Tremulous Forum
Mods => Mod Releases => Gameplay Changing => Topic started by: Risujin on December 10, 2006, 06:03:21 pm
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Balance Mod is in a position to offer new human weapons, alien classes, and other new entities. However, I do not know how to create md3 models (especially animated ones) for Tremulous! If there are any Quake 3 modellers hanging around the forums, your help is needed! If not, then if anyone can find or create a guide I would appreciate that also.
Flying Alien
I want to add a new alien class, the "firefly". It has been discussed on the forums before. Essentially it is a small 1 evo, S2 flying alien with a weak bite attack. Useful for scouting and bringing down jettards. Obviously, I cant just reskin a dretch for this. :)
This model must be animated. I can texture it for you.
Droids/Drones
This request is much simpler. I would like to add purchasable bot-droids to the human team (and perhaps later to aliens). Essentially its the Star Wars Jedi training droids. There will be multiple types available for purchase (expensive) and would be capable of replentishing ammo/health very slowly or shooting blaster-grade projectiles while they follow players around.
The droid would float and rotate to face their target, the model does not require animations. I would request that you texture your own model for this one though.
If anyone is interested please reply here or contact me over IM or email.
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I guess they were waiting for somthing like this
good luck
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Depends, do you want it to look like a firefly, with the big dretch-like behind or something more predatory like a wasp?
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Depends, do you want it to look like a firefly, with the big dretch-like behind or something more predatory like a wasp?
You can see Im not in a position to be picky. What the heck a "firefly" is supposed to look like, your guess is as good as mine.
a) As a wasp -- vertical posture, stinger pushes forward to attack
b) As a dragonfly -- horizontal posture, biting attack
c) Your idea here
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Fireflies are real bugs.
http://www.visuallee.com/weblog/images/firefly.jpg
Dragonflies are always superior.
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The Boss Imago from Metroid Zero Mission is a great example of a dragonfly-type alien. I think it fits the role perfectly. :P
Here he is:
(http://img.photobucket.com/albums/v602/ZachsterPoke/Metroid/MetroidFly.gif)
Also: I'm sorry, but I accidentally replied with a new topic on accident. Mods, please delete.
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Fireflies are real bugs.
Good point. :wink:
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i would.... IF i could :P sorry
Anywayz the flying alien is what i've been waiting for! I hope u can find a modeller! :D
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Will it's butt light up?
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Fireflies are real bugs.
http://www.visuallee.com/weblog/images/firefly.jpg
Dragonflies are always superior.
I don't get it. Dragonflies (http://en.wikipedia.org/wiki/Dragonfly) aren't real?
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I am sorry but my modeling skills are too low for this job. I've only played around with 3ds max. though my dad wants me to learn blender 3d. I am just too lazy ^^
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Make it look like this:
Firefly (http://www.average-bear.com/archive/wallpaper-firefly-montage.jpg)
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I'm sure they want something more threatening than an alien that looks like a fat-ass duck :)
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(http://user.uni-frankfurt.de/~adamkiew/bee.jpg)
blender quickie...
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NICE! Now maybe if u could put more time into it... i bet Risujin could code it and what not :D looking good :D
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it should have more than two eyes. Like the rest of the aliens ;)
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Make all of the granger skinny and slender.
Then you probably should get something like the above, except more true to the current tremulous anatomy.
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sounds good :D ya there should be maybe.... like 6 eyes or so... cant wait!!
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blender quickie...
I'll take it!
If you can't be bothered to texture, I got a tablet I can come up with something. Only thing, I gotta ask you to animate it.
Yes, you better believe I can code this baby. :)
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This is what i've got so far, mind its only half a model and still needs mouth bits, legs and maybe antennae.
(http://www.geocities.com/neorapsta/wasp.jpg)
Though I can't texture or animate :D
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I really like the idea of skinny-ing up a granger, giving it wings, and making it fly about in that wasp position.
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animating would be no prob. and give me the textures you want to use so i can apply them.
note the model will look less "shiny" in q3, and due to lower polycount less "round".
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Right now I want to add a new alien class, the "firefly". It has been discussed on the forums before. Essentially it is a small 1 evo, S2 flying alien with a weak bite attack. Useful for scouting and bringing down jettards.
Can you link to the discussion or explain the class more fully? This sounds like a very bad addition to the game.
Human jetpacks are not a serious problem. If you introduce a "counter" to the jetpacks, then it seems like you will just be making them obsolete.
But if you do decide to add fireflies, or whatever, make them have fewer hitpoints than a dretch, make them much much slower, and (most importantly) give them a very slow bite so they can't bring down people instantly.
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Firefly or w/e the hell it is idea...
HP - 80-100
Damage
No armour x-15
Armour x-10
No helmet - x-80
Helmet - x-20
Jetpack Damage (air)
No armour x-20
Armour x-15
No helmet x-99
Helmet x-35
JUST an idea...
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Some stupid damage tables
Do you have any idea of how the armor system works? Armor reduces some percentage of damage received, it's not x damage for non-armored and n damage for armored.
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animating would be no prob. and give me the textures you want to use so i can apply them.
I dont think we have any textures off hand that we would slap on it. We'd have to paint over a UV map. (Of course you probably know more about this than me.)
Can you link to the discussion or explain the class more fully? This sounds like a very bad addition to the game.
For one thing, a flying alien would allow Tremulous maps with true open spaces, without the need to keep everything in pounce range. I know the Quake 3 engine is not designed for Tribes style maps but we can still have large open rooms.
The primary purpose of this class is to bring to jettards. It has a low-damage bite, low health, and very maneuverable. It'll probably have about 35 hp or so, so you can take it down with an mdriver (or maybe with 2 hits...).
Additionally it could work as a carrier. You would be able to pick up grangers/dretches and carry them up to higher areas. Believe me, theres a lot we could do with a flying alien model.
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Dude, it was an idea... i know it works on percent, but the point is... if u look, in air it does more damage! and well... yeah... if u get my point
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35hp + slow means it'll get shot to peaces by any jettard, either 1 MD shot or 7 blaster shots.
It should be atleast fastish, so it can get in attack and have a chance of getting a second attack.
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it could be something like 15 so they wouldn't be able to strike base with three or more turrets without geting killed almost instantly. they could come on s3 or s2 as a starting class that couldn't evolve in any direction (or maybe some other flying class?) to prevent tyrants dropping by the reactor ^^
speed should be about same as :dretch: or more so :jetpack: would be in extreme danger due small bug that evades attacks left and right as well as up and down. but due high speed the attack could be same kind as :dretch: bite but lower damage so they wont be nasty on land. it also could have particle trail with gravity so it could be spoted more easyly while also warning about possible "tyrant traps* from above elevated like in :dretch: elevator.
in nutshell: weak fly that are most anoying on atcs chasing :jetpack: while also being exelent way to get friends high with elevation technique. but being unable to create nasty traps. also unable to destroy human base.
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I'd say 50hp , possibly as a starting class choice but it would have to evolve into a dretch at the very least(you can't turn into a tyrant in or near a human base anyway due to 'enemies in range')
Particle trails wouldn't make sense for a creature with wings, maybe just the loud buzzing it makes when it flies.
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And here we have a rare and valueable copy of ... zomg model plz!!
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Looks totaly AWSOME :eek:
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HP amount depends on size. If it's the size of a balskalisk I'd throw 100HP onto it. If it's the size of a dretch, more like 50.
As far as damage, it should have a refiring rate about the speed of a marauder and do 16HP her hit: that's 32hp per hit against a head, 16 on body and 8 on the legs. Against a fully armored human, that's 8 on the body, 4 on the legs and 16 on the head. On a Bsuit that's 2 on the legs, 4 on the body and 8 on the head.
The advanced version should have a rushing ability, which does twice as much damage if it hits but is slow firing. That'll allow it to move about and get away from areas fast. Additionally, bodies killed by the firefly should spawn several swarms of insects similar to what a hive puts out but at 1/4th the strength per swarm.
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i think it should be drech size and drech like but little hp and damage traded to flying skill
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dude thats stupid... it would be simply a flying dretch >.< come up with something NEW will ya?
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If you want something new, make it spit acid like a flamethrower or acid tube.
