Author Topic: Battletech?  (Read 15929 times)

0 Members and 1 Guest are viewing this topic.

Offline redsniper

  • 211
  • Aim for the Top!
Wait, what? Mercs added textures to the terrain and stuff, is that what you mean by MW2 having 'cleaner' graphics?
"Think about nice things not unhappy things.
The future makes happy, if you make it yourself.
No war; think about happy things."   -WouterSmitssm

Hard Light Productions:
"...this conversation is pointlessly confrontational."

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Wait, what? Mercs added textures to the terrain and stuff, is that what you mean by MW2 having 'cleaner' graphics?

Yep. Unfortunately the textures were kind of crappy. The grittier, grubbier look fit Mercenaries very well, but I thought it damaged the atmosphere established in MW2: The Clans.

It's rather like the transition from sprites to 3D graphics -- in the long run a positive move, but not so great at first.

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
i think im the one who had the idea on how to make it work. i figure yuou need to script/code a number of things to make it work.

terrain model handeling/procedural generation, and collision detection

this has been done quite successfully in the past with various mods. cant name any off the top of my head, but ive seen terrain maps it many a mission. ive also attempted both terrain "ships" and fps style levels for at least 2 dry runs for mod ideas (a reference for my flight sim physics model, and for my decent mod testbed). while this seems to work with simple low poly terrain mopels, id like to see a procedural terrain system that can generate a system of tiles and automatically increase or decrease detail based on the position of the camera. now you can get away with detail boxed to hell terrain models. but the engine needs to be told that these are static, cannot be moved or affected by physics, ai also needs to be aware of it.

improved ground collision detection and terrain physics

collision detection should also be considered. it needs to be smarter, needs to know what a save velocity is, whether your crashing into it, landing at a safe speed/angle, falling over, or just walking. cant have your mech exploding each time you take a step. proper sound effects need to be played for whatever case. surface material also would also play a role. you need to know whether your walking on dirt, rock, gravel, sand, tarmac whatever. also you might want to handle water somehow, non-colidable surfaces with an actual bottom beneath. perhaps some underwater effects if your view is below the surface. possibly include water dynamics, waves, currents, ect. possibly procedural trees with wind effects.

ik based submodel animation and mech physics

walking physics are terrain dependant. given a certain stride length and speed, you need to determine where the next foot needs to go, anhd how the mechanics will articulate to get that placement, and then what happens to the mech as its walking.

pretty much you have to code it all from scratch. some stuff might already be available to the engine and can be used to facilitate the system. but then you have to maintain compatability with freespace, mods, and alot of other stuff. when it comes right down to it there are engines better suited to this kinda mod.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline redsniper

  • 211
  • Aim for the Top!
Just make me a MW5, I don't care what engine you use. :D
"Think about nice things not unhappy things.
The future makes happy, if you make it yourself.
No war; think about happy things."   -WouterSmitssm

Hard Light Productions:
"...this conversation is pointlessly confrontational."

 

Offline Mad Bomber

  • Booooom
  • 210
Sorry to thread necro, but has anything been done on this? Or has it died off?
"What the hell!? I've got a Snuffleupagus on my scanners! The Snuffleupagus is active!"

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
does nuke ever get anything done?
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
You'll have to ask yourself I'm afraid....

 :drevil:
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline starlord

  • 210
I recall that one of the possible points which would need implemention in FSO would be broadside bays (line of cannons firing in salvos) for ships. This is especially true for the battletech/renegade universes and might even spawn further openings...

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
If you want the row of cannons (not multipart) firing in salvos I know how to do them.
Firstly ,you need to make a model where entire broadside bay is one turret subobject and add firing points to each barrel. (on first screen you can see firing point placement and on second turret subobject ,they are both from BSG Guardian destroyer ,with 3-barrel cannon bays)
Secondly you must make a cannon that has $Swarm: <as many as firing points>  
and $Swarm Wait: 0.0000001 (if you want them to fire at once).
I don't know how large is limit of available slots per turret ,but it should work (note that entire salvo will be aimed at one target unless you use heat-seeking missiles).

[attachment deleted by ninja]

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Or then just use the 'salvo mode' subsystem flag...
Do not meddle in the affairs of coders for they are soggy and hard to light

 
 

Offline starlord

  • 210
Question is indeed, how many slots per turrets are possible, and mostly, is this number fixed or prone to change in future builds?

If you take examples like battle fleet gothic or renegade legion, you'll see bays supposed to carry 100 guns. Of course, then again, it might be possible to configure 10 guns to fire 10 times and make the bay appear as "visually" containing 100 guns.

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Each turret can have up to 10 firing points.

Edit: also the trunk (not 3.6.10) has that option enabled (might be tad unstable though)
« Last Edit: May 26, 2009, 08:22:55 am by Wanderer »
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
wait, this broadside thing, can it work for secondaries equally? (will this work in 3.6.9?)

If so I will take the time to test this out on a ship made for that.
 ;7
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
There's no problem with adapting the broadside bay to carry missiles.
And solution for 100 gun bay is very simple ,just split it into 10 bays ,10 guns each (they will not always fire at once ,but will be able to track more than one target instead).
Also keep in mind 350 shots at one time limit ,4 full shots from 100 gun battery and you're over it (that means the weapons will start to disappear).

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
So if I wanted to do this really easy and dirty, I could make a PLATE with the invisible texture and put it exactly over the 4 Missile textures areas on all for spots and each plate would be a single-part turret with 24 firing points.

Is my logic correct before I try this?

 ;)

"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
If not the fact mentioned by Wanderer (10 firing points per turret) of course.
If I were you I would make four plates per launcher ,each with 6 points.
Anyway if you reduce the number of points per turret it should work.
(on a side note I'm amazed ,from where you get all those models)

 

Offline starlord

  • 210
This might precisely be used for both RL and the starlancer project on game warden. Those missile silos look great. :)

 
There's a Starlancer TC in the works for Freespace 2?  I'd rather play that than Fringespace.
17:37:02   Quanto: I want to have sexual intercourse with every space elf in existence
17:37:11   SpardaSon21: even the males?
17:37:22   Quanto: its not gay if its an elf

[21:51] <@Droid803> I now realize
[21:51] <@Droid803> this will be SLIIIIIGHTLY awkward
[21:51] <@Droid803> as this rich psychic girl will now be tsundere for a loli.
[21:51] <@Droid803> OH WELLL.

See what you're missing in #WoD and #Fsquest?

[07:57:32] <Caiaphas> inspired by HerraTohtori i built a supermaneuverable plane in ksp
[07:57:43] <Caiaphas> i just killed my pilots with a high-g maneuver
[07:58:19] <Caiaphas> apparently people can't take 20 gees for 5 continuous seconds
[08:00:11] <Caiaphas> the plane however performed admirably, and only crashed because it no longer had any guidance systems

 

Offline starlord

  • 210
check for the sol war in game warden.