

Long story short, I guess, is that I don't know :P
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BlueIce
Posts: 61
Joined: 27 Sep 2005, 10:05

Post by BlueIce »

The problem is that 3dsmax works with quads and polys but the 3ds format don't support them (I think).


I tried to download an obj exporter for 3dsm and it seems to work, the model maintains quads and 3do builder load them without problems.



Sorry for my english... and thank you all for all your replies!
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[K.B.] Napalm Cobra
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Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

http://www.wings3d.com/

Just use obj export/import to get them into 3do builder.
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BlueIce
Posts: 61
Joined: 27 Sep 2005, 10:05

Post by BlueIce »

Some other questions :P .

tolerance=10000;
accuracy=20000;
minbarrelangle=0;

do these parameter work for missiles? they don't work on my weapon! This is the tdf file:

Code: Select all


[ARMGriffon_WEAPON]
	{
	ID=500;
	name=GriffonMissiles;
	rendertype=1;
	lineofsight=1;
	turret=1;

	model=missile;

	range=1000;
	reloadtime=0.4;
	;Burst=8;
	;Burstrate=0.16;


	weaponvelocity=400;
	startvelocity=100;
	weaponacceleration=100;
	turnrate=40000;
	tolerance=10000;
	accuracy=20000;
	minbarrelangle=0;

	areaofeffect=60;       Danno ad area
	edgeeffectiveness=0.5;   il danno sul bordo 50%

	firestarter=70;
	smokedelay=.1;
	guidance=1;
	tracks=1;
	selfprop=1;
	smoketrail=1;
	metalpershot=0;
	weapontimer=8;

	explosiongaf=fx;
	explosionart=explode3;
	soundstart=rockhvy2;
	soundhit=xplomed2;
	waterexplosiongaf=fx;
	waterexplosionart=h2o;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplash;

	startsmoke=1;

	[DAMAGE]
	{
                    .
                    .
                    .
	}
Pls help!

Griffon in action:


ImageImage[/code]
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

tolerance=10000;
Should work for missiles

accuracy=20000;
Doesnt do anything on missiles in spring, use wobble instead

minbarrelangle=0;
Isnt used at all by spring, use the WeaponMainDir,MaxAngleDif instead.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

What the heck are they, SJ? :shock:
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BlueIce
Posts: 61
Joined: 27 Sep 2005, 10:05

Post by BlueIce »

thank you!
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

WeaponMainDir is the origin of the weapon

MaxAngleDif can be used to make units that have turrets that have limited turn radius, this works great for units like Infantry that shouldn't turn their entire torso around 360°, it's also great for turretless units.

My infantry have a maxangledif of 240.

Endburst prevents spring using guns every time 1 projectile is fired, well roughly, spring kinda distributes the shots over the guns, endburst makes it fire more OTA style, so the burst ends on the one gun, it's currently used on the Raven I believe.
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