Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Vengence on March 23, 2009, 11:04:50 am

Title: Somewhat complex animation thing
Post by: Vengence on March 23, 2009, 11:04:50 am
Heya guys. I haven't been back in over two years XD. Was thinking about returning to the good old FS2 modding days hehe. So now, time for the question at hand...

I have a remodel planned for my old Hurricane models. The new one is quite.... different. So different it is a bit daunting but anyways... the thing has these huge fin like things. They look roughly similar to Babylon 5's solar arrays but these can articulate. Basically the new ship has 12 of them, six on the bottom and six on the top and are folded into this metal carapace and unfold out of it when deployed. My issue is that.... how would you, ingame, get these objects to deploy? I understand that something like this probably could only be triggered by an event but how would I get these to rotate a specific amount and hold it there, then retract?

Rough WIP
(http://img25.imageshack.us/img25/3681/hurricanee.jpg)
Title: Re: Somewhat complex animation thing
Post by: Droid803 on March 23, 2009, 07:12:28 pm
Dang that looks hot.
You can set how much a subobject rotates when its animation is triggered, then trigger another animation to move them back. Otherwise, if you want it to loop, you could have an event in FRED that stops, then reverses the rotation every x seconds.

Btw, random but somewhat related: was the old Hurricane ever released? Because now looking at it, it would be excellent for something I had in mind... Actually, everything from that secret mod is... but I'm overstepping my boundaries here...
Title: Re: Somewhat complex animation thing
Post by: Vengence on March 23, 2009, 08:10:31 pm
The reason I haven't released the older versions was because they don't fit in with the GTVA  :P

Also I think those old designs weren't too good for FS2, this new one is a bit less.... turrety.

the model I put up needs a rework.... and another export cause it was made in Max 2008 at school and I use Max 9 for modeling and UVing here. The redesign was sort of to better fit with my new aesthetic with the faction. The faction is now called the Homeworld Empire, somewhat peaceful in that they'd rather seek peaceful resolutions but if war is inevitable they'd end it in the most brutal and violent manner... often ending with entire extinctions if possible and the use of nearly illegal and relatively inhumane weapons such as the Positron Cannon or irradiated plasma weapons.

Also the aesthetic was modified to better resemble the Typhoon Cruiser which was the basis of this new redesign.

Another question would be scripted shields. This faction has no shields but these ships can project a shield around whole fleets so can it be scripted that a fleet would become shielded when its gigantic shield arrays open up?

(http://fc06.deviantart.com/fs26/f/2008/086/e/f/A_Storm_is_Coming_by_VengenceMkII.jpg)
Title: Re: Somewhat complex animation thing
Post by: Droid803 on March 23, 2009, 08:44:33 pm
I never said I wanted it to fit with the GTVA :nod:
The idea was super-high-tech faction :P

Well, you could certainly make all the ships invulnerable once the wings go up, again through FRED events. You might be able to mux together some shield effect using warp-effect or explosion-effect, though I don't know how good that would look though.

Did I mention how hot that ship looks? *drools*
Title: Re: Somewhat complex animation thing
Post by: Commander Zane on March 23, 2009, 08:51:08 pm
Yes you did, and I agree all the way.
Title: Re: Somewhat complex animation thing
Post by: Vengence on March 23, 2009, 09:16:13 pm
And see them in action in this OLD vid...

http://www.youtube.com/watch?v=ufkmAlj3Ob8&feature=channel_page
Title: Re: Somewhat complex animation thing
Post by: Commander Zane on March 23, 2009, 09:18:44 pm
That's what a mod needs, B5: Into The Fire music. :D
The capital ship combat would be sexy as hell to watch.
Title: Re: Somewhat complex animation thing
Post by: Droid803 on March 23, 2009, 09:22:40 pm
 :eek2:
Oh, what I would give for even those older models...
Title: Re: Somewhat complex animation thing
Post by: Vengence on March 23, 2009, 09:56:04 pm
I have most of the meshes, some of the skins, but the POFs are gone. Also that map was rediculous XD. It was a test map for my models. Lets just say.... dozens upon dozens of fighters. And the weapons these ships have have a VERY high rate of fire. The Thunder Heavy Fighters that supported my Blizzard Medium Fighter had TWICE the barrels XD. As in.... 8 light cannons and a 4 barreled nose cannon that also shot very fast. The space was loaded with fire.

What I mean is... on an older version of that map... there were so many projectiles that the game wouldn't input my shots.
Title: Re: Somewhat complex animation thing
Post by: S-99 on March 26, 2009, 02:49:51 am
That video wowed me. All those fighters were amazing and unique. The weapons were fantastic.

It'd make an awesome campaign.
Even though some of the proof of concept fighters used some temporary textures to show them off. They still looked really good.