Now thats original.
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(Bumping modified post.)
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Droids/Drones
This request is much simpler. I would like to add purchasable bot-droids to the human team (and perhaps later to aliens). Essentially its the Star Wars Jedi training droids. There will be multiple types available for purchase (expensive) and would be capable of replentishing ammo/health very slowly or shooting blaster-grade projectiles while they follow players around.
The droid would float and rotate to face their target, the model does not require animations. I would request that you texture your own model for this one though.
I'm working up a model for this one. I'll post images when it's done to see if you like it.
EDIT: Here's version 1.0.
Front: (http://img470.imageshack.us/img470/6951/remotewk3.png)
Back: (http://img186.imageshack.us/img186/5126/remotebackjh0.png)
I'm planning on adding more random electronic stuff to it.
Also, I'll probably need someone else to convert it to md3, or show me where a tutorial on how to convert it is.
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If you want a placeholder model, steal the human builders from gloom.
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Balance Mod is in a position to offer new human weapons, alien classes, and other new entities. However, I do not know how to create md3 models (especially animated ones) for Tremulous! If there are any Quake 3 modellers hanging around the forums, your help is needed! If not, then if anyone can find or create a guide I would appreciate that also.
Flying Alien
I want to add a new alien class, the "firefly". It has been discussed on the forums before. Essentially it is a small 1 evo, S2 flying alien with a weak bite attack. Useful for scouting and bringing down jettards. Obviously, I cant just reskin a dretch for this. :)
This model must be animated. I can texture it for you.
Droids/Drones
This request is much simpler. I would like to add purchasable bot-droids to the human team (and perhaps later to aliens). Essentially its the Star Wars Jedi training droids. There will be multiple types available for purchase (expensive) and would be capable of replentishing ammo/health very slowly or shooting blaster-grade projectiles while they follow players around.
The droid would float and rotate to face their target, the model does not require animations. I would request that you texture your own model for this one though.
If anyone is interested please reply here or contact me over IM or email.
I see one problem with this. Artificial Intelligenc eis hard to program, would the bot/droid move on its own, or could you decide on a set path. why notjust make mobile machine gun turrets?
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I'll be for a flying alien, just give it a pounce/zoom ability.
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I see one problem with this. Artificial Intelligenc eis hard to program, would the bot/droid move on its own, or could you decide on a set path. why notjust make mobile machine gun turrets?
My guess is that the droid just follows the player who bought it.
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Yeah why not do that? Its not hard to make something follow a player... its basically Turret AI, but it also follows...
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Why have it folow when you can just attach it like a piece of Amour to the model?
Make sit over the Players shoulder, since over the head would mess with Vent crawling and jumping in low corridoors.
Make it take up the Backpack slot with its Drone Control Unit so Battle suits cant use it and gets rid of the problem of having nowhere to put it (Since a BS's head is in its body)
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The problem with most new ideas is to create a usefull idea whilst minimizing new problems.
Dretch: Depends if the droid turns fast or slow, and how much damage it does, but it shouldnt be really fast so dretches can't even near a S2 human without getting shot by the droid.
Basilisk/Advanced basilisk: dont make it so the droid can turn 360 degrees all round, because the basilisk cant attack a human without the droid shooting on the basilisk whilst hes attacking the human.
Dragoon/Advanced dragoon: I dont see a problem here.
Tyrant: No problem here either.
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Why have it folow when you can just attach it like a piece of Amour to the model?
Make sit over the Players shoulder, since over the head would mess with Vent crawling and jumping in low corridoors.
Make it take up the Backpack slot with its Drone Control Unit so Battle suits cant use it and gets rid of the problem of having nowhere to put it (Since a BS's head is in its body)
Sounds good.
Dretch: Depends if the droid turns fast or slow, and how much damage it does, but it shouldnt be really fast so dretches can't even near a S2 human without getting shot by the droid.
Yes, it shouldn't turn really fast, but if the dretch stops for a while, it will be a dead dretch.
Basilisk/Advanced basilisk: dont make it so the droid can turn 360 degrees all round, because the basilisk cant attack a human without the droid shooting on the basilisk whilst hes attacking the human.
I think the droid should be able to turn 360, but that would cause some problems for basilisks. Unless the droid can't shoot up, then the basi can just get on top of human. How does that sound?
EDIT: Just had a neat idea, Adv/basi's secondary weapon could be like the hive weapon, it could have a swarm of insects that follow it around and sting nearby humans, it would have a relatively long refire delay though.
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How 'bout the flying alien has a stamina bar so it can only fly for a limited time and while flying it only goes as fast as a granger, while walking it only goes as fast as adv granger.
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Thanks for taking on my challenge, Vector_Matt! For inspiration google "jedi training remote". Remember its gonna be a relatively small bot, maybe the size of a human head or smaller.
The defense droid wouldnt be heavily armed ... the Balance mod blaster would be able to knock about a dretch easily enough, it could simply shoot those bolts.
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Will it's butt light up?
That's all your interested in...
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OK, droid v2.0:
(http://img72.imageshack.us/img72/9627/remotenewgj0.png)
And without the lines:
(http://img186.imageshack.us/img186/3180/remotenew2ew1.png)
And with some random circley thingies like the ones on the original thing:
(http://img146.imageshack.us/img146/7840/remotenewcircletg7.png)
(http://img146.imageshack.us/img146/6463/remotenewcircle2ly3.png)
What do you think?
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Looks awsome! I got an idea!!
How about, if the aliens become stronger, S2 vs S1, the droid upgrades itself to S2? or you just rebuy it? Droid, S2 Droid, S3 Droid...
If aliens are S2, and humans S1, the droid gets upgraded the next time you use armory... Meaning, droid becomes faster, fires much stronger, and turns fast, and yeah...
If aliens are S3, and humans are S1, to balance it, the droid upgrades to S3... So it will do a significant amount of damage!
If humans are the ones to become stronger, then the droid weakens... you get my point? This is a truely balancing modification that would make things even!
Also it will cost less and less, each time aliens get stronger, and humans stay the same stage. So it would be...
S1 H vs S1 A = 350$
S1 H vs S2 A = 300$
S1 H vs S2 A = 150-200$
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Looks awsome! I got an idea!!
How about, if the aliens become stronger, S2 vs S1, the droid upgrades itself to S2? or you just rebuy it? Droid, S2 Droid, S3 Droid...
If aliens are S2, and humans S1, the droid gets upgraded the next time you use armory... Meaning, droid becomes faster, fires much stronger, and turns fast, and yeah...
If aliens are S3, and humans are S1, to balance it, the droid upgrades to S3... So it will do a significant amount of damage!
If humans are the ones to become stronger, then the droid weakens... you get my point? This is a truely balancing modification that would make things even!
Also it will cost less and less, each time aliens get stronger, and humans stay the same stage. So it would be...
S1 H vs S1 A = 350$
S1 H vs S2 A = 300$
S1 H vs S2 A = 150-200$
why don't we just give humans nuke that blows up the whole map. if aliens are s2 then it blows the whole map on next map also! w00t! what a fun!
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Here is the one you were probably thinking of:
(http://images.wikia.com/starwars/images/thumb/d/d0/Senball.jpg/180px-Senball.jpg)
Here are a couple droids from Star Wars that you probably weren't thinking of:
(http://images.wikia.com/starwars/images/thumb/2/23/IT-O_negtd.jpg/250px-IT-O_negtd.jpg)
(http://images.wikia.com/starwars/images/thumb/1/15/Sith-probe-droid_negtd.jpg/250px-Sith-probe-droid_negtd.jpg)
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Here is the one you were probably thinking of:
Here are a couple droids from Star Wars that you probably weren't thinking of:
Hmm... I like the last one, but the others are good too. Risujin, which one do you think would be best in the mod?
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:) last one is kewl
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Risujin, which one do you think would be best in the mod?
Are you kidding me? If you could model me that I'd marry you and have your babies. Id find a place for any and all of those things. :eek:
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Are you kidding me? If you could model me that I'd marry you and have your babies. Id find a place for any and all of those things. :eek:
Erm... That won't be necessary.
I should have some pics by Saturday, mabey Sunday.
