Tremulous Forum

Media => Modeling Center => Topic started by: Fox One on October 14, 2009, 05:42:50 am

Title: Spitfire project
Post by: Fox One on October 14, 2009, 05:42:50 am
This is a concept that's been floating around in the heads of the KoRx dev team for awhile, and originated with akane, who is unfortunately no longer with our group. The purpose was to give the alien team a means of directly attacking humans with jetpacks. Akane's design concept looked like this:
(http://recursiveloop.oi-share.com/files/kor/spitfire/spitfire1.jpg)
but when she left the project was largely forgotten, even though Aaron5367 (our clan leader and coder) had already finished all of the backend work. So, since the completion of the xael update I've been working on it and came up with this:
(http://recursiveloop.oi-share.com/files/kor/spitfire/spitfire6.jpg)
and then learned some basic animation to produce 320 frames, which you can watch here (http://recursiveloop.oi-share.com/files/kor/spitfire/spitfire.avi) at half speed. This has been successfully exported to .md3.

A proper texture is in the works, and like I said, the code is already complete, so barring any unforeseen problems you all should be able to play with this very soon on the KoRx servers. Please drop by, and give us your thoughts.

More files related to the project can be found here (http://recursiveloop.oi-share.com/files/kor/spitfire/), and if you'd like a more complete version of the development process you can read the project thread on our forums (http://knightsofreason.net/forum/viewtopic.php?f=107&t=5380&start=0).
Title: Re: Spitfire project
Post by: mooseberry on October 14, 2009, 05:46:30 am
It would be nice to get to see some flying alien, if just to dick around with. Don't forget to show textures (if/when) you make them.
Title: Re: Spitfire project
Post by: Redsky on October 14, 2009, 12:31:43 pm
It would be nice to get to see some flying alien, if just to dick around with. Don't forget to show textures (if/when) you make them.
I dare to disagree but whatever.

Nice model, fantastic animations - it would be cool to see it in solid mode to check out geometry
(no, wireframe isn't good for it).
Good Luck with it :police:
Title: Re: Spitfire project
Post by: Minimum on October 14, 2009, 08:35:28 pm
Oh thats cool. I was going to have a flying alien in my mod (Which I never got round to making) and its Adv form could shoot barbs. Thinking about that, maybe not such a good idea, but just throwing it out there.
Title: Re: Spitfire project
Post by: Hendrich on October 14, 2009, 11:19:44 pm
I agree with Redsky, the animations is excellent.
Title: Re: Spitfire project
Post by: Lonly on October 17, 2009, 12:21:02 am
Guys he updated this project on KoR. Register at KoR and you can view his awesome updates. It looks awesome guys! www.knightsofreason.net/
Title: Re: Spitfire project
Post by: your face on October 17, 2009, 12:43:13 am
If he wants us to see it, he will post updates here. :)
Title: Re: Spitfire project
Post by: CreatureofHell on October 17, 2009, 11:52:53 am
If he wants us to see it, he will post updates here. :)

qft  ;)
Title: Re: Spitfire project
Post by: Repatition on October 20, 2009, 12:51:48 am
(http://recursiveloop.oi-share.com/files/kor/spitfire/textured1.jpg)
Title: Re: Spitfire project
Post by: Hendrich on October 20, 2009, 01:32:34 am
The texture design on the wings looks great and stands out very well.
Title: Re: Spitfire project
Post by: Repatition on October 20, 2009, 01:57:39 am
yes it does look good it hast to stand out or ya wont see it
Title: Re: Spitfire project
Post by: Fox One on October 20, 2009, 02:39:25 am
Someone's been poking around my file storage, I see. The texture is progressing a bit differently from that, although we will probably use those wings. Unfortunately Blender doesn't seem to handle .tga transparency very well - the white areas on the wings should be mostly clear. The texture there is actually an edited photo of a dragonfly wing.

Right now we're experiencing a technical problem in getting the game to play different animations depending on walk/flight mode; the flight animations aren't working at all. Anyone who knows anything about setting up a state check or w/e that would tell the game whether the player is walking or flying would be a great help. Alternatively, we may just have it fly all the time...
Title: Re: Spitfire project
Post by: Repatition on October 20, 2009, 05:08:30 am
yes the transparency would be nice and??is that the final body texture?
edit: well i guess it not that bad,it could do for a 1.1 game
Title: Re: Spitfire project
Post by: Plague Bringer on October 20, 2009, 12:29:23 pm
yes the transparency would be nice and??is that the final body texture?
edit: well i guess it not that bad,it could do for a 1.1 game

As far as anyone knows, aliens in 1.2 are going to look the exact same as they do in 1.1.
Title: Re: Spitfire project
Post by: Taiyo.uk on October 20, 2009, 06:27:23 pm
<3

Looks like a "bitediver" - I can see that thing nosediving down, taking a bite then flying away with bits of my scalp hanging from it's mouth. Like this I do.
Title: Re: Spitfire project
Post by: Repatition on October 20, 2009, 08:02:32 pm
yes the transparency would be nice and??is that the final body texture?
edit: well i guess it not that bad,it could do for a 1.1 game

