MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts
Moderators: Moderators, Content Developer
Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts
- Attachments
-
- lego kills.jpg
- (92.43 KiB) Not downloaded yet
Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts
https://youtu.be/IV68UD23BdM
Made a video of one of the 3d icons.. this one shows.. well i let you gues..
Made a video of one of the 3d icons.. this one shows.. well i let you gues..
Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts
Well, i upgraded the civilians.
I added funny stuff to them.
I got the propagandaservers working.
I also added new components to the grown up lego - a fuel-cell and a gyro
I added funny stuff to them.
I got the propagandaservers working.
I also added new components to the grown up lego - a fuel-cell and a gyro
- Attachments
-
- Gryo.jpg
- (128.55 KiB) Not downloaded yet
-
- fuelcell_01.jpg
- (143.53 KiB) Not downloaded yet
-
- Mosaic_Propagandaserver.png
- (1 MiB) Not downloaded yet
-
- screen00013.jpg
- (110.92 KiB) Not downloaded yet
Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts
Well, another great weekend- gamewise, though itchy and scratchy
I rebuild parts of the anti-tank rocket concept..
One can now see- where this is going.. one main body- basically a classic anti-tank weapon following the javelin approach.
And 4 Camera scoutletts. They transport the weapon on site, then fire it - or place it on the ground, hovering away searching for ideal observation sites.
Once a enemy is found, the weapon laying on the ground activates the side noozeles, uprights itself, fires itself, links onto the target, which at the same time is approached from several sites by the dropplets, who get anti-tank rocket measures to fire pre-emptively.
After that, its time to do the pan-cake turret flip.
Due to the standardized nature of mosaic components, the same rules as for all units apply to these babys too. Take ten, stick them together- at the top of a mosaic long range rocket and you can wip out a tank platoon on the fly.
I rebuild parts of the anti-tank rocket concept..
One can now see- where this is going.. one main body- basically a classic anti-tank weapon following the javelin approach.
And 4 Camera scoutletts. They transport the weapon on site, then fire it - or place it on the ground, hovering away searching for ideal observation sites.
Once a enemy is found, the weapon laying on the ground activates the side noozeles, uprights itself, fires itself, links onto the target, which at the same time is approached from several sites by the dropplets, who get anti-tank rocket measures to fire pre-emptively.
After that, its time to do the pan-cake turret flip.
Due to the standardized nature of mosaic components, the same rules as for all units apply to these babys too. Take ten, stick them together- at the top of a mosaic long range rocket and you can wip out a tank platoon on the fly.
- Attachments
-
- AntiArmorRocket.jpg
- (91.12 KiB) Not downloaded yet
Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts
Another day, another attempt to wriggle around real work
- Attachments
-
- air_antiarm.jpg
- (70.97 KiB) Not downloaded yet
Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts
All spring projects must end in - a robotic orgy:
I present you the wee-evil.. a not so distant descendant of big dog, build from mosaic standardized components..
The parts in this picture are not yet wrapped in self-welding foil and glue-camouflage foil.
Also - same gun as the asset uses.. same gun as almost every drone uses... because.. cheap..
I present you the wee-evil.. a not so distant descendant of big dog, build from mosaic standardized components..
The parts in this picture are not yet wrapped in self-welding foil and glue-camouflage foil.
Also - same gun as the asset uses.. same gun as almost every drone uses... because.. cheap..
- Attachments
-
- weevilSkeletton.jpg
- (100.46 KiB) Not downloaded yet
Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts
- Attachments
-
- LoadScreen14.png
- (4.7 MiB) Not downloaded yet
Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts
This is what its all about.. not upgrading indefinetly to AAA.
Its about creation, with the simplest possible means- this is what map editing was all about before we "perfected" and killed it.
If you have slogans that need ingame: Post here.
Its about creation, with the simplest possible means- this is what map editing was all about before we "perfected" and killed it.
If you have slogans that need ingame: Post here.
- Attachments
-
- screen00021.jpg
- (390.66 KiB) Not downloaded yet
Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts
Stil tworking on it
Want to make the house random generated from parts again
Want to make the house random generated from parts again
- Attachments
-
- wip.jpg
- (236.77 KiB) Not downloaded yet
Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts
So i did a little experiment.
This gawidget scales units depending on camera height.