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OK, droid v2.0:
(http://img72.imageshack.us/img72/9627/remotenewgj0.png)
And without the lines:
(http://img186.imageshack.us/img186/3180/remotenew2ew1.png)
And with some random circley thingies like the ones on the original thing:
(http://img146.imageshack.us/img146/7840/remotenewcircletg7.png)
(http://img146.imageshack.us/img146/6463/remotenewcircle2ly3.png)
What do you think?
Looks too much like the drone from Jedi Knight II.
I'd post a pic, but I can't find one.
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Done:
(http://img81.imageshack.us/img81/1831/probefrontom3.png)
(http://img81.imageshack.us/img81/7164/probefronttexturedwy1.png)
Ok, what do you think?
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Ok, what do you think?
Puurrrdy ... although I do wonder if its ethical to just blatently steal a design like that. Is that a single object or are there like 50 different parts to it?
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Done:
(http://img81.imageshack.us/img81/1831/probefrontom3.png)
(http://img81.imageshack.us/img81/7164/probefronttexturedwy1.png)
Ok, what do you think?
8) 8) 8) 8) 8) 8) 8)
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'lil rough but it looks great!
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I like the whole Firefly idea.
My idea is that it does a little less damage than the dretch, is faster, and has 45 HP. Giving it a landing capability wouldn't be too bad either.
As far as the droid goes, those are some awesome models! I don't have any useful ideas though.
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It seems Milkshape buggered up saving my work so i'm back to a very basic backup :evil:
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Ok, what do you think?
Puurrrdy ... although I do wonder if its ethical to just blatently steal a design like that. Is that a single object or are there like 50 different parts to it?
It probably won't be a problem to use this design. After all, you can't realy copyright ideas, right?
The model has 18 parts, but they can be combined into one easily.
Oh, the purple is just the main color in that one pic, if you want it can be practically any color.
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It seems Milkshape buggered up saving my work so i'm back to a very basic backup :evil:
zomg why milkshape
use blender it crashes more often XD
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It probably won't be a problem to use this design. After all, you can't realy copyright ideas, right?
Actually you can only copyright ideas. :)
If we texture it originally it will be hardly recognizable anyway. Just jiggle some of its parts around and add your own bit of style and it will be perfect.
It seems Milkshape buggered up saving my work so i'm back to a very basic backup
:( Blender on *nix ftw?
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might try the Windows blender, can't stand linux :D
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that droid looks good. I don't like the sphere droid becaue you don't know where it's facing.
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I'd just recommend that you mess with it a bit so it isn't a clear copy of the SW Episode 1 droids.
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that droid looks good. I don't like the sphere droid becaue you don't know where it's facing.
My original idea was to put a big lens on one side or something to make that really obvious ... I wasnt going to use a perfect sphere either.
I'd just recommend that you mess with it a bit so it isn't a clear copy of the SW Episode 1 droids.
YES
might try the Windows blender, can't stand linux
The *nix isnt for the faint of heart.
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I'd just recommend that you mess with it a bit so it isn't a clear copy of the SW Episode 1 droids.
YES
Alright, I'll see what I can do.
Edit: How about this?
(http://img228.imageshack.us/img228/6779/probe2fronttexturedfl7.png)
Did you have a certain color that you wanted this to be to match the look and feel of the mod?
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The guns look a little off, compared to the rest of the model.
What ever happened to the firefly model, anyway?
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Edit: How about this?
Well no one can say you stole a Star Wars droid now. :)
My only suggestion is that, from a strictly technical POV, I'm not sure how to work multiple muzzle points on a weapon. Maybe rotate the outer arms 45 degrees and put one larger cannon on the bottom?
Also since I'll probably reskin the droid depending on its functionality, they wont all have a gun. Maybe make it look more like a general purpose tool?
Sorry if I'm being picky. Keep up the great work!
Did you have a certain color that you wanted this to be to match the look and feel of the mod?
I was going to texture it depending on its function which would be any of:- Healing players
- Recharging energy ammo
- Repairing buildings
- Shooting a weak projectile
Also we might need a "droid factory" buildable. Any takers?
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Ok, I'm getting used to the controls in blender, does know where I could get the Granger model to use as a reference?
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Droid Factory wouldnt work with 100 BPS, you would have to make it free, where it places the factory in the beginning, and free, must not forget that... but also have it take a while to build (1.5 time of the reactor) and .8 health of reactor (around 775)
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you should be able to have the defense computer in order for the drones to work. That's fair, right?
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Ok, I'm getting used to the controls in blender, does know where I could get the Granger model to use as a reference?
The xreal project made md3 import/export scripts for blender:
http://svn.sourceforge.net/viewvc/xreal/trunk/xreal/blender/
(On Linux you'd place them in your .blender/scripts folder... mac probably has something like it.)
Unzip the data pk3 and look in models/classes/builder for the md3.
you should be able to have the defense computer in order for the drones to work. That's fair, right?
To be perfectly honest my original intention was to make the defense computer not only be required but sell droids armory-style. If an additional buildable is too much hassle, I'll go with this.
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that means no droids on S1... i guess that works, ur just ODing the humans passed S2
What about aliens? give em invisible adv. invis basalisk (not those that have to stand still, but those that are ALWAYS invisible till they die)
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Tremx, fan are you?
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Indeed, i worship VCXZET In my sleep and dreams :P and watch VCXZET beat up risujin with his 1337 weapons of d00m
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He's just mad I blocked him on MSN.
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No comment... and im really not mad lol... i hate when people block me, why block? why not just delete me from ur msn list? i feel much better when people delete you than block!
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When you block , they get deleted..... :Rolleyes:
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When you block , they get deleted..... :Rolleyes:
: roll : :roll:
!slap thorn
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Will I have to put anything special at the firing point of the droid? Or will you be doing that kind of thing Risujin?
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Will I have to put anything special at the firing point of the droid? Or will you be doing that kind of thing Risujin?
you create an empty object named tag_flash afaik
great model BTW
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Will I have to put anything special at the firing point of the droid? Or will you be doing that kind of thing Risujin?
you create an empty object named tag_flash afaik
great model BTW
Yeah if we want proper flash effects we will have to do some major hacking. Vcxzet: the regular weapon flash tags etc wont work because droids are not clients. It will more likely resemble turret animations where the muzzle flash is inside the actual model... either way it is better not to have a muzzle flash for now.
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Evlesoa sure likes going off topic eh?...
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you create an empty object named tag_flash afaik
How would I do that? Would I make a piece with that name that doesn't get textured?
great model BTW
Thanks. Unfortunately I didn't back up the most recent model before formating and installing my own copy of winXP, so I've been set back slightly. (I could have sworn I did backup the most recent one though.)
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Any idea when we can see this implemented into the Trem Balance Mod?
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OK. Seriously if you're thinking of making yet another human building, STOP NOW. Humans have enough buildings they have to protect during SD; they by no means need another. Make droids dependant on the defense computer, and buyable by the defense computer/armory/reactor.
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Any idea when we can see this implemented into the Trem Balance Mod?
When Vector Matt is satisfied with his model and posts some files. Then I'll have to texture them and figure out how to hack em into the game, hack together a simple follow-the-owner bot AI. It'll take a few months.
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you can use hook entity for that :P
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Jedi Outcast had that kind of following ball droids if I remeber right :o
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Jedi Outcast had that kind of following ball droids if I remeber right :o
Good, I'll just have a quick peek at their source and oh wait I can't. :cry:
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Jedi Outcast had that kind of following ball droids if I remeber right :o
Good, I'll just have a quick peek at their source and oh wait I can't. :cry:
I think they released game source code for mods
not the rendering engine of course
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Click me (http://files.massassi.net/editors/JK2EditingTools2.exe)to download Jedi outcast modding pack, that includes source
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Then I'll have to texture them
So should I UV map them and let you texture the UV, or were you going to UV map the model?
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Then I'll have to texture them
So should I UV map them and let you texture the UV, or were you going to UV map the model?
Well you can either:[list=a]- UV map and apply a basic texture
- Let me UV map and do all of the texturing
- Perhaps someone else is interested in texturing as well?[/list:o]We only need one model but it needs to be retextured to be a:[list=a]
- Medical bot
- Repair bot
- Defense bot
- Ammo recharger[/list:o]To do that we need a UV map and a light-shadow texture and then differentiate function with color/pattern/insignia.
