Author Topic: Balance Mod seeks modeller!  (Read 116555 times)

Stokes

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« Reply #90 on: December 29, 2006, 06:19:35 am »
Any idea when we can see this implemented into the Trem Balance Mod?

n00b pl0x

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« Reply #91 on: December 29, 2006, 07:23:16 am »
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.
will sort out my sig, or I will get banned.

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Risujin

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« Reply #92 on: December 31, 2006, 08:37:50 pm »
Quote from: "Stokes"
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.

vcxzet

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« Reply #93 on: December 31, 2006, 09:17:20 pm »
you can use hook entity for that :P

Karvajalka

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« Reply #94 on: December 31, 2006, 10:34:01 pm »
Jedi Outcast had that kind of following ball droids if I remeber right :o
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Risujin

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« Reply #95 on: December 31, 2006, 10:37:05 pm »
Quote from: "Karvajalka"
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:

vcxzet

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« Reply #96 on: December 31, 2006, 10:41:14 pm »
Quote from: "Risujin"
Quote from: "Karvajalka"
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

Karvajalka

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« Reply #97 on: December 31, 2006, 11:11:10 pm »
Click meto download Jedi outcast modding pack, that includes source
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Vector_Matt

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« Reply #98 on: January 01, 2007, 02:45:24 pm »
Quote from: "Risujin"
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?

Risujin

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« Reply #99 on: January 01, 2007, 05:43:44 pm »
Quote from: "Vector_Matt"
Quote from: "Risujin"
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.

KnightBear

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« Reply #100 on: January 02, 2007, 06:43:17 pm »
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

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« Reply #101 on: January 03, 2007, 02:09:39 am »
Quote from: "Risujin"
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:

techhead

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« Reply #102 on: January 03, 2007, 02:13:16 am »
The game uses md3's, I believe.
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Seven

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« Reply #103 on: January 03, 2007, 02:40:53 am »
Quote from: "Risujin"
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?
ig omitted pending litigation outcome.

KnightBear

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« Reply #104 on: January 03, 2007, 06:08:23 am »
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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whitebear

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« Reply #105 on: January 03, 2007, 08:41:00 am »
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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Vector_Matt

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« Reply #107 on: January 03, 2007, 02:21:11 pm »
Quote from: "whitebear"
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.


Quote from: "whitebear"
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?

KnightBear

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« Reply #108 on: January 03, 2007, 06:02:44 pm »
Quote from: "vcxzet"
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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Risujin

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« Reply #109 on: January 04, 2007, 01:07:40 am »
Quote from: "Vector_Matt"
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.

Vector_Matt

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« Reply #110 on: January 04, 2007, 03:36:27 am »
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.

Risujin

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« Reply #111 on: January 04, 2007, 05:30:55 am »
Quote from: "Vector_Matt"
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.. <:_)

Quote
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.

Vector_Matt

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« Reply #112 on: January 04, 2007, 01:53:17 pm »
Quote from: "Risujin"
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)



vcxzet

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« Reply #113 on: January 04, 2007, 01:54:21 pm »

Vector_Matt

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« Reply #114 on: January 04, 2007, 02:17:08 pm »
Quote from: "vcxzet"
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:


Texture file:

What do you think?

Risujin

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« Reply #115 on: January 04, 2007, 04:45:38 pm »
Quote from: "Vector_Matt"
It looks good to me, except for the antennae being tilted.

Its a spiky attack antenna of doom!

Quote
Medidroid attempt

Yeah I was thinking something like that. We need some shading on the texture though.

Vector_Matt

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« Reply #116 on: January 04, 2007, 04:51:09 pm »
Quote from: "Risujin"
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...)

Risujin

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« Reply #117 on: January 04, 2007, 07:14:56 pm »
Quote from: "Vector_Matt"
Quote from: "Risujin"
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.

gareth

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« Reply #118 on: January 04, 2007, 09:28:16 pm »
i hax0red your model: it has 280 polys, 520 tris, texture is next.


gareth

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« Reply #119 on: January 04, 2007, 09:31:11 pm »
Quote from: "vcxzet"

http://www.mercenariesguild.net/tremx/droid_blend.zip
failed :(


that shiny bit should be done with the shader, so it is dynamic.