Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: aldo_14 on September 27, 2005, 04:54:17 pm
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Er.... I didn't want to release this quite yet, but it may be a while before I finish it. pof is complete et al (except for some glowpoints, and maybe some eyepoint twiddling), tbl is up to you. Oh, and it kind of needs custom missiles, which I've yet to make :)
The weapons are intended to be interchangeable, so I'll release the max and psd files at some point; the latter because it's (should be) quite simple to do a recolour job. Except for the debris, which might need a wee bit of work.
But someone might get a bit of fun out of this in the meantime ;)
(http://www.sectorgame.com/aldo/aw/ss.jpg)
http://www.sectorgame.com/aldo/aw/spacesuit1.zip
[size=1]
$Name: Spacesuit
$Short name: ss01
$Species: Terran
+Type: XSTR("Deathtrap", -1)
+Maneuverability: XSTR("Excellent", -1)
+Armor: XSTR("Pathetic", -1)
+Manufacturer: XSTR("Algamated Tinfoil Ltd", -1)
+Description: XSTR( " ", -1)
$end_multi_text
+Tech Description:
XSTR("****! We're doomed!", -1)
$end_multi_text
+Length: 3 m
+Gun Mounts: 6
+Missile Banks: 2
$POF file: ss01.pof
$Detail distance: (0, 30, 80, 200)
$Show damage: YES
$Density: 1
$Damp: 0.1
$Rotdamp: 0.1
$Max Velocity: 0.0, 0.0, 30.0
$Rotation time: 2.10, 2.05, 2.20
$Rear Velocity: 3.0
$Forward accel: 3.0
$Forward decel: 2.5
$Slide accel: 10.0
$Slide decel: 5.0
$Expl inner rad: 5.0
$Expl outer rad: 25.0
$Expl damage: 5.0
$Expl blast: 100.0
$Expl Propagates: NO
$Shockwave Speed: 0.0
$Allowed PBanks: ( "Subach HL-7")
$Allowed Dogfight PBanks: ( "Subach HL-D")
$Default PBanks: ( "Subach HL-7" "Subach HL-7" )
$Allowed SBanks: ( "Harpoon" )
$Allowed Dogfight SBanks: ( "Harpoon D" )
$Default SBanks: ( "Harpoon" "Harpoon" )
$SBank Capacity: ( 30, 40 )
;;$Show Weapon Models: ( yes , yes )
$Shields: 50
$Shield Color: 100 100 255
$Power Output: 2.0
$Max Oclk Speed: 40.0
$Max Weapon Eng: 50.0
$Hitpoints: 120
$Flags: ( "player_ship" "default_player_ship" "fighter" "show ship" "in tech database")
$AI Class: Captain
$Afterburner: YES
+Aburn Max Vel: 0.0, 0.0, 150.0
+Aburn For accel: 2.0
+Aburn Fuel: 150.0
+Aburn Burn Rate: 50.0
+Aburn Rec Rate: 90.0
$Countermeasures: 25
$Scan time: 2000
$EngineSnd: 128 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -5
$Closeup_zoom: 0.25
$Shield_icon: shield-f01
$Ship_icon: iconfighter01
$Ship_anim: ssfighter01
$Ship_overhead: loadfighter01
$Score: 2
$Trail:
+Offset: 0.14 0.95 -0.37
+Start Width: 0.1
+End Width: 0.015
+Start Alpha: 0.85
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 60
+Bitmap: Contrail01
$Subsystem: communication, 10, 0
$Subsystem: navigation, 10, 0
$Subsystem: weapons, 20, 0
$Subsystem: sensors, 10, 0
$Subsystem: engines, 35, 0[/size]
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+Type: XSTR("Deathtrap", -1)
+Maneuverability: XSTR("Excellent", -1)
+Armor: XSTR("Pathetic", -1)
+Manufacturer: XSTR("Algamated Tinfoil Ltd", -1)
:lol: Looks very cool tho.
Does body parts fly off when you kill it.:p
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ROFL! Now I know why you needed closeup to be correct!
I'll be doing a POF tweak on this, so no one grab it yet.
EDIT: Updated downloadhere (http://hades-combine.com/web/index.php?ind=downloads&op=entry_view&iden=205)
Aldo, it's got the screwy radius because one of the debris pieces is way the hell away from the body. The converter takes everything (including debris) into account when it makes its (still wrong) radius, so that was throwing it off by another order of magnitude.
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Originally posted by WeatherOp
:lol: Looks very cool tho.
Does body parts fly off when you kill it.:p
The leg does.
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:bump:
If anyone is interested in this, the tweaked POF needs to be mirrored elsewhere. I'm critically low on my web space here at school (thanks to a major project that I'm working on now that uses the same quota) so I cannot continue hosting this indefinitely.
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OH MY GOD. That thing looks ****ing sweet.
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Mirrored (http://hades-combine.com/web/index.php?ind=downloads&op=entry_view&iden=205) at Hades Combine.
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Awesome, thanks Spicious :) I updated the link in my earlier post as well.
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For some reason, that thing looks like it's wearing a thick metal bra. :wtf:
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yeah, first thing in my head: "boobies!"
you know I think external primary weapon models were implemented...
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Originally posted by WMCoolmon
For some reason, that thing looks like it's wearing a thick metal bra. :wtf:
You should see it from the top.......
(that's where the arms/hands go - I couldn't be arsed with the hassle of modelling highly detailed fingers & controls for the alternative, plus it wouldn't be very 'heavy' if there wasn't some form of armoured section)
@Strat
****e, I see what you mean about the debris..... I must have forogtten to move that back into position when I was adding the dummy stuff :o
Also; max (v4) and PSD files; http://www.sectorgame.com/aldo/aw/spacesuit_files.zip
NB: the max convert files don't have docking points defined on them yet, or glowpoints.
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Wouaw ^^ We could perhaps in the futur make a clone of X² the Threat
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Originally posted by WMCoolmon
For some reason, that thing looks like it's wearing a thick metal bra. :wtf:
You know... there are some things you never notice until someone points at it. And then you can't get them out of your mind... :mad: :lol:
@aldo Great work. It looks very cool. ;)
Actually it looks like it has more firepower than some light fighters. :shaking:
Edit:
Some thoughts:
It should have a standard laser, like the Subach, but only a very small ammount of energy.
If your fighter is destroyed you should be able to eject and fly around in this thing. ;)
(Yes, that is possible. Except for the 'active' eject part. ;) )
What happens if this thing is out of missiles? I think it would look most odd if a support ship docked with a space suit. :wtf:
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Originally posted by DaBrain
You know... there are some things you never notice until someone points at it. And then you can't get them out of your mind... :mad: :lol:
@aldo Great work. It looks very cool. ;)
Actually it looks like it has more firepower than some light fighters. :shaking:
Edit:
Some thoughts:
It should have a standard laser, like the Subach, but only a very small ammount of energy.
If your fighter is destroyed you should be able to eject and fly around in this thing. ;)
(Yes, that is possible. Except for the 'active' eject part. ;) )
What happens if this thing is out of missiles? I think it would look most odd if a support ship docked with a space suit. :wtf:
It looks somewhat like a duck being shagged by a bull.
I didn't intend it to rearm, to be honest (the missile load animation looks odd, and there's no way in hell you could actually load missiles from that dockpoint to the loadout point); the rearm DP is only there for convenience should someone want to (same goes for the shields). I considered having another suit with no guns and just big racks/tanks to act as a support ship, though. Can't be arsed making it as of yet.
Hopefully the max files will be enough for others to experiment with adding new weapons/combos etc in that regard. I added some colouration layers to the psd maps for the suit for the same reason.