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im just waiting for someone to get the idea of a lightsaber.
"gee, you look pretty fearsome, Mr. Tyrant. those are nice claws, but this is a freakin light saber!"
call it a laser sword or something.
and raven released the source for JKA didnt they? that was my understanding. ill get a link for you.
ill post something constructive when i manage to get through the rest of the thread. sorry for wasting space
EDIT: sorry, im out of my league here, but maybe this will help you? http://jediknight2.filefront.com/file/Raven_Animation_and_Model_Source_Files_Part_3;26626
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Vector Matt: stop policing the forum and finish that model! :)
Fine, I'll finish the model. :roll: But I'll never stop policing the forum, MWAHAHAHA! :D
Model done. Where do I upload it for you, and in what format: .ndo, .3ds, .fbx, .eps, .lwo, .obj, .rwx, .stl, .wrl, .x, .wings?
And how would I make that empty object for the firing point? A piece that doesn't get textured?
Screenshot:
(http://img520.imageshack.us/img520/6123/droidshottb9.png)
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The game uses md3's, I believe.
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We only need one model but it needs to be retextured to be a:[list=a]- Medical bot
- Repair bot
- Defense bot
- Ammo recharger[/list:o]To do that we need a UV map and a light-shadow texture and then differentiate function with color/pattern/insignia.
I'll just throw in a few additional ideas for the 'Defense Bot' if I may...
Instead of the blaster projectile, I think it would look cooler to use a pulse projectile, with the following changes:
Cosmetic:
* different colour (blue?)
* shorter in length
Functional:
Not sure if you've thought about this, but there is a risk that shots that miss their target will continue on, possibly into friendly buildings / teammates. To get around this, my suggestion would be to calculate the distance to the target when firing each shot, and make each shot only last long enough to make it that far (or a fraction more) to reach the target.
This will mean that when a pesky marauder is jumping all around your base, your bot will be much less likely to damage your own buildings / teammates (obviously if the target is behind an obstacle the bot won't fire at all). It'll still be able to TK, but only if your teammates run into the path of it. It'll also re-enforce the fact that it's a defensive bot, and will be useless against a retreating enemy.
Don't know quite how you'd go about it graphically... maybe just have the shot fade-out by increasing transparency until it's gone?
As for the other bot types - any hints as to how they might work?
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but then again, if it did tk stuff, that would discourage camping greatly.
as far as humans, i learned long ago to stay out the way when on a run. you dont jump in front of the guy waving a luci. you dont jump in front of the guy waving a defense bot either.
love the idea of a repair bot. that would cut alot out of permanent building.
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repair bot would just help campers. if bot wont be able to tk then it would help campers again. human healing bot would react too slow to help campers. ammo suply on bot and healer makes humans less depended on human base witch I belive is reason for long range defence.
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http://jediknight2.filefront.com/file/Jedi_Academy_SDK_MP;20909
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repair bot would just help campers.
No, it would also help non-camping humans who just happen to be under a massive attack right now. It would also help the 1-2 humans who might stay in base to defend from surprise attack while the rest of the team is attacking the alien base, or hunting down the last few aliens.
ammo suply on bot and healer makes humans less depended on human base
Good idea.
And just so it doesn't get forgotten:
Model done. Where should I upload it to? Also I cant get it exported to .md3, milkshape is complaining about a missing control file for the model, so the formats that I can upload are: .ndo, .3ds, .fbx, .eps, .lwo, .obj, .rwx, .stl, .wrl, .x, .wings.
Edit: Found Blender .md3 export scripts, will try them out and see if they work. Edit: They aren't working, so does anyone have something that they can use to convert this to .md3?
And how would I make that empty object for the firing point? A piece that doesn't get textured?
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http://jediknight2.filefront.com/file/Jedi_Academy_SDK_MP;20909
yeah i saw that one too. but i wasnt sure if it would have it. you know more than i
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Model done. Where should I upload it to? Also I cant get it exported to .md3, milkshape is complaining about a missing control file for the model, so the formats that I can upload are: .ndo, .3ds, .fbx, .eps, .lwo, .obj, .rwx, .stl, .wrl, .x, .wings.
Something Blender can open. Lets go with... 3ds.
As to where to upload, you need to get some free disk space somewhere. It'd be best if you got a website with FTP access and just upload it and link to it here.
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Here's the file http://rapidshare.com/files/10125943/droid.zip.html the model is UV mapped, but it's just the outlines of the polygons in the texture.
I had an idea that the medi-droid could be white with some red +'s on it, and mabey the repair droid could be teal with black wrenches on it (like the wrench that is the ckit icon). These are just some idea I thought I'd throw out there, so if someone has better ideas that's fine.
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Here's the file http://rapidshare.com/files/10125943/droid.zip.html the model is UV mapped, but it's just the outlines of the polygons in the texture.
Its ... its ... beautiful.. <:_)
I had an idea that the medi-droid could be white with some red +'s on it, and mabey the repair droid could be teal with black wrenches on it (like the wrench that is the ckit icon).
We're thinking along the same lines. Im gonna start texturing this baby tommorow. :D
If anyone else wants to take a crack at it too, the more the merrier.
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If anyone else wants to take a crack at it too, the more the merrier.
I'm uploading a .png version of the texture so people can create a texture without the 97 different shades of gray thing that jpeg does. (Youj'll still need to save the final product as a .jpg though)
(http://img179.imageshack.us/img179/3522/droidbj3.png)
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(http://img146.imageshack.us/img146/6711/droiddv5.jpg)
http://www.mercenariesguild.net/tremx/droid_blend.zip
failed :(
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http://www.mercenariesguild.net/tremx/droid_blend.zip
failed :(
What failed? It looks good to me, except for the antennae being tilted.
Medidroid attempt:
screenshot:
(http://img171.imageshack.us/img171/9702/medidroidshotmu4.png)
Texture file:
(http://img171.imageshack.us/img171/8739/medidroidxy0.th.jpg) (http://img171.imageshack.us/my.php?image=medidroidxy0.jpg)
What do you think?
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It looks good to me, except for the antennae being tilted.
Its a spiky attack antenna of doom!
Medidroid attempt
Yeah I was thinking something like that. We need some shading on the texture though.
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Yeah I was thinking something like that. We need some shading on the texture though.
Where should the light source for the model be coming from? (Top-front-left, down and right, etc...)
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Yeah I was thinking something like that. We need some shading on the texture though.
Where should the light source for the model be coming from? (Top-front-left, down and right, etc...)
Im no artist, but I would say assume there is a light source from the top. Also the outer shell would cast a shadow on the inside ball.
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i hax0red your model: it has 280 polys, 520 tris, texture is next.
(http://gs.javaunlimited.net/shots/droid.JPG)
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(http://img146.imageshack.us/img146/6711/droiddv5.jpg)
http://www.mercenariesguild.net/tremx/droid_blend.zip
failed :(
that shiny bit should be done with the shader, so it is dynamic.
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It's not Medidroid, it's Medroid!
Also:
Fixdroid
Armdroid
Defdroid
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that shiny bit should be done with the shader, so it is dynamic.
How would that be done?
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with shader file. sertain text file that tells rendering what textures to use and how (animation, layers and etc)
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with shader file. sertain text file that tells rendering what textures to use and how (animation, layers and etc)
I meant, how would you make it so the model uses a shader for part of the texture?
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you just need to put main body texture highest layer and then make holes to it's alpha chanel to open spots for lower effect layers. check out grenade shader. I should have smilar thing on blue part.
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it still wont reflect light dynamically ...
you need to fake it
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it still wont reflect light dynamically ...
you need to fake it
with an environment map. just an idea.
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it still wont reflect light dynamically ...
you need to fake it
with an environment map. just an idea.
That would be perfect except ... where, in all, of Tremulous have you seen an environment map used? I don't think they're supported.
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That would be perfect except ... where, in all, of Tremulous have you seen an environment map used? I don't think they're supported.
:eek:
Remember people, don't talk about things you know nothing about, it makes you look stupid :D
Although you are right that Trem doesn't make use of much environment maps out of the box, Quake 3 does and some maps have some too.
