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Hawkslayer

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Everything posted by Hawkslayer

  1. I'd be up for trying my hand at one, but I want to get my air unit into the game before I spend time making other models. Oh, and that would be one serious beast to take down. With the corresponding armor values for it, I doubt anything but beam weapons and 120mm would even scratch it. Sounds fun.
  2. I'm also curious on people's thoughts about the looks of the model.. any comments? Assuming it flies ok, how high would you want it to be? "really high" (higher than the tops of the hills in Raid) could be nice in that when fairly close it's not clearly on the horizon.. but lower (say 3-5 stories off the ground) would be more NOE, and could more easily use hills and such for cover. What do you think about a 30mm gun w/ jammer? Considering the range away from things, it;d have to be parked to jam anyone but itself. And what do you think about it being able to carry some infantry as passengers? I know it might not be all that common right now, but on some maps with really tight air defense it could be nice to have a way to sneak past standard defenses and drop them off. (and support them) [ December 09, 2006, 06:54 AM: Message edited by: Hawkslayer ]
  3. Thanks Poesel, What's special about next release? I've seen people with models in-game, could someone help me with this now, versus later? I have a model, I'm learning the tags, but I need help creating the models that the engine likes, and how to generate the collision info. EDIT: I found this buried in what I thought was scenario only editing, which is helpful: http://dropteam.johalla.de/moin.cgi/Designing_3D_Elements but nothing yet on the armor stuff, or how to place components. [ December 09, 2006, 06:41 AM: Message edited by: Hawkslayer ]
  4. Can anyone help me with these questions?
  5. Using a commandline batch file for a PC running on XP crashes giving a "The Application failed to initialize properly (0xc000001D)." error. I couldn't find a log file. Hopefully it's not an issue with graphics, since I'm trying to run a DEDICATED server on a machine with an old video card (FireGL1). I haven't also gotten it to run in the regular way, but don't care so much about that since I just want it as a server. I have .net 1.1 and 2.0 framework installed. The CPU is an Athlon XP 2000+ and a new Java install (1.5 or something like that) Direct X 9.0c I tried both the P4 and regular .exe in /bin for this.
  6. <PassengerCapacity>5</PassengerCapacity> Does this turn a vehicle into a personnel carrier?
  7. Hawkslayer

    Tempest

    Alternatively, I'm looking at the Viper ship and learning to fly it.. I actually grappled an enemy bot and tossed it across the map.. which was fun.. but that was my only success in like 6 ships =) It's soo sluggish to turn and manuver, I'm curious on how that flight model will work on a smaller mass ship. It's so cumbersome I can see people shooting them down easily.
  8. Hawkslayer

    Tempest

    You guys should really read my Air Units thread in the DT Mod forum, I didn't mean to hijack this one.. but whatever. I do have more thoughts and ideas on how it'll work over there I believe. Yeah I don't expect "flying" control using the hover mode.. just a very high hover with X landing capability. I'll definitely up the top speed to be more of a "flyer". If you follow the Star Wars tech, there are Swoops (forms of Speeder Bikes) that can high high atmospheric altitudes.. so it'd be kinda like that.. but no altitude control except for creative use of X. I agree that a "pop up" technique could be good use of the vehicle I'm working on.. especially since it'll be Jammed. Thanks for trying stuff out to help out! If you wanna try to figure out the tipping over problem, I'l be most appreciative. I'm planning on getting the game for Christmas, but I'm wanting it earlier, so we'll see.
  9. Hawkslayer

    Tempest

    Tarquelne, try adjusting the center of gravity so it's lower than the bottom of the vehicle, or even below the ground. Maybe it won't top over then. It may be cheating, but I'm sure they'd have some anti-tip over logic in their controller software. How high did ya get?
  10. Thanks for the XML link Poesel, it doesn't explain all my questions, but it's a start.
  11. Hawkslayer