As far as anyone knows, aliens in 1.2 are going to look the exact same as they do in 1.1.
not true they made new choppers so ther must be new models!
Title: Re: Spitfire project
Post by: Plague Bringer on October 20, 2009, 09:28:30 pm
As far as anyone knows, aliens in 1.2 are going to look the exact same as they do in 1.1.
not true they made new choppers so ther must be new models!
Logic fail.
There aren't old chompers to compare the new ones to, and they look like the old alien models. It took the devs three years to do some weapon models and a few arbitrary code changes. They obviously can't be arsed with making new alien models. And I'm not complaining about it, either. I like 1.1 aliens. I'd hate for them to fuck everything up.
Title: Re: Spitfire project
Post by: Repatition on October 20, 2009, 10:41:36 pm
this is going off topic but the new choppers dont look like the ones on the old models!
Title: Re: Spitfire project
Post by: Plague Bringer on October 20, 2009, 11:02:41 pm
I'm afraid they do.
Title: Re: Spitfire project
Post by: Repatition on October 20, 2009, 11:13:17 pm
really?
(http://janvanderweg.com/pics/tremulous/chopperz.jpg)
(http://janvanderweg.com/pics/tremulous/ty_r_4.jpg)
Title: Re: Spitfire project
Post by: Plague Bringer on October 20, 2009, 11:23:48 pm
That's the basi and the rant. They look roughly the same.
Title: Re: Spitfire project
Post by: Repatition on October 21, 2009, 12:00:44 am
much more detail now look at old models !
Title: Re: Spitfire project
Post by: Taiyo.uk on October 21, 2009, 12:51:22 am
Indeed, they retain the form of the current alien models, but include the higher level of detail required for hudmodels.
Title: Re: Spitfire project
Post by: Winnie the Pooh on October 21, 2009, 02:33:21 am
You'll notice that he bothered making goon legs even though the goon chomps with its mouth.

(http://janvanderweg.com/pics/tremulous/tremgoon_render11.jpg)
Title: Re: Spitfire project
Post by: Plague Bringer on October 21, 2009, 03:23:53 am
I know. A bit of an animation change, I'm thinking. Either that or they're saving some serious fps draining modelsex for us.
Title: Re: Spitfire project
Post by: Repatition on October 21, 2009, 05:10:19 am
mabye it still does but you can see legs when pouncing and such?
Title: Re: Spitfire project
Post by: Stannum on October 22, 2009, 04:53:47 pm
mabye it still does but you can see legs when pouncing and such?

I think you're the first person to even think of that \o/
Title: Re: Spitfire project
Post by: Taiyo.uk on October 22, 2009, 06:19:36 pm
mabye it still does but you can see legs when pouncing and such?

I think you're the first person to even think of that \o/
Pouncing just got real.
Title: Re: Spitfire project
Post by: Repatition on October 22, 2009, 11:33:21 pm
mabye it still does but you can see legs when pouncing and such?

I think you're the first person to even think of that \o/
if you could see all the other aliens choppers it would make sense to see the goons too?
Title: Re: Spitfire project
Post by: mooseberry on October 23, 2009, 02:29:58 am
mabye it still does but you can see legs when pouncing and such?

I think you're the first person to even think of that \o/
if you could see all the other legs it would make sense to see the goons too?

Oh, oh GOD. Please, please OH GOD.
Title: Re: Spitfire project
Post by: Demolution on October 23, 2009, 03:16:28 am
And what about granger tusks? Or maybe the dretch's poison attack shows up as a small splash of poison on the screen?
Title: Re: Spitfire project
Post by: Bissig on October 23, 2009, 03:17:14 am
« Reply #29 on: Today at 02:29:58 »

« Last Edit: Today at 02:32:08 by Repatition »

Edit wars. Not for the faint!
Title: Re: Spitfire project
Post by: Repatition on October 23, 2009, 03:19:26 am
i edited it so that you could understand me
Title: Re: Spitfire project
Post by: CreatureofHell on October 23, 2009, 04:26:50 pm
i edited it so that you could understand me

Finally!!!  :D
Title: Re: Spitfire project
Post by: Futilrevenge on October 25, 2009, 05:09:33 pm
Could I have a look at the model itself? If you can, PM me.  :laugh:
Title: Re: Spitfire project
Post by: Basilo on October 30, 2009, 01:53:12 am
 Is there an estimate of when it will come out? It would be nice to have a beta of this. I really want to play as one, especially on a server with third person.
Title: Re: Spitfire project
Post by: n.o.s.brain on October 30, 2009, 05:32:51 pm
for coding trouble, you might try asking benmachine or risujin, they seemed to have coded flying aliens before.
Title: Re: Spitfire project
Post by: Minimum on November 02, 2009, 07:20:20 pm
I think this thing (or the Adv. form) should be able to grab onto humans, like a basilisk.


You have to be able to swoop in, pick someone up, continue your swoop out and up, and drop them from a height.

