Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: TrashMan on July 19, 2007, 04:21:35 pm
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Some of you may recall my old bombers - Thunderbolt, Claymore and Lightbringer
I decided to re-do them all, and this is what I got so far - any suggestions and comments are welecome
CLAYMORE
(http://img526.imageshack.us/img526/7569/claymore1wg4.th.png) (http://img526.imageshack.us/my.php?image=claymore1wg4.png)
The bomber based on Redeemer Cannons (8 of them)...Should I make them bigger?
LIGHTBRINGER
(http://img515.imageshack.us/img515/4140/lightbringer1ub9.th.png) (http://img515.imageshack.us/my.php?image=lightbringer1ub9.png)
The Beam Bomber - still early on this one, but ran out of idea what to do for greebling...the one in the background is the old one
THUNDERBOLT
(http://img441.imageshack.us/img441/7223/thunderbolt1oh9.th.png) (http://img441.imageshack.us/my.php?image=thunderbolt1oh9.png)
the A-10 wannabe...like where it's going so far..Still undecided if the rear should follow the A-10 shape or be lifted higher, like by hte Medusa
*the original 2 Terrors pic held the Armageddon, but since it's HTLized allready and I needed a midium bomber that cna replace the Medusa, I revived the Thunderbolt
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Nice........You shou :De worked for :v: on Fs2. :D
The Lightbringer looks like a cruiser.
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Still havn't made the cockpit..that's why...deciding on the shape and size...
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DO A HTL ARMAGEDDON!!!!!! :eek2:
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Still havn't made the cockpit..that's why...deciding on the shape and size...
Make the LightBringer a Cruiser. ;)
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DO A HTL ARMAGEDDON!!!!!! :eek2:
Whats wrong with the current version? Isn't it detailed enough?
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DO A HTL ARMAGEDDON!!!!!! :eek2:
Whats wrong with the current version? Isn't it detailed enough?
To Snail i would say no. ;) It looks good how it is. :yes:
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from far away
the claymore looks like an imperial cruiser/corvette to me (you know from starwars!)
maybe a nice shape for a new corvette or something
btw its looking very pretty to for a bomber :D!!!
the other models are great to!
but the claymore really woke up my attention :p
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Whats wrong with the current version? Isn't it detailed enough?
It's fine, but imagine... SUPER GREEBLES!! :eek2:
You have an excellent opportunity to put some serious greeblage on that thing.
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i gotta love a A-10 based design.
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It's fine, but imagine... SUPER GREEBLES!! :eek2:
You have an excellent opportunity to put some serious greeblage on that thing.
I might do that once I finish these 3.
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Very sexy, I like them all :)
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Wish I could make cool **** like that!! :eek:
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Loving your hog, but lose that asymetrical back fin? it's really odd like that.
I like the claymore...
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UPDATE: :D
*cockpits for everyone!*
(http://img179.imageshack.us/img179/1193/claymore2cx0.th.png) (http://img179.imageshack.us/my.php?image=claymore2cx0.png)
(http://img517.imageshack.us/img517/6338/thunderbolt2qf8.th.png) (http://img517.imageshack.us/my.php?image=thunderbolt2qf8.png)
(http://img517.imageshack.us/img517/2604/lightbringer2kf5.th.png) (http://img517.imageshack.us/my.php?image=lightbringer2kf5.png)
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The Thunderbolt could go to the TVWP as an early bomber.
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Make the cockpit canopy of the Thunderbolt rounder and texture the ship FS1 style. Every line of that ship screams "Terran-Vasudan War era".
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You realyl think it looks retro? :wtf:
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It kind of does. :nod: They are all nice. :yes: :yes:
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(http://img518.imageshack.us/img518/9650/tbha8.th.png) (http://img518.imageshack.us/my.php?image=tbha8.png)
Meh..you think the color (and hte gun thingy on the side) look OK?
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The Lightbringer would make a rather dandy small capital ship.
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Thats what i said. :P
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The Lightbringer would make a rather dandy small capital ship.
I thought the legendary Janos would have something weird to say, but nooo, he had to say something sane.
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I just tested the current Thunderbolt mesh in-game (to get a feeling for scale and to get all the POF data ready when I finally finish it).
Now this is just a test - I plan to give this thing a proper texture..
(http://img355.imageshack.us/img355/7199/screen0054nf0.th.png) (http://img355.imageshack.us/my.php?image=screen0054nf0.png)
Can anyone tell me how to get the gattling gun to spin when I press fire? I wrote it down but lost that paper.. (the gat gun is a subobject)
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Heh he, couldn't tell you exactly, but all the gat guns you see on the models I posted in the last 6 months have gat guns auto placed by the Nukemod...
I make a firing point and the table places them on the pof everywhere that certain entry has the gat gun for a primary. That's why you see the machine guns on top of other weapons that were already on the models (oops!)
There is a second or two delay in firing but it starts to rotate FIRST!!! ;)
Have you looked at the nuke mod tables for weapon data?