    Tempest

    My first version will be a 30mm-ish AP gun with a EW Jammer, and I'll go from there. Target Designation isn't available right now, so that's out. If the vehicle tends to be a better "hover in the distance and snipe" vehicle then an ATGM sounds good, but I picture it more of a fast moving "attack run" kind of vehicle, which would make it hard to lock on with the ATGM. If it works out as a nice high-mobility vehicle then I'll probably work on an Ion version and mess with the damage values there to play around. IMO the present Ion weapon isn't scary enough, but it could be I'm just inexperienced with it. (or it could be different in Retail) I think 120mm guns should be one of the biggest hitters, but maybe I'll mess with a slower firing "laser" with enough "punch" to snipe at light vehicles weak parts.
  12. ok.. from the Hurricane's XML <NominalAltitude>18.0</NominalAltitude> Is this the "typical" flying altitude? (ie, you change this to make it fly higher) <ThrusterSpacingX>10.0</ThrusterSpacingX> <ThrusterSpacingY>10.0</ThrusterSpacingY> Any idea what these mean? <MaxThrustForce>40.0</MaxThrustForce> <AccelerationRate>0.25</AccelerationRate> Is thrust for forward momentum then? I figured there was an up thrust value? I assume AccelerationRate is the equivalent of "torque" in that a slow moving car can still get going quickly, is this correct? Also, for the turret info: <Type>FakeHinge</Type> <Anchor>0.0,0.0,2.5</Anchor> <Axis>0.0,0.0,1.0</Axis> <StopTorque>30.0</StopTorque> <MotorTorque>60.0</MotorTorque> Could someone explain these also? All this is from the demo, so Retail values may be different. Is there a tool in the Retail that generates all the polygon info for these collision items for the XML? <CollisionTriangle> <v1>0,-4.05985,3.353435</v1> <v2>0,-3.83749,2.27742</v2> <v3>-2.821513,-3.755044,2.460439</v3> <Facing>Front</Facing> </CollisionTriangle> Also, with the Hermes: <Type>AutomatedGun</Type> What is the logic for this gun? Does this shoot jammed targets that are within LOS? How does it determine if they are air units or not? Could one make this ground targetable, or is the game code for this tag only Air units. Also, if I jumped a Shrike off a jump and flew it across the sky, would this be considered an Air unit, or is it coded in a tag? [ December 06, 2006, 04:24 AM: Message edited by: Hawkslayer ]
  13. Ok.. so.. how do I get this baby into the game? It's in sketch up right now, and I imported it into Blender via 3DS file format, but Blender is painful with it's interface I haven't messed with it much. So.. how do I export it, what settings for the export options, etc. I assume I'll pull it into Blender to work on the texturemap, and some XML is involved, etc. I have no idea how to set the gun so it rotates and moves up and down properly. Currently the gun is on another layer in Sketch Basically the gun is Forward-fire oriented, with -30 to +30 degree arc left-right and 5 to -120 degree rotation down. (if it doesn't act goofy and flip the targeting stuff (mouse aim direction) once it passes -90 degrees.) If I can though, I'll make it so it is able to move all around, just with more angle at the front, but I'm imagining it's not possible to constrict it that much right now. I'm kinda interested in the effects of recoil on this unit also.. should be a tricky one to use if side shooting makes it move sideways. I know in the A-10, that gun actually slows down the flight of the plane.. good thing it's fixed position.. no hoverjets for them. But anyways, this isn't an A-10 clone.. it's not durable enough.. but I do want some punch to it. Is 30mm AP possible, or do I have to stick with pre-coded guns? Basically, a stealthy light gunship. I can imagine parking it also, to create a safe drop zone with it's Jammer.. opening itself up for artillery and.. well.. everything.. since 2/3 of it's armor is on the bottom. Otherwise, it's jammer won't be all that helpful outside of jamming itself, since it's a big floating target when moving slowly. [ December 06, 2006, 03:00 AM: Message edited by: Hawkslayer ]
  14. Hawkslayer