That would be made of awesome, if a little alien biased. But awesome.
Title: Re: Spitfire project
Post by: Basilo on November 02, 2009, 11:28:39 pm
Okay, yeah. lets just have a super fast alien that can just fly up to you, and practically instant kill you and your helpless to do anything about.
Title: Re: Spitfire project
Post by: ReapDaWrapper on November 03, 2009, 10:54:13 pm
Okay, yeah. lets just have a super fast alien that can just fly up to you, and practically instant kill you and your helpless to do anything about.

Its not going to be insta-kill. I'm sure that they shouldn't even be able to bite. just drag you to the top of the map and *Woosh*.  :laugh:
Title: Re: Spitfire project
Post by: frazzler on November 09, 2009, 07:19:47 am
That flying alien looks awesome!

Oh, and goons legs ARE visible when pouncing. If they weren't, that would mean the devs probably took 3 months to make cool looking legs and not even include them.
Title: Re: Spitfire project
Post by: Basilo on November 10, 2009, 07:54:06 pm

Its not going to be insta-kill. I'm sure that they shouldn't even be able to bite. just drag you to the top of the map and *Woosh*.  :laugh:

Ever jet packed to the top of atcs and turned it off?
Title: Re: Spitfire project
Post by: UniqPhoeniX on November 11, 2009, 08:25:09 am
Or they could carry you into a pile of acids... or in front of a few rants. Or an insta-kill area of the map. Or keep catching you as you bounce off the ground and dropping again.
Title: Re: Spitfire project
Post by: Basilo on November 12, 2009, 02:10:35 pm
if you bounce that high you'd probably be dead. But anyways, my point exactly
Title: Re: Spitfire project
Post by: UniqPhoeniX on November 13, 2009, 08:53:23 am
With armor, max fall damage is only 20.
Title: Re: Spitfire project
Post by: Fox One on March 27, 2010, 09:11:21 pm
The Spitfire is now playable on KoRx. Apologies for the long wait.

It is available at Alien Stage 2 for 2 evolve points, and has 50 hp. Primary attack is a duplicate of our Adv Marauder class electricity attack; it drains jetpack fuel, gives a (small) chance to cause jetpack overload, and drains energy weapons. Secondary attack is a low-power acid bomb; holds up to 3 and requires booster to recharge them. Tertiary function is speed boost while flying (very effective for covering long distances).

Flight mode is activated with X (by default). It has been suggested that this should be done with C (as wallwalking is), but in flight C performs the same function it does for human jetpackers (fly down/lose altitude).

For other questions and to actually see it, please come check it out! I don't think you'll be disappointed, although we are still trying to work out the new balance. To that end, more players and more games played would really help. There is also a new weapon for humans in the works.

*Note: Please delete any existing KoRx pk3 files you have (but not the KoRx folder itself), as there is a conflict with older versions (texture problems &etc).
Title: Re: Spitfire project
Post by: Asvarox on March 27, 2010, 11:05:18 pm
I have played it once for few minutes, quite fun to use, probably really hard to master.

I'd really like to see it in standard gameplay though, any chances for separate mod or patch?
Title: Re: Spitfire project
Post by: aaron5367 on March 28, 2010, 03:44:36 am
Unlikely unless someone else would like to volunteer for the job. KoRx is very different from tremulous, it's based off of trepidus which is based off of tremfusion.
Title: Re: Spitfire project
Post by: wolfbr on March 28, 2010, 04:35:56 am
The Spitfire is now playable on KoRx. Apologies for the long wait.

It is available at Alien Stage 2 for 2 evolve points, and has 50 hp. Primary attack is a duplicate of our Adv Marauder class electricity attack; it drains jetpack fuel, gives a (small) chance to cause jetpack overload, and drains energy weapons. Secondary attack is a low-power acid bomb; holds up to 3 and requires booster to recharge them. Tertiary function is speed boost while flying (very effective for covering long distances).

Flight mode is activated with X (by default). It has been suggested that this should be done with C (as wallwalking is), but in flight C performs the same function it does for human jetpackers (fly down/lose altitude).

For other questions and to actually see it, please come check it out! I don't think you'll be disappointed, although we are still trying to work out the new balance. To that end, more players and more games played would really help. There is also a new weapon for humans in the works.

*Note: Please delete any existing KoRx pk3 files you have (but not the KoRx folder itself), as there is a conflict with older versions (texture problems &etc).

nice, but, i dont like one think, the barbs> booster to recharge them, is bether make it similar a advgon and advtt(recharges after a while).
another suggestion, please add bite/slash : ).

---
and, call me about a new weapon :)
Title: Re: Spitfire project
Post by: freezway on May 28, 2010, 12:08:16 am
so.... HOW do i get this version w/flying aliens?
Title: Re: Spitfire project
Post by: Fox One on June 05, 2010, 03:25:47 pm
so.... HOW do i get this version w/flying aliens?

Well, the best way is to come play on our server, AAA |KoR| KoRx (IP: 173.236.15.67:30900). You can also check out the data files in our KoRx repository (http://knightsofreason.net/repo/korx/).