(incidently I want your Hog for a Zero Hour mod, cool? Future Earth forces versus undecided alien threat - Good use for a lot of Aldo/Nuke model dump ships.)
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Cool..
Hm.. IIRC, I think you have a specific code you have to put either in the subobject pof data or in the ship tables... but I cna't find it... :sigh:
EDIT - can someone post here the needed code for that? I don't want ot DL the whole nukemod just for a few lines of code....
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these are straight out of Nukes mod. i dont know if he used a script.tbl to make it all work, to be honest i havn't played with any of these wonderful toys yet. hopefully he wont get mad at this post....right? :nervous:
--------------------------------------------------------------------------------------------
the first and last $entries are there to provide reference as to where
they go in the table
---Primary weapon table entry---
$end_multi_text
$Tech model: your tech room gun here.pof
$Model File: your gun projectile here.pof
$External Model File: your in game gun on ship.pof
$Submodel Rotation Speed: 52.36 ;radians per second = ((1/firewait)/#barrels)*pi
$Submodel Rotation Acceleration: 50
$Mass: 0.1
animation code for subobjects in this case a door, i dont know if thats what you are looking for exactly but its there if you need it.
---ship table entry---
$Subsystem: bdoor1,10,2
+untargetable
$animation: triggered
$type: secondary_bank
+sub_type: 1
+delay: 0
+relative_angle: 0,0,-60
+velocity: 0,0,4000
+acceleration: 0,0,80
+time: 5000
---GUN MODEL POF CODING---
model Name: subobject name
movement type: rotation
movement axis: Z axis
properties: $gun_rotation
---SUBOBJECT POF CODING---
Model Name: submodel whatever
movement type: around axis
movement axis: whatever axis your submodel rotates on.
$special=subsystem
$name=submodel whatever
$triggered:
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He actualy uses a separate pof model for hte gun????? :wtf:
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yes sir. a POF for the ship, and a POF for the gun. it looks like its the table entries that ties them together. i also missed an important part in the ships.tbl entry for your fighter, it contains the Show weapon model coding.
$Allowed PBanks: ( "gun" )
$Allowed Dogfight PBanks: ( "gun" )
$Default PBanks: ( "gun" "gun" "gun" )
$Pbank Capacity: ( 120,120,120 )
$Show Primary Models: ( yes yes yes )
$Allowed SBanks: ( "missile" "missile" )
$Allowed Dogfight SBanks: ( "missile" "missile" )
$Default SBanks: ( "missile" "missile" )
$SBank Capacity: ( 40,4 )
$Show Secondary Models: ( no no )
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now that im re reading all this stuff i just posted its starting to open up a whole new can of worms over here. im going to have to try this!
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also reguarding the models themselves, it looks like the gun models use the firing points on the ship model in conjunction the the gunmodels axis position to place the gun while ingame. so if you want to just show a barrel the axis would go at the tail end of the barrel and the firing point would be butted up against the ship models mount for said gun. whole gun models would require a little finess with these two variable to position it right. muzzel flashes can be positioned using like the blob offset varible in the muzzel flash table, or TBM.
OK i think that is every thing i found. i'll keep posting if i find more out. nukes ships and weapon tweaks are a work of art man.
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This is so...strange....why can't something like this be made without a new .pof? Just with a separate subobject (subsystem)??
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Because the animation code doesn't work like that. The weapon itself must be a POF.
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Hmm...I think I'll wait to hear more about it.. Can't belive that this is the only way...too retarded...
The game can allready rotate subobjects, there must be a way to triger it... If not, then I'll just make the damn gun to allways spin. :doubt:
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stupid question... Can't you do it with a sexp as soem sort of trigger??? *runs*
And, don't be lazy. Nukemod is worth having so just DL it already... :D
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I didn't say it isn't worth it..I'm sure nukemod is great...I just don't have time to experiment with it ATM.
I got my own campaign, so I have to do models, missions nad everything else.
And Im helipng out 3-4 other projects out there.
And FS2 isn't the only game I'm modding (BOTF2 and EV:Nova nad whatever I feel like modding) and sometimes I just want to relax and play something on-line (Allegiance, Tremulus, C&C 3). Not to mention I have 2 essays to write...
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Allright then. I'll use another pof :doubt:
But how does one go about positioning the thing?
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Doesn't the weapon .pof just get stuck on the firing point?
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Does it? I don't know, that's why I'm asking....Hm..if the weapon gets stuck to the fire point...do the shots come out of the back of hte weapon then????
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The weapon model is attached to the firing point.
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Ok, cool...Now I got a small update:
(http://img240.imageshack.us/img240/381/thunderbolt3zs9.th.png) (http://img240.imageshack.us/my.php?image=thunderbolt3zs9.png)
Do you like the new gattling cannon? (named Reaper - I'm stealing the sound and effects from BTRL viper cannon)
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Interesting. I stand by my opinion that it should be a heavy fighter instead of a bomber.
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:bump: Any updates?
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Next time, take it to PM, don't necro.