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Chilibird

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Everything posted by Chilibird

  1. Yeehaw. I'm all for it. Email is on its way. Are we only gonna concern ourselves with getting the thing in game and rolling (track textures included) or are we gonna worry about scaling, positioning, and whatnot as well? By the way, perhaps something a little more 'dynamic' than a cube, so we can tell which way is front/up/down? Maybe a slope to one end. Also, I've figured out how to do this UV map stuff with Blender, so that's probably a decent choice for something as simple as a cube, as UV maps are what we're gonna want to use. Now then, are we just going to use this forum topic as a meeting place? Perhaps an exchange of other means of contact? I know a Ventrilo server that we can probably borrow a channel for a time. I personally think that what we should do is to make sure that we all keep very detailed notes as to what works and what doesn't. Once we have a complete success, we can put what works up on the Wiki. (Of course, we might find that it takes a team of 3 or 4 to have any success ) I like this, Posel. I think having a team of 4 of us, we can do it.
  2. Alright. It shows up in game. It works. It has a 'texture'. (Nothing special, still gotta make an actual one) Still 3 things 1- Gotta do collision models/contacts/all that other good stuff 2- Gotta find out whats causing the one sided faces problem. (You can see the face from one side, but not the other) 3- Gotta find out how to put the treads in there, and make em animate. (Get the tread texture on em) Any help on any of these 3, particuarly 2 and 3, would be very much appreciated.
  3. I've also noticed that the "Cache Textures" causes a crash on Mac OS X 10.4.7, loading the Bayou map.
  4. Posesl-> What are you using to make your models? Blender is the only way I know to make a model that has a texture, and it doesn't seem to be working very well...
  5. Heh.. well, here's the ramses. Well.. the Hosed version of it, anyways. Using .obj turns the chassis on its side, and also causes interior sides to be invisible, and using .cob produces this.. interesting.. result... as well as (seemingly) turning the directions around(front is back, ect), though the thing is too hosed to really tell . Perhaps a blender side-effect? Could someone perhaps suggust a better program for doing this on Mac? (I know sketchup does this well, but it can't produce UV maps)
  6. I've gotten the turret in, though not textured. I used Sketchup to do that, though it would appear as though it is not possible to create a UV map by using sketchup. So I guess I'll have to figure this blender mess out. I at least made it crash this time And I'm more than willing to help ya out should ya need it
  7. Thanks I'm successfully unwrapping said objects, though I still have some things to learn about where to put some seams. (A lot of funny looking shapes) However, I'm lost as to getting them onto the model in the game. *edit* I've managed to successfully create & edit a UV image for Blender (It shows up in the Renders), but I can't figure out how to export it so that it shows up in-game as well. I do just export it as .obj, and problem solved? As for the screenshot.. I'd put one up, but without texturing, it's REALLY hard to see the difference between the turret/chassis. Though, I did encounter something kinda 'fun' while testing. With the muzzle velocities I gave it, the Ramses's Main Gun is capable of piercing Point Defense shields. That could really mix things up on maps like Raid... (Well, I think it pierced it. It could be that the ion towers just didn't fire on it. More to come once I have it textured) [ September 18, 2006, 06:48 PM: Message edited by: IcemanUSA ]
  8. This could be cool. Sounds like everyone is getting the model bug And I do believe you're thinking of the Nerbelwerfer. (SP?)
  9. Alright, I'm gettin there Ah blast, XSI Foundation is not mac-compatable :\ -- If I read that correctly, in Blender (I'd presume Sketchup can't do this) I have to (manually?) flatten out the image. Then use the Vertex paint tool to define where all of the edges are? Then paint it? I didn't think it was possible to do that in Blender. I guess I'm basically confused as to how to obtain the image that I can mess with and paint, and subsequently bind it to a model. After I have the outline image, I can go crazy on it, but I'm stuck getting the image to paint at all. Any help there is appreciated. Once I at least have a texture that isn't quite so hard on the eyes (That black w/ outlines like you have for now, for example ), I'd be more than happy to put up a screenshot. Besides, right now, it's kind of hard to see the differences in the polygons. (What's up, what's down, what's what)
  10. Thanks. Now showing up completely in a brilliant white ^.^ I used Sketchup to design and export this mess, but I'd imagine it does not have the ability to export the texture map like what is needed. So I saved it as a .kmz file, (Google Earth 3) and opened it in Blender (urk!). I really had no luck going from there, though. I saw a "UV Face Paint" and a "Vertex Paint" options, but I couldn't figure out what to do with em. Using them had no noticable effect. I figure that the image gets dumped somehow by using those tools? How has anyone else done this? (JDevlin?)
  11. Thanks Hubby (Sorry, I couldn't resist ) I'm looking forward to these new scenarios. Some of those look really promising. That planet looks REAL creepy, by the way. I like it. I gotta say man, you are a real inspiration. Seeing some of the things you do, and you do it without asking for thanks. I hope that I make a scenario that turns out half as well as yours. So cheers to you, mate. So hip hip for hub And hooray for all modders! And a hearty Boo! for whoever sent that email.
  12. Yeah, I'm having a hard time with that one. You got farther than me there. I can't figure out how to generate the texture (to paint it at all), and stick it to the model :\ Anywho, that is looking promising, I look forward to seeing that beasty on the battlefield.
  13. I believe it's defined with the Contact tags in the physicalobjectgroup files.
  14. Sounds good tah me. Now then, 2 questions/problems. 1- When referencing 'origins' ect, what is that relative to? A given point on the Chassis? 2- My Chassis doesn't like showing up. Everything else will, but there is a lack of Chassis. Could this have anything to do with the "animations"? What do those have anything to do with, anyways? (The "basemodelname" ect) Actually, something that'd be nice is a list of what we do/don't need with a file created using .obj files/collision models vs .cob files/collisiontriangles. Only other thing I'm having a problem with is figuring out how to go about texturing the danged thing. I figure it's an export option somewhere, but I have yet to find it.. [ September 17, 2006, 04:56 PM: Message edited by: IcemanUSA ]
  15. Howdy all, I've got my 3 .cob files. I've got a .physicalobjectgroup file. I've got .obj collision files. And it shows up in game. Here is the problem. First of all, it shows up badly distorted. (Literally, all twisted, ect). Is there something I should have done when exporting the model from blender? (All I did was save the model parts as google earth files, opened them in blender, and saved them as .cob files) They were saved with the appropriate points on the Axis in sketchup. Second.. I'm still confused as to these collision models. I hear stuff about .bmp files, and naming, ect. Basically, I have 2 sets of 6 obj files. One set for the Chassis, and one for the turret. I didn't do anything special with these. Just opened em in Sketchup 5, deleted all faces/lines that weren't considered 'front', and export as .obj. Repeat 5 more times for each side. They are named RamsesCollisionBack, RamsesCollisionFront, ect ect. Is that the correct naming convention? And if I'm right, to throw these in, I use the <collisionmodel> tag in place of where all of those <collisiontriange> tags are. Or do I need to use something like <frontcollisionmodel>? (Sorry, I'm having a hell of a time with this xsd stuff, can't find a way to view em on OS X.) Once I get this model stuff figured out, I should have a prelim screenshot of the model in-game at least. Then I'll get to making a nice texture for it, ect.
  16. Why not add an additional mask image to scenarios, one to designate to the AI where dropships can't drop? Just a simple Red/Green map, Red= No Drop, Green= Drop, and in between = more/less likely of success. That way, they'd stop with dropping on buildings, on hillsides, ect. which just ends in AFV destruction.
  17. Crap! Dropteam has become self-aware! To the shelters!
  18. I've found odd entertainment in launching hurris into orbit. (Ok, to be honest, it was a stupid mistake. You have to lock that thing down first on Low-G maps)
  19. Chilibird