Which allows for a tactical and a "realist" scale.. depending on zoomlevel.
Means that in theory you can have it both- nice overview with huge units- and realistic scaled combat scenery..
Warning: This thread contains eyecandy. Eyecandy can cause seasonpassism and dioramadiabetus. May contain traces of nuts. If you are not certain you can contain yourself, consult your insult, or contact your consul or dotcore for additional information
This gawidget scales units depending on camera height.
Code: Select all
function gadget:GetInfo()
return {
name = "Relative Unit Scale:",
desc = "Scales Units between a realistic scale and a tactical scale depending on camera heigth",
author = "Picasso",
date = "21st of March 2019",
license = "GPLv3",
layer = 0,
enabled = true
}
end
if (gadgetHandler:IsSyncedCode()) then
VFS.Include("scripts/lib_UnitScript.lua")
VFS.Include("scripts/lib_mosaic.lua")
scaleTable= getUnitScaleTable(UnitDefNames)
local function tansferScaleTable()
for typeDefID, scales in pairs(scaleTable) do
SendToUnsynced("transferScaleTable", typeDefID, scales.realScale, scales.tacticalScale)
end
end
function gadget:UnitCreated(unitID, unitDefID)
SendToUnsynced("SetUnitLuaDraw", unitID, unitDefID)
end
StartFrame = Spring.GetGameFrame()
function gadget:GameFrame(frame)
if frame == StartFrame + 1 then
tansferScaleTable()
end
end
else -- unsynced
local UnsyncedScaleTable = {}
local unitIDtypeDefIDMap = {}
local limitOfTacticalScale = 2500
local limitOfRealisticScale = 500
local camPos={x=0, y=0, z=0}
local groundHeigth = 0
local function transferScaleTable(callname, typeDefID, realScale, tacticalScale)
UnsyncedScaleTable[typeDefID] = {realScale=realScale, tacticalScale =tacticalScale}
end
local function setUnitLuaDraw(callname, unitID,typeDefID)
unitIDtypeDefIDMap[unitID]=typeDefID
Spring.UnitRendering.SetUnitLuaDraw(unitID, true)
end
function gadget:Initialize()
gadgetHandler:AddSyncAction("transferScaleTable", transferScaleTable)
gadgetHandler:AddSyncAction("SetUnitLuaDraw", setUnitLuaDraw)
end
function gadget:GameFrame(frame)
camPos.x,camPos.y,camPos.z = Spring.GetCameraPosition()
groundHeigth = Spring.GetGroundHeight(camPos.x,camPos.z)
end
local function mix(vA, vB, fac)
return (fac * vA +(1-fac) * vB)
end
function gadget:DrawUnit(unitID)
if unitIDtypeDefIDMap[unitID] and UnsyncedScaleTable[unitIDtypeDefIDMap[unitID]] then
local scale = UnsyncedScaleTable[unitIDtypeDefIDMap[unitID]]
if scale then
camHeigth = math.abs(camPos.y - groundHeigth)
factor = 0.0
if camHeigth >= limitOfRealisticScale and camHeigth <= limitOfTacticalScale then
factor = mix(scale.realScale, scale.tacticalScale, 1 - (math.abs(camHeigth - limitOfRealisticScale)/math.abs(limitOfTacticalScale - limitOfRealisticScale)))
end
if camHeigth > limitOfTacticalScale then
factor = scale.tacticalScale
end
if camHeigth < limitOfRealisticScale then
factor = scale.realScale
end
gl.Scale(factor, factor, factor)
gl.UnitRaw(unitID, true)
end
end
end
end
Means that in theory you can have it both- nice overview with huge units- and realistic scaled combat scenery..
Warning: This thread contains eyecandy. Eyecandy can cause seasonpassism and dioramadiabetus. May contain traces of nuts. If you are not certain you can contain yourself, consult your insult, or contact your consul or dotcore for additional information
- Attachments
-
- LoadScreen15.png
- (4 MiB) Not downloaded yet
Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts
How to import daes with Blender 2.79.
Open blender in console- so you can see the failed import data.
Like this:
Open the dae-file in a text editor.
Remove the effects, whos textures are missing between the xml-tags:
Import again.
Profit.
Open blender in console- so you can see the failed import data.