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Although you are right that Trem doesn't make use of much environment maps out of the box, Quake 3 does and some maps have some too.
I'll believe it when I see it. :-?
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a.k.a sky box?
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a.k.a sky box?
No, its when you take a texture (like one you'd use on a sky box) and use an environment mapping effect to paint an object so that it looks like its reflecting the texture. In other words, make it shiny.
Now that I think about it, the pipes on transit (one floor below humie base) have a shiny effect to em. Is that what you're talking about and how would we put that on a model?
EDIT: Heres an excerpt from the transit shader script (note: 'tcGen environment'):
textures/transit/evil4_metals_mtlbrushed
{
qer_editorimage textures/transit/evil4_metals_mtlbrushed.tga
{
map textures/transit/evil4_metals_mtlbrushed_env.tga
tcGen environment
rgbGen identity
}
{
map textures/transit/evil4_metals_mtlbrushed.tga
blendFunc gl_dst_color gl_zero
rgbGen identity
}
{
map $lightmap
blendfunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
rgbGen identity
}
}
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you may want to use railing texture in utcs
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you just need to put main body texture highest layer and then make holes to it's alpha chanel to open spots for lower effect layers. check out grenade shader. I should have smilar thing on blue part.
Do you know of any tutorials for that sort of thing?
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you could just fake it. like black env map with white dot on it
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Medidroid attempt
Yeah I was thinking something like that. We need some shading on the texture though.
How's this?
(http://img205.imageshack.us/img205/5307/droidshotshadeik1.png)
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Yeah thats good. Good enough for me to test anyway, we can always improve the texture later. Thanks again for the model! :D
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Thanks again for the model! :D
You're welcome. Here's the shaded texture:
(http://img440.imageshack.us/img440/7518/droidst2.jpg)
Just name it droid.jpg and it should work with the model. Once someone can get the model converted to .md3 anyway.
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(http://img209.imageshack.us/img209/3668/shot0002gy0.jpg)
models/weapons/xael/droid
{
{
map models/weapons/xael/droid.jpg
rgbGen lightingDiffuse
}
{
map models/buildables/mgturret/ref_map.tga
blendfunc filter
rgbGen identity
tcGen environment
}
}
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Droid cannon!!
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What about instead of a 'Firefly' Alien model a 'Gasbag' type creature?
It would be simpler to model, and have far fewer things to animate?
It would look kind of like a 'man-O-war' jellyfish or whatnot.
A large gas bladder at the top, with deadly stinger tenatcles at the bottom.
Perhaps it should also have a Grappling style tentacle attack?
If its primary weapon is the auto-hit close range stingers, then it needs something ranged to get those jetpackers, right?
Anyone here see the 1990's remake of 'The Puppetmasters', THAT is what I'm talking about.
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What about instead of a 'Firefly' Alien model a 'Gasbag' type creature?
I dont care as long as it flies or hovers or floats or something... I'll take it! Model plz! D:
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Hmm, an Overlord-ish looking alien?
(http://www.xbox.com/NR/rdonlyres/3E9E88AE-503A-44FF-BF33-0DE3D0680825/0/ilmIrradiating_an_Overlord.jpg)
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starship troopers FTW
(it was poorly filmed though scenario was great)
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starship troopers FTW
(it was poorly filmed though scenario was great)
Read the book!
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Hmm, an Overlord-ish looking alien?
(http://www.xbox.com/NR/rdonlyres/3E9E88AE-503A-44FF-BF33-0DE3D0680825/0/ilmIrradiating_an_Overlord.jpg)
That is the overlord, it's a shot from ghost, the StarCraft FPS that was postponed indefinitely.
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Gasbags are ugly... Think something orginal.
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Someone said gas-bag, and the idea reminded me of Starcraft's Overlords. I used the best looking canonical image I could find.
If we stick with the firefly idea, why not give it a weak flamethrower?
An AOE attack would be good against jet-packs, and the name would fir perfectly.
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OK, I might make a flying alien model.
My first thoughts are that it should look like a dretch that has a couple of legs on each side evolved into wings, something between a dretch and a cicada maybe. I would like to see it able to jump in mid air a few times rather than hover around, but that could change if better ideas come along.
I'm not going to touch this unless it is definitely needed and will get used though.
Check your PMs Risujin. ;)
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bash chompers
bash chompers
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so are you saying you dont want to see a flying alien model ever, or you want to see one that is nothing like the one I'm thinking of?
Or is this about the crosshair hud again? :P
Also, that droid model looks pretty good, but the UV mapping could use a lot of work. You should try to avoid as much unused area in the texture as possible. Also it is usually better to distort the texture a little than it is to split along the edges like you seem to be doing in some places. edit: look at any of the textures for any of the game models, they are pretty good examples of the right way to layout UV maps - minimal texture wastage and not too many seams.
Rather than cutting holes in alpha channels, if you want to use 2 shaders in a model, you just have to have 2 objects in the md3, as each object can set it's own shader. You could also make it considerably cooler by splitting into seperate md3s and using tags so that parts of it can constantly rotate.
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believe me You dont know what you are talking about
go back to mapping
edit: maybe you were not talking about my model DOH!
btw I loved the droid concept I will recreate a new one with proper textures/geometry
also for the flying alien you can look at the flying alien in mietz's tremulous comic
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no vcxzet, I wasn't talking about your model, I haven't seen it and don't use blender at all.
The UV map suggestions were directed to Vector Matt and gareth, since they posted the UV maps. Those are pretty standard, basic tips for UV optimisation which every modeller should be aware of. Disputing them just makes you look foolish.
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I'm not going to touch this unless it is definitely needed and will get used though.
I guess I'd better start on the droid code ... I don't want to set a procrastination precedent here. :oops:
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I guess I'd better start on the droid code ...
Yay!
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no vcxzet, I wasn't talking about your model, I haven't seen it and don't use blender at all.
The UV map suggestions were directed to Vector Matt and gareth, since they posted the UV maps. Those are pretty standard, basic tips for UV optimisation which every modeller should be aware of. Disputing them just makes you look foolish.
well i know mine is crap, but i hardly consider myself a modeller. :wink:
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it looks like you fixed a lot of the problems in the original gareth, but i couldnt say for sure without seeing the file. In any case, considering the toolset you get with wings3D for UV mapping you did a pretty good job. Wings3d is fast, but not as powerful as some other UV tools.
One little trick to keep in mind if you're using nPherno's tool for the md3 conversion (you should be) If you recalculate normals and don't force it to ignore seams, then you can use the seams in your UVmap in almost exactly the same way that you use hard edges in wings3d or smoothing groups in 3DSMax. What this means is that your model will light a whole lot better in-game, because you define where the hard edges are, instead of it all being lit up as a single smoothed blob.
The reason to use fewer seams is that it helps the renderer to optimise the model. A vert that uses a single texture co-ord for all its faces is a single vert. multiple texture co-ords make multiple verts in the md3 for what could be reduced to one. The UVmap that Vector Matt posted is practically impossible for the engine to stripify as it is full of splits and dead ends.
anyway, here is a quick concept sketch for adv. dretch / firefly for vxczet to hate on.
(http://www.evilbastard.org/slight/trem-firefly.jpg)
Risujin, to explain why I think it should fly by 'jumping in mid air' - it's not so much to force you to come down eventually but more so that it moves all over the place while it's in the air, making it a harder target for jetpack / mdriver compared to something that hovers. I also think it should have 40HP to survive a single mdriver hit.
It could be too hard to aim though if it moves 'up' when you jump, maybe you could look at a jump that pushes up and forward at 45 degrees, and prevent jumping again for as long as the player is still moving upwards.
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anyway, here is a quick concept sketch for adv. dretch / firefly for vxczet to hate on.
Nevermind vcx, hes in a trolling mood lately. :)
The concept sketch looks great ... though the cartoony face isn't really Trem style. ;)
Risujin, to explain why I think it should fly by 'jumping in mid air' - it's not so much to force you to come down eventually but more so that it moves all over the place while it's in the air, making it a harder target for jetpack / mdriver compared to something that hovers. I also think it should have 40HP to survive a single mdriver hit.