    DT Night

    rofl! I didn't even notice that This friday sounds great to me. 9PM EST is optimal, but I can go as early as 7:30 or 8.
  20. I'm more than happy to show you how I created that one. Catch me on AIM (yeparrothead) or MSN (yeparrothead __ at __ gmail __ dot __ com) There is only one thing I might want to change, which I can't find the appropriate tag for, and that would be to disable deployment time all together. I think that's a serverside thing, though.
  21. Chilibird

    DT Night

    I don't know. Shot in the dark, really. Hindsight tells me that may be more like 2-3 months
  22. Chilibird

    DT Night

    Howdy all, I have a bit of a proposition. We all have said how there is very rarely more than 2-4 people online at any given time. So, why not set up a DT night? Pick a Friday, and a time that works for everyone, and tell everyone to hop on the server. It'd be a good night of humans vs humans, as opposed to bots. With enough warning, we could probably fill the server. Heck, maybe it could be right after the WW2 mod is available? Break in the new players who downloaded it just for that, in addition to just getting a chance to play it with human players ourselves. Any supporters?
  23. It's usually hiding behind that ad. There's an X button on the upper right of it.
  24. Yeah, sure. http://www.megaupload.com/?d=V4355TQH And Aittam-> I'll get the danged thing done eventually. I'm beginning my Senior year of Highschool, so I'm pretty swamped with that stuff.. college apps and whatnot >_>
  25. Why not make it that you can rearm in your own reenforcement zones? Those are unlikely to have coverage by Ion Towers, and that way, a non-damaged vehicle could just get out of the way and reload, without tying up the galaxy resupply. Or, perhaps, by parking yourself in a reenforcement zone, your destroyed/damaged systems can slowly (very slowly, as to avoid the 'invicible' problem) come back online.
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