Like this:
Code: Select all
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\equipment\baby\SittingBaby_v1_L1.123c17d91afa-b7f2-4261-8c93-884662b4c79c\SittingBaby_v1_L1.123c17d91afa-b7f2-4261-8c93-884662b4c79c\SittingBabyDiffuseMap.jpg.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\equipment\baby\SittingBaby_v1_L1.123c17d91afa-b7f2-4261-8c93-884662b4c79c\SittingBaby_v1_L1.123c17d91afa-b7f2-4261-8c93-884662b4c79c\SittingBabyDiffuseMap.jpg.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\equipment\baby\SittingBaby_v1_L1.123c17d91afa-b7f2-4261-8c93-884662b4c79c\SittingBaby_v1_L1.123c17d91afa-b7f2-4261-8c93-884662b4c79c\SittingBabyDiffuseMap.jpg.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Sax FWL Error: Texture with sid "ARABIC01_10_MAP-image" not found in effect with id "ARABIC01_10-fx".
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\equipment\baby\SittingBaby_v1_L1.123c17d91afa-b7f2-4261-8c93-884662b4c79c\SittingBaby_v1_L1.123c17d91afa-b7f2-4261-8c93-884662b4c79c\SittingBabyDiffuseMap.jpg.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\equipment\baby\SittingBaby_v1_L1.123c17d91afa-b7f2-4261-8c93-884662b4c79c\SittingBaby_v1_L1.123c17d91afa-b7f2-4261-8c93-884662b4c79c\SittingBabyDiffuseMap.jpg.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\equipment\baby\SittingBaby_v1_L1.123c17d91afa-b7f2-4261-8c93-884662b4c79c\SittingBaby_v1_L1.123c17d91afa-b7f2-4261-8c93-884662b4c79c\SittingBabyDiffuseMap.jpg.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Image not found: \\D:\spring\games\MosaicDev\Models\civilians\civ_arab_tex_diffd.psd.
Open the dae-file in a text editor.
Remove the effects, whos textures are missing between the xml-tags:
Code: Select all
<library_effects>
</library_effects>
Profit.
Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts
Slow progress is still progress.. algorithmically generatedd cityblocks..
- Attachments
-
- LoadScreen17.png
- (4.06 MiB) Not downloaded yet
-
- LoadScreen16.png
- (4.28 MiB) Not downloaded yet
-
- screen00027.jpg
- (385.52 KiB) Not downloaded yet
Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts
as the great anarchid once said- "Check your shelf before you wreck yourself"
- Attachments
-
- LoadScreen17.png
- (4.05 MiB) Not downloaded yet
-
- LoadScreen16.png
- (4.27 MiB) Not downloaded yet
Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts
World building - its easier then world building.
- Attachments
-
- LoadScreen18.png
- (4.69 MiB) Not downloaded yet
Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts
Progress..
Generated from pieces.. spring is a awesome engine..
Generated from pieces.. spring is a awesome engine..
- Attachments
-
- screen00029.jpg
- (332.81 KiB) Not downloaded yet
Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts
Forbidden Detail enrichment- in my backyard!
- Attachments
-
- screen00031.jpg
- (184.05 KiB) Not downloaded yet
Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts
added a building animation.... yes i digress.. but in hires
- Attachments
-
- screen00039.jpg
- (272.26 KiB) Not downloaded yet
Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts
If you make a procedural house generating algo- and you add lots of doors.
Are you a doorwhore? Or a whoredoor? Ho-door.. Get it, because its a giant, holding back yesterdays dank memes.
Are you a doorwhore? Or a whoredoor? Ho-door.. Get it, because its a giant, holding back yesterdays dank memes.
- Attachments
-
- screen00041.jpg
- (302.12 KiB) Not downloaded yet
Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts
Not implying anything, but - Zero-Ks logo- is suspicious.
Are you by any chance not a gamedev cooperativa- but instead a anti-matter death cult?
If the silence is a yes, or not nyet - then, let me clarify that i always hailed the hydrant.
Are you by any chance not a gamedev cooperativa- but instead a anti-matter death cult?
If the silence is a yes, or not nyet - then, let me clarify that i always hailed the hydrant.
- Attachments
-
- screen00049.jpg
- (310.49 KiB) Not downloaded yet
-
- screen00048.jpg
- (283.98 KiB) Not downloaded yet
-
- LoadScreen19.png
- (5.64 MiB) Not downloaded yet