Reminds me of how possibly the fs universe would be in another 30 or more years after capella.
Title: Re: Somewhat complex animation thing
Post by: Vengence on March 26, 2009, 07:42:06 am
Where every battle is nearly battle of endor? Dunno hehe. And I don't know about 30 years considering the designs are far off from GTVA semi organic styles.
Title: Re: Somewhat complex animation thing
Post by: Commander Zane on March 26, 2009, 07:45:59 am
I'd still like to see these monstrous beasts in combat, and actually be flying the fighters too.
Title: Re: Somewhat complex animation thing
Post by: Topgun on March 26, 2009, 03:07:36 pm
I LOVE your art style man.
Title: Re: Somewhat complex animation thing
Post by: S-99 on March 26, 2009, 03:09:39 pm
Where every battle is nearly battle of endor? Dunno hehe. And I don't know about 30 years considering the designs are far off from GTVA semi organic styles.
It was more about how the combat evolved. Several of those new fighters in the future too perhabs :nod:
Title: Re: Somewhat complex animation thing
Post by: Vengence on March 26, 2009, 03:47:47 pm
I see. Oh btw.... those capital ships? They were moving over 100ms. The Typhoon I think has a max speed of 150ms. My fighter was moving... hmm... 300ms perhaps? With drift and glide on.
Title: Re: Somewhat complex animation thing
Post by: Droid803 on March 26, 2009, 03:52:54 pm
So that's how you get everything to look that smooth!
Title: Re: Somewhat complex animation thing
Post by: Vengence on March 26, 2009, 03:58:23 pm
Because they were all so fast? XD Well I suppose I felt that FS2 speeds were a tad too slow.

I LOVE your art style man.

OH and Thanks   :D
Title: Re: Somewhat complex animation thing
Post by: Commander Zane on March 26, 2009, 05:13:22 pm
Yeah, your style is great, particuarlly in the Thunderbolt style fighters.
Title: Re: Somewhat complex animation thing
Post by: Mobius on March 26, 2009, 05:38:58 pm
(http://fc06.deviantart.com/fs26/f/2008/086/e/f/A_Storm_is_Coming_by_VengenceMkII.jpg)

Oh Jesus...this screenshot is shocking...in a very good way! :eek:

:yes:
Title: Re: Somewhat complex animation thing
Post by: Droid803 on March 26, 2009, 05:39:40 pm
Yer, the Typhoon be uber sexy.
Title: Re: Somewhat complex animation thing
Post by: Vengence on March 26, 2009, 07:27:15 pm
Indeed! But sad to say... even the mighty Typhoon needs an update. At the moment it is actually too low poly or at least not of high enough detail. When you get close it begins to suck...
Title: Re: Somewhat complex animation thing
Post by: Commander Zane on March 26, 2009, 07:30:25 pm
Are you serious? :eek2:
Title: Re: Somewhat complex animation thing
Post by: Vengence on March 26, 2009, 07:43:58 pm
For one it uses a single 1024x1024 map and is 20,000 polygons. I think it should be 40,000 with a few 2048x2048 maps at most.
Title: Re: Somewhat complex animation thing
Post by: Droid803 on March 26, 2009, 07:47:08 pm
Well, the map could be 20482, but 20k polies is enough for its size, I think...
But haven't actually seen it up close, so what I say is pretty worthless.
Title: Re: Somewhat complex animation thing
Post by: The E on March 26, 2009, 07:50:06 pm
Why? Most models don't look good when you're skimming over their hull at close range. Granted, my main complaint here isn't really directed at you, but rather at my ****ty GPU, but doubling the polygon budget and upping the amount of textures just because you can isn't a good idea, IMHO. (Then again, I'm no modeller, and I haven't seen this in-game, so feel free to disregard my opinion and do whatever you think necessary. ;))
Title: Re: Somewhat complex animation thing
Post by: Vengence on March 26, 2009, 07:52:06 pm
I suppose but the thing is 3k long and the majority of the polygons aren't in the main hull.... well they are but those are mostly chamfered edges.
Title: Re: Somewhat complex animation thing
Post by: S-99 on March 27, 2009, 06:23:58 am
I think it looks fine the way it is. It's about the style of the vessel that also judges how many polygons get used.
Title: Re: Somewhat complex animation thing
Post by: asyikarea51 on March 27, 2009, 06:40:45 am
By any chance were you inspired by random cinematic battles on a MASSIVE scale?

Looking good is one thing, but when something looks good up to the point where it feels like a design study rather than generic art... it's scary.

I'm guessing that whatever idea you have, you must've had it in your head for years...
Title: Re: Somewhat complex animation thing
Post by: Pred the Penguin on March 27, 2009, 06:52:39 am
That really is a work of art...

Very cool video btw. ^_^
Title: Re: Somewhat complex animation thing
Post by: Vengence on March 27, 2009, 08:06:27 am
By any chance were you inspired by random cinematic battles on a MASSIVE scale?

Looking good is one thing, but when something looks good up to the point where it feels like a design study rather than generic art... it's scary.

I'm guessing that whatever idea you have, you must've had it in your head for years...

Sort of. The Typhoon is based off the Hurricane which I had concepts of for...... 6 years? But inspiration came when I tried to make something hyper futuristic as in year 10,000AD advanced. I totally failed of course but from that attempt I had something like the Typhoon, those crazy diagonal shapes and 'mouth' for the hangar bay. It looked techy and most importantly: Aggressive akin to the faction. Dunno if I said it enough but unlike say the UNSC from Halo or Earth Alliance from Babylon 5, the Empire is very -un-box like and pushes triangular shapes and diagonal lines to make an aggressive form. In my mind I imagined that they'd have shivan-like vessels if they were evil XD.
Title: Re: Somewhat complex animation thing
Post by: Aardwolf on March 28, 2009, 03:23:41 pm
Looks very anime-ish.
Title: Re: Somewhat complex animation thing
Post by: Commander Zane on March 28, 2009, 03:40:57 pm
But sexy.