Yes thats fine. I had in mind originally that it would fly by flapping its wings (jumping) rather than float around and also that doing so would shake you a bit.
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heh, it's not looking at you with some o_O face, it has 4 eyes and is in profile. but yeah, the other way of seeing it is pretty funny looking. The model would be about as cartoony as the existing ones.
edit: heres a model: (http://www.evilbastard.org/slight/trem-firefly-mesh.jpg)
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hint if you have 3 vertices on a straight line you can make it 2
this will help you to reduce poly count
btw it looks like mietz's flying alien concept
data-1.1.0.pk3\models\players\level0\animation.cfg for needed animations
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Thanks for the pro-tips chief, it's at 584 tris now, i can probably get it down to like 20 polies or something.
Say, which one of those animations do I use for the flying?
Seriously though, got a link to mietz's concept, i havent seen it.
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(http://user.uni-frankfurt.de/~adamkiew/tuned_de_tp/personal%20page/Blasted/18_12_2006.jpg)
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(http://user.uni-frankfurt.de/~adamkiew/tuned_de_tp/personal%20page/Blasted/18_12_2006.jpg)
unless they flame at that human. BURN!
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<slightly_off_topic>Is the environment mapping thing dependent on your graphics card? I can't seem to get it to work, but my card has virtually no advanced functions so that might be it.</slightly_off_topic>
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<slightly_off_topic>Is the environment mapping thing dependent on your graphics card? I can't seem to get it to work, but my card has virtually no advanced functions so that might be it.</slightly_off_topic>
to test open utcs look at it railing near human base
does it change as you move around?
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Hmm... flying aliens flaming human:
alien n.1 -"Bzzzzz... Omg! Look what a n00b!"
alien n.2 -"No shit. Where did you learn to aim so bad?"
alien n.3 -"LOL. Trying to kill us with that n00b stick of yours"
alien n.1 -"Get a real weapon man..."
alien n.2 -"Yeah! It's disrespectful to even think about wining with rifle!"
alien n.1 -"Get a flamer n00b!"
alien n.3 -"Haha! Lets go flame some other n00b too!"
anyway. Flapping would be good but wings of bug are too small for gliding and slow flapping. that is the reason they flap so fast and make cool buzzz noizzzzze :wink:
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Matt, your GFX card would have to be really, really old and crappy to not support environment mapping. It is possible you have it working but the texture is not appropriate for env. mapping. Try using a really busy, detailed texture so you can see how it works. My guess is that you will want about 10 small shiny spots spread around your texture to ensure there is usually a spot visible, also if the env. mapped area is completely flat, it wont look very good.
OK. Risujin, here is what I propose for the flying dretch model.
Model code:
All alien models currently have only one segment, while humans have 3 connected by tags. I want to make the flying dretch ("fletch"?) with two segments, so it will require some extra code on your part there. The root segment is "body" which contains the head, wings & little legs. Most of the animation will happen in body. The second part is "tail", if you have a look at the code that tilts and rotates the legs of a human model in accordance with their velocity, the tail would rotate around it's tag in a similar way, with more of a tilt than human legs have. It should tilt when moving up and down as well, as far as the tilt direction goes, up = backwards and down = forwards.
The primary attack is with stinger, and the sting animation will go in the tail md3.
Using shaders, the tail will glow in the dark. Flitting around the top of a dark room will make you very visible. If you are interested to do this, I can make it so that the glow colour can be changed in code on the fly. Let me know if you want this.
Gameplay:
Sting attack should be automatic like the dretch bite, this will allow you to bind the special jump ability to your usual attack button. Range 64, damage 36, repeat 700ms - ie. slow and not very powerful.
For a secondary attack, in keeping with the firefly idea is an area of effect "flash." Flash does splash damage, 48hp at the center, range 128. Flash also causes 24 damage to the fletch and you cannot flash with less than 24HP. Flashing while at exactly 24HP will kill the fletch. Would be neat if you could code a bit of temporary whiteout blindness, but not really necessary if it's too hard.
HP should be 40 with regen 2. Starting from full health, it will take 4 seconds to regen enough HP to burn yourself to a crisp.
A fairly close flash followed up with a stinger to the head should kill an unarmoured jetpacker before he hits the ground.
Walking speed should be 1.0, making it one of the slowest aliens on the ground, there's no reason it shouldn't be able to wallwalk as well. Most of your velocity in the air will come directly from the jumps, the effect would be similar to the way a marauder moves, except that it doesnt require a wall to bounce off. It will still need some degree of air control between jumps.
Anyway, it's not set in stone, but can you let me know of any changes from what I propose Risujin, so that I can keep the model appropriate to the code.
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\offtopic
to test open utcs look at it railing near human base
does it change as you move around?
Well, the highlights seem to move when I move, also that dretch on it moves around even when I don't, what's with that thing anyway?
Edit: I tried the utcs shader in my map and it works! Now to replace those textures with ones more suited to my map.
heh (http://tremulous.net/phpBB2/viewtopic.php?p=42606)
\ontopic
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chompers, your model looks great. 8)
Model code:
All alien models currently have only one segment, while humans have 3 connected by tags. I want to make the flying dretch ("fletch"?) with two segments, so it will require some extra code on your part there. The root segment is "body" which contains the head, wings & little legs. Most of the animation will happen in body. The second part is "tail", if you have a look at the code that tilts and rotates the legs of a human model in accordance with their velocity, the tail would rotate around it's tag in a similar way, with more of a tilt than human legs have. It should tilt when moving up and down as well, as far as the tilt direction goes, up = backwards and down = forwards.
Yes this is doable. The segmentation code seems to be wholly contained within the cgame. The upward tilt of the abdomen is needed in the jump animation only. I see your point as far as moving forward/backward though ... please make a non-segmented model while I think of a good way to handle it, it won't be too much trouble to split it later, will it?
If you are interested to do this, I can make it so that the glow colour can be changed in code on the fly. Let me know if you want this.
The glow is a good idea. Im wondering when custom glow would be used. Do you mean like Q3 rail-colors picked by players?
Gameplay:
Sting attack should be automatic like the dretch bite, this will allow you to bind the special jump ability to your usual attack button. Range 64, damage 36, repeat 700ms - ie. slow and not very powerful.
For a secondary attack, in keeping with the firefly idea is an area of effect "flash." Flash does splash damage, 48hp at the center, range 128. Flash also causes 24 damage to the fletch and you cannot flash with less than 24HP. Flashing while at exactly 24HP will kill the fletch. Would be neat if you could code a bit of temporary whiteout blindness, but not really necessary if it's too hard.
Im not particular about the stinger controls, though I think we would cause less confusion if we use a simpler primary/secondary control scheme.
The flash attack should be an extremely short-range projectile with splash damage (as you say). Thus when you use it, you receive the splash damage. Blinding effects can be done.
Walking speed should be 1.0, making it one of the slowest aliens on the ground, there's no reason it shouldn't be able to wallwalk as well. Most of your velocity in the air will come directly from the jumps, the effect would be similar to the way a marauder moves, except that it doesnt require a wall to bounce off. It will still need some degree of air control between jumps.
Sounds fine. Do you want to limit the amount of "rejumps"? I don't think we should.
Vector_Matt, I'm working on the droids. ;)
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Here it is in-game using the /testmodel command from console.
(http://evilbastard.org/slight/ss-trem-fletch-ingame.jpg)
That texture is really crappy, just a 5 minute patch job pasting bits of other alien textures, but it does have a shader that makes the tail glow in the dark.
For anyone who wants to take a bash at texturing, here's a zip.
http://evilbastard.org/slight/test-fletch.zip
Contains the md3, the crappy textures, a shader and this UV map.
(http://evilbastard.org/slight/fletchmesh.gif)
With the code for changing glow colour on the fly, I was thinking maybe they could glow different colours depending on health, or they could flare up during the flash attack, but it will be fine with just a regular shader.
As for seperating it, it's one piece now and you can mess with it like that in game at least, but it's not animated. I'd rather do the animation after it's in two parts if that's at all possible, just to avoid the potetial headaches that come with fiddling with origin offsets in the exporters.
If you want I can give you another version that is in two parts with proper file structure so that you can mess with it.