    Tempest

    Hey would you guys do a test for me, and jack the hover thrust up a TON and see what happens? (I don't have the game yet) I'm working on an air unit model, and I'm leaning towards having it be an advanced hovercraft style vehicle, versus using the awkward drop ship flight mechanics. Lots of thrust, and powerful up thrust to get it into the low flying Aircraft/Helicopter range. See this thread for the model: http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=61;t=000130 We'll see.. it may be weird, or it may be a fun twist.. I'm sure hills will be interesting.. hopefully it doesn't tip over [ December 06, 2006, 01:40 AM: Message edited by: Hawkslayer ]
  15. Here's an update to the model, a good bit less bland than the first. I like it, not too bad for 2 night's work on a program I never used before. I'm loving Sketch Up! I'm able to do stuff that was a major pain back in my 3DS MAX days. Now Blender.. *sigh* that'll be more of a trick to figure out. (I hate hotkey oriented stuff) I'm leaning towards fairly armored front and bottom, minimal side armor and weak cockpit, back and top armor. 30mm AP gun with Jammer. (anything green would be weak, with the armor emphasis on the light blue areas) It would be a good for recon, exploiting the backside of tanks, artillery, and light vehicles, It would be weak against laser, artillery (if it ever "parked" (x)), and of course any lucky large calibre hit, or side/rear/top spraying from 20mm. The whole back half is engine and mechanics, ammo below and front of the cockpit. [ December 06, 2006, 03:08 AM: Message edited by: Hawkslayer ]
  16. I started making a light air vehicle last night (learning Sketch Up) and below is how it looks so far, I don't actually have the game yet (soon), but started playing around with a model. If I can up the thrust on hovercraft so they fly high enough to be considered NOE, I may do it that way (since that would be easier to fly) Currently I'd like to give it a 30mm gun (is that moddable) and lol was gonna jam it. It still needs some detail work, and obviously some texturemaps, but here ya go (bottom if the 30mm gun a warthog uses, which I'll mimic) The gun will shoot forward, but is obviously designed to shoot below as well as strafing runs. So.. what do you guys think? Obviously it'll have camo textures on the green parts, with sky coloration on the light blue part. The red will have "thruster" type graphics (the edges for the hover ability, with the back being the forward thrust) [ December 06, 2006, 01:53 AM: Message edited by: Hawkslayer ]
  17. Yeah, I don't see this game becoming Air dominated anytime soon.. but some variety of Air units would be fun to see, and certainly a realistic component in warfare. ATGM's would tear these up also, heck.. even 120mm shots if the pilot was lazy and stood still, although I'm more in favor of "Star Wars/Airplane" style flight characteristics over a hoverplane type of unit. Hmm.. I wonder how high hovercraft can fly? Maybe one could be shaped into a NOE "aircraft" with easy landing capabilities (hit x). I think a gunship equivalent of an A-10 "Warthog" would be cool too, making use of a "burst of multiple 30mm projectiles" form of weapon, and a fairly long reload time, for strafing runs against ground defenses and tanks. [ December 04, 2006, 04:32 PM: Message edited by: Hawkslayer ]
  18. Interesting pic of the Apollo. What are the tracks mapped to? It looks like an E, which I don't yet understand. Is that an underside armoring? Or is it Engine? Also, T stands for Top, not Turret, correct? So, there are LEFT, RIGHT, FRONT, REAR, TOP, UNDERSIDE, and TURRET armor values? For the damage modeling on the above Apollo, does the entire zone of the LEFT side, for example mean that an AP hit to the front LEFT side would have diminish the armor values for the LEFT armor near the Turret area? It's interesting to see so much of the front top assigned as FRONT, but after thinking about it, this is where you'd want most of your armor assigned, and FRONT has the most of it. I would have sworn that the top flat part of the vehicle would be a TOP value though, and thus weaker. I'll have to change my tactics. Is there an easy way to see all of the vehicles mapping this way? This would be helpful as for players to know.
  19. I love the video ClaytionusRex, it's the first I've seen of the Infantry game play.
  20. Ooh! Infantry Engineer able to take over Towers, just at a slower rate. The Engineer would also be able to repair destroyed deployables and take over enemy ones. Unarmed, but with a slightly more powerful jet pack. (a side effect of a beefier power supply needed for his tools) One fun thing I miss about Tribes was the ability to manually control a deployable turret. This would be fun to include here also. They also had optical "sensors" which were used as another way to detect units. (which you could aim manually)
  21. I'm still on the demo, so some might be addressed already. Wish List: Bots are colored slightly different than Human players (both on your side, and the enemy side, both HUD view and on the map) Dead vechicle shells have (Dead) after their name, or are greyed/much darker in their name. I like them sticking around for a while, but I wasted many a bullet on a bot that someone else killed and I failed to miss the kill message. Some way to scroll up and down the messages (maybe I missed that) Also, Font size and coloring configuration for the text report. (Kill reports able to be different sizes than the chat text, etc) But, at a minimum a global text size option. Enter selects the "Drop" button for the Deployable menu. (helps speed up dropping turrets, etc) Audible notification that you made a kill. (Since you know you killed by the chat log, might as well hear it also) Internal sensor update on the status of your armor for each "zone". (but not on your enemy's armor)
  22. I'd love to see in-game video of these matches! I enjoyed Clay's little clip (forget where I got it) of him shooting up a tank and cutter with his infantry.. and would love to see more! If I get enough (good) footage, I might be pursuaded to throw together a little promo/fan video. I have a fast cablemodem, please don't over compress it!
  23. I understand the appeal to make real-world units and technology into a game, but the inclusion of some of these, without regard to gameplay balance, will severely unbalance the game. While I realize I'm in a forum full of atypical gamers (we're not talking Battlefield 1942 here), and most people here are big WW2 style combat strategy types, unless you really want to make super strong units that only allow 1-2 per game, we probably should be talking about "what kinds of units would make the futuristic non-reality based game fun" rather than "let's simulate a M1 Abrams of the future" kind of stuff. I suggest we toss out any expectation of mapping the game technology to "reality" and think about what kinds of things would be cool to have in this realistic oriented damage dealing game. For me, the strength of this game is that the units have specific areas of weakness, rather than a simple "health bar". This allows interesting strategies and combat tactics that you simply wouldn't need to worry about in more arcade types of combat. I think one form of damage we'd like to see is a front-loaded damage form of weapon, which most likely would be projectile based. (I'd also like to see a Hurricane mortar on other movement types) Unless we want to increase the overall damage over time of this unit (making it a super-unit), we'd need to make it so there are extended times where damage isn't available. (reload/recharge/etc) I think another interesting concept could be a form of damage that increases in damage over time. For example, a laser that starts out weak, then gets more and more powerful over 5-10 seconds until it needs to cool off. (or a Metal Storm type weapon that starts out slow, then really lets it rip)
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