Initially I was all for limiting the rejumps to four, but see how it goes first with unlimited.
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That looks awsome... texture could get little touch up though..
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(http://img156.imageshack.us/img156/6135/flybe5.png)(http://img135.imageshack.us/img135/5508/fletchmeshshaderd9.th.png) (http://img135.imageshack.us/my.php?image=fletchmeshshaderd9.png)
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in that pic of the "fletch" makes it look huge compared to the human.... is it? or is it just the angle?
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It probably is big, unless you get another q3 player model in there with it it's hard to tell how big it will be.
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With the code for changing glow colour on the fly, I was thinking maybe they could glow different colours depending on health, or they could flare up during the flash attack, but it will be fine with just a regular shader.
The problem with that is that enemy health information would have to be communicated to the client (it is not now). It is possible to change to a flash shader during the flash attack.
If you want I can give you another version that is in two parts with proper file structure so that you can mess with it.
Yes, I would need that.
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but in the pic u can see a human's head.... and the "fletch" is a lot bigger then him... i'm just asking, how big will it be? Bigger or smaller than a human...
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but in the pic u can see a human's head.... and the "fletch" is a lot bigger then him... i'm just asking, how big will it be? Bigger or smaller than a human...
Adjusting the size is easy enough to do in the code. I am making it a little bit larger than a dretch (height-wise). The wings end up pretty large and you wont be able to shoot them.
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Nothing wrong with the name fletch, except for the fact that it isn't exactly a dretch, now is it.
Fletch is even an actual word!
Fletch (fl?ch)
tr.v., fletched, fletch·ing, fletch·es.
To feather (an arrow)
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Fletch (fl?ch)
tr.v., fletched, fletch·ing, fletch·es.
To feather (an arrow)
The official name for now is "firefly".
chompers, Ive added the class. It rejumps, has your attacks (I tweaked the damage params etc a bit though) and is ready for animations. I wouldn't bother with segmenting the body from the top. The way I have it configured now whenever it is flying it is constantly jumping so the tilting would never be used. It does not fly around like the jetpack.
I'd like to arrange a play test for you, if possible, so you can get a feel for it and offer suggestions. Please PM me over AIM/MSN when you are online and we can set something up.
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It's just the angle in that screenshot that makes it look big, it's right on top of the human. If anyone wants to see the size in game, rename the zip file to pk3 and put it in base, then from the console:
/devmap atcs
/testmodel models/bug.md3
The body is smaller than a dretch, but the wingspan is over 6 feet across. As Risujin said, the bounding box should be 32 x 32 x 32 compared to a dretches 30 x 30 x 30, and you wont be able to shoot the tips of the wings. Since the wings will be moving fairly quickly, it should work out OK.
If you want to change the glow colour in game... it's years since I looked at the code, but if you change the first pass of the shader from rgbGen identity to rgbGen entity that should allow you to set an entity colour using the same method as the q3a rail gun. It should only be one or two lines of code to enable it, plus whatever code you write to modify the colour. The effect is like a tinted fullbright. It will look fine without this effect anyway, it's just something you might want to look into later.
Wont get a chance to send you the segmented model for a little while, bit busy this week.
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if we can do it now, great, if not it will have to wait a while. I'm off to work shortly... sent you an email anyway.
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wow both models looking great
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The whole mobile-droid thing is great, but why not also have upgraded turrets? They are normally weak, so why not at higher levels make them do more damage, shoot faster, turn faster, and more resilient to attacks. I would be up to modeling it, but can't animate or texture.
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this is looking uber l337! you HAVE to convince trem to add this alien species into tremulous' base mod!!! it's AWESOME!!!!111 :dretch: + :jetpack: = :booster: but with wings....that drone is looking cool also...>CANT WAIT...GOOD JOB GUYS!!!
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an idea for another alien species! it's this big slug thing and it spits acid, it's got alot of health but it moves about as fast as an advanced granger, or, an alien about as tall as an adv :dragoon: and it has a shell, it moves quick (as fast as a human/a human sprinting) and has like 100 health, when it dies it releases 3 swarms
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tyrant sized grangers FTW
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yeah, that's pretty much it, lol!
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maybe the Fletch could have the primary bite attack AND an attack where it throws it's stinger, if a human gets hit with the stinger he gets poisoned. There would be a long reload time (1.5-2 dragoon barbs, i'm thinking) but it'd be a cool secondary attack and useful for taking those jettards down to pouncing range (they fall when they're taking damage, like poison)
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Chompers finish the model. :-?
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Chompers finish the model. :-?
why not change the title:
"balance mod seeks animator"
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Chompers finish the model. :-?
why not change the title:
"balance mod seeks animator"
Righto. "Balance mod seeks animator, texturer, and/or remote file thief capable of tracking down strangers over the internet and steal flying-alien related files from their hard drive."
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Chompers finish the model. :-?
why not change the title:
"balance mod seeks animator"
Righto. "Balance mod seeks animator, texturer, and/or remote file thief capable of tracking down strangers over the internet and steal flying-alien related files from their hard drive."
Just PM and email spam him :P
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Sorry Risujin, I have been busy with other work, plus not actually being able to play trem at the moment doesnt help. It will get done sooner or later.
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Nice models, I particularly like the idea of flying aliens :o
But, let's try to don't make them to much big, or they will not fly so long ... unless you intend to give them 200HP eheh :wink:
So i suggest a dretch's sized flying aliens that will move fast, and will be difficult to hit, and whit 25-50HPs :wink:
A very cool feature, will can be a flying alien that can swipe humans and pull them up. :o
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i hope it will be bigger than a dretch. a 50 hp flying dretch would be very deadly in the hands of an good player.
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i hope it will be bigger than a dretch. a 50 hp flying dretch would be very deadly in the hands of an good player.
If it was dretch sized it could just be slower, that would make it useful but not overpowered.
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A hopefully reasonable [NECRO]
Please avoid flaming me for necroing this thread. I was really looking forward to the prospect of having flying aliens or defence droids in Tremulous. Just to see what it's like, you know?
Now, I'm sure this thread died for a reason. That reason was certainly not because Chompers didn't animate or finish texturing the damned model! Personally, I think the textures are suitable. Risujin, vcxzet, you're both very skilled modders, certainly one of you could've pulled something off in the animation department. If not, you could've recruited someone else to do it, Risujin. I'm sure many people would be willing to help, if you were willing to continue this project.
Risujin, if I am not completely clear on the reason this project was lost, could you inform me, and other hopefulls who were awaiting the next Balance mode release, why it was?
Thanks, to the readers, for your time.
Special Thanks to:
Risujin, for bringing us four, and counting, great mods.
Chompers, for his lovely Fletch model, and his HUD.
Vector_Matt, for his great droid models.
vcxzet, for his lovely attempts at texturing.
This necro was brought to you by:
PlagueBringer. "Should I do it?"
Steely Ann. "I don't see how any harm can come from it."
Tremulous Developers. "No flying aliens... Ever."
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(http://mirror-uk-rb1.gallery.hd.org/_tn/std/light/candle-flame-1-AJHD.jpg)
LOLZ I FLAMD JOO
ps; 600th Post w00t!
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(http://mirror-uk-rb1.gallery.hd.org/_tn/std/light/candle-flame-1-AJHD.jpg)
LOLZ I FLAMD JOO
ps; 600th Post w00t!
spammer
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Let us not get this locked, eh?
I'd like to know what's going on in regards to the Fletch and Droid of Balance Mod. I want to know if they're ever going to be continued or if they are to be left in this unfinished state indefinately.
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I'd like to know what's going on in regards to the Fletch and Droid of Balance Mod. I want to know if they're ever going to be continued or if they are to be left in this unfinished state indefinately.
The programming end of the Firefly (aka the Fletch) is finished. It even has a neat little flash attack for blinding humans and toasts itself if used too much. (This was Chomper's original idea.) :)
The animations need to be finished and it needs a real texture. I'm not currently working on it as I have other priorities at the moment.
The droid is abandoned for now. Although I did figure out how to make it work in theory, I never thought it was worth the hassle. (It doesn't involve bot lib...)
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Fletch is to be continued eventually, that's good. It's good to hear that the droids may see the light of day too. Good to hear an update, however little. Thanks, Risujin ^^.
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Heh, what animations do ya need?
Will stand-ins do?
I could probably figure out how to make it flap its wings and light up it's butt.
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Heh, what animations do ya need?
Will stand-ins do?
I could probably figure out how to make it flap its wings and light up it's butt.
If you want to try animating and/or texturing, be my guest. Chomper's original files should still be up. There is a link in this thread.
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Yeah, if the file isn't up, I can rehost it.
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Wow, this whole thread looks amazingly cool.
I love it!
So, you all are using Blender then?
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PM me a model and i'll raise the polys... :evil: muhahahahahaha :evil:
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Very nice work Vector Matt and Chompers. Vector Matt blew me away by adding all that extra geometry to that original mostly spherical model in such a short time. Chompers did it with the use of the shader... such experience, I have a long way to go. But here is a WIP of a humanoid model I am working on in blender. It is my first non-cookie cutter tutorial model (self drawn ref images) and I think my 3rd-4th model to date (370 polys):
(http://img2.freeimagehosting.net/uploads/th.418f707302.jpg) (http://img2.freeimagehosting.net/image.php?418f707302.jpg) It was not intended for trem plus I am completely inexperienced with armature animation... so I will work on this one my own time. (If its good, I'll make it available). However, I think I have gained enough exp. to model different things, and animate simpler (non humanoid) stuff, what else does Balance mod need? I be thinking a better bile dretch :P
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Yesterday i've got an idea for another "flying" alien, but not an insect, more like a bat.
The inspiration and a first sketch:
(http://img253.imageshack.us/img253/2938/sketchib5.png)
Now the first try:
(http://img403.imageshack.us/img403/6696/fireflyrnw5.png)(http://img370.imageshack.us/img370/8595/fireflynewzz5.png)
The idea was that the alien is not realy flying, it should jump from wall to wall, glyding in the over the enemy's heads.
Primary attack(Only available on ground): Bite
Secondary attack: Acid(Hold to load, release to spray)
Press "Jump" and hold to unfold the wings, to land touch a wall, to jump from wall simply hold "forward" and "Jump" to speed up and fly on.
Now the (crappy) models:
Boned with fin at end of the tail(1. pic) Download (http://www.web-upload.com/uploads/firefly.c4d)
Boned and posed(2. pic) Download (http://www.web-upload.com/uploads/firefly_posed.c4d)
I would be pleased if someone continues this idea, i had it but i can't optimize the modell or add texture.
Please do not criticize the orthography, english ist not my favourite language...
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That is...absolutely amazing!
It's reaaaaaally cool. I hope this can be built into a mod. :)
Dude. You type English reaaaaally well, too. :D
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Natural Selection, alien fly:
(http://www.unknownworlds.com/shared/static/uploads/thumbnails/thumb_918741420001bb02f.jpg)
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Are you still using the fletch, or firefly? If so, I can up with this:
http://files.filefront.com/bugzip/;8361808;;/fileinfo.html
It has a glossier skin than any of the other aliens, but it gives it a sort of smooth, frictionless appearance which works with the flying theme. I also modifie the glow image slightly, and reversed the direction of the shader so that it move towards the tip of the tail rather than towards the body. I tried to add an environment stage to the shader too, but for some reason I couldn't get it to do anything other than 100% opacity.
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Natural Selection, alien fly:
(http://www.unknownworlds.com/shared/static/uploads/thumbnails/thumb_918741420001bb02f.jpg)
Is that thing wearing boxer shorts?
That's the single ugliest thing I've ever seen.
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(http://www.unknownworlds.com/images/ns/concept/lerk-concept.jpg)
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This will be a greate mod! Look, you have made many aliens, but what will hapen with the Humans?? What about new weapons and so? And are the scrpits allready made for the human droid?? Im waiting for it to be done!!! This with the drioid will be super!!!! Somebody has devoleped the script for the droid??? And cant we compile a test game to test the models with their scripts before the proyect is finished??? PLEASE relase the test mod!! PLZ PLZ PLZ!!! This will be a greate mod! If somebody need help ill help in what can I do.
Some ideas for the droids. I don´t think they will move on their own whichout hit a wall, so when you use the droid (Activating it like a grenade or something else) You can control it in 1st person view. Or otherway it can follow the human and protect him
PD. Sorry for my English (Correct me where I've made mistakes,thanks)
Greetings, ViRuS
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...!...?...!!!...!!!!...???...!!...!!!....
^Wow, Periods must be going extinct.
The droid (if/when it's done) won't be controllable, it will follow the human around, hovering at about head height.
@Risujin: How is the mod going though? You haven't posted about it since June.
I'm guessing that school has put it on hold for now. I know what that's like. Good luck, etc.
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And a idea can be that when the human die, the droid will be there where the human died so when an other human comes it follows the other human until its destroyed by an alian. Or when a human walks near a alian the droid follows the alian until the alian dies or the alian destroys the droid. It can be a extra function that with the alian follow mode, selectable by the player. Salute all, ViRuS
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<unintelligeable writing>
Learn to spell. Or get Firefox (http://www.mozilla.com/en-US/firefox/), now with built-in spellcheck. Or just shut the <Flaming, Undead, Chicken Killer> up.
The droid will die when the human dies.
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so what next...? been some time now... hope its not dead... hope to see it... just like anyone else
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so what next...? been some time now... hope its not dead... hope to see it... just like anyone else
Only the model is unfinished. The code has been finished for months. I am not working on it as I don't believe a client-download mod can fill servers. There are hardly any servers running custom maps even. I'm waiting for 1.2.
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our 24 ppl server running your arcade mod was filled 2 days ago :=)
Please make it XDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD DDDDDDDDDDDDDD
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our 24 ppl server running your arcade mod was filled 2 days ago :=)
Ok, correction. Only U.S. players are too impatient to download mods. :(
I would finish it if I had some time. Isn't there another model in the works in the Open the Sky thread?
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Hey! im not impatient to download mods and im a U.S player!
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Isn't there another model in the works in the Open the Sky thread?
hehe, well you're right, animation more or less done... i'm waiting benmachine and ==Troy== start doing code part of work.
but it different idea. And maybe if you can finish this, well maybe you could help... if you would like to...
back to topic: You said that model is not finished... what is there to do with it? it seems to be ready, is it animations that keep you from puting it into action?
Only the model is unfinished. The code has been finished for months. I am not working on it as I don't believe a client-download mod can fill servers. There are hardly any servers running custom maps even.
Ok, correction. Only U.S. players are too impatient to download mods.
With all respect to You... i think there are not enough info about your mods and whare can you get it/run it/play it(servers that is).I realy(i REALY do as im sure You wouldnt make no crapy mod) would like to play arcade, but i havent found any server running it so far... if it was all about downloading this mod than(wich i did) i would be playing it right now. Look im just a player, i dont know how to run a server, i know nothing.
And i bet 90% of all players that dont play Arcade are same as me...
Forgive me my ignorance but i would realy like to play it
Thanks
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I like that mod 2
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Right not the Fletch needs animations and a (better) texture. Oh, chompers where art thou?
i think there are not enough info about your mods and whare can you get it/run it/play it(servers that is).I realy(i REALY do as im sure You wouldnt make no crapy mod) would like to play arcade, but i havent found any server running it so far... if it was all about downloading this mod than(wich i did) i would be playing it right now.
Yeah it was a lot easier to get info out to the masses when mods were posted to the general discussion section. The Mods section doesn't get as much traffic. You can find out more about Arcade on my website:
http://risujin.org/tremulous#arcade
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Right not the Fletch needs animations
Well i could do something about it... but Im not sure if you would like it and if chompers would like to see someone else fooling around with his model
Oh, chompers where art thou?
Come back chompers, we need you!
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Right not the Fletch needs animations
Well i could do something about it... but Im not sure if you would like it and if chompers would like to see someone else fooling around with his model
Consider him gone for good and by all means, please give it a try! The model files should still be available in the thread.
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Consider him gone for good and by all means, please give it a try! The model files should still be available in the thread.
Ill give it a try, but the only thing i can promise is that ill do my best.
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PLZ relase the beta!
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PLZ relase the beta!
I'll add it to Arcade mod when I get some time.