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Contra Remix 2 Released


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#281 Pendaelose

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Posted 16 July 2005 - 06:18 AM

Pendalose, to add more weapon slots...

<{POST_SNAPBACK}>


I hit a problem. Those methods both seperate the weapon's firing arc from the main turret.

EDIT: I've conquered atleast one Duh. I didn't have the addon attatched to a bone. I played around with it so much I may have broken a few featues :huh: but I'm sure I can fix them/

I also found one more, Any laser can be added to any bone on a model using the pointdefense module. works very nice and is easy, but like the others makes it fire in any direction.

I've used the mudule guide you gave to death, but it is full of holes. Is there abetter one? or do you know if there is a way to limit the firing angle of the point defense?

EDIT: I also finaly found a more complete module list, even though it took me all night surfing the web to find it. Saddly it shows no options for point defense to limt the firing arc.

Edited by Pendaelose, 16 July 2005 - 07:34 AM.

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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#282 viator

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Posted 16 July 2005 - 12:07 PM

there is a small problem with housecolor on barrels, i will have to slice polies...

picture with wire frame:
U1.jpg
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#283 Creator

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Posted 16 July 2005 - 01:37 PM

I hit a problem.  Those methods both seperate the weapon's firing arc from the main turret.

What do you mean? How the firing arc can be separated?

I also found one more,  Any laser can be added to any bone on a model using the pointdefense module.  works very nice and is easy, but like the others makes it fire in any direction.

Remove "AcceptableAimDelta" from weapon (in weapon.ini)

do you know if there is a way to limit the firing angle of the point defense?

Maybe "MinTargetPitch" and "MaxTargetPitch" can help (weapon.ini)

Edited by Creator, 16 July 2005 - 01:37 PM.


#284 Pendaelose

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Posted 16 July 2005 - 03:19 PM

[quote name='Creator' date='Jul 16 2005, 08:37 AM']
[quote name='Pendaelose' date='Jul 16 2005, 06:18 AM']I hit a problem.  Those methods both seperate the weapon's firing arc from the main turret.
[/quote]
What do you mean? How the firing arc can be separated?

<{POST_SNAPBACK}>

[/quote]
I got confused at 3AM... I made an addon model that was only weapon bones and was meant to "stick" to the turret and make it look like the turret was firing more weapons, but I screwed up and forgot to link to bone in container. I cleared it up.

[quote name='Pendaelose' date='Jul 16 2005, 06:18 AM']I also found one more,  Any laser can be added to any bone on a model using the pointdefense module.  works very nice and is easy, but like the others makes it fire in any direction.
[/quote]
Remove "AcceptableAimDelta" from weapon (in weapon.ini)

<{POST_SNAPBACK}>

[/quote]
I did that. it still fires 360. most of the time it looks good cause the turret turns toward the enemy anyway, but sometimes it look crazy shooting beams in any direction.


[quote name='Pendaelose' date='Jul 16 2005, 06:18 AM']do you know if there is a way to limit the firing angle of the point defense?
[/quote]
Maybe "MinTargetPitch" and "MaxTargetPitch" can help (weapon.ini)

<{POST_SNAPBACK}>

[/quote]

min=-15
max=15

it doesn't seem to follow it at all... I think the pointdefense mole creates a sort of turret for 360x360 rotation. It doesn't look at the arc or pitch in the weapon.ini at all.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#285 Pendaelose

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Posted 17 July 2005 - 02:58 AM

there is a small problem with housecolor on barrels, i will have to slice polies...

picture with wire frame:
U1.jpg

<{POST_SNAPBACK}>


Thats cool. I did this one using floodfill only on exsisting polygons. should be more useful.




I got all the guns working the way I wanted. looks very nice raiing hell with a variety of guns. uses all 6 weapon slots.

Also, small things. that would make life easier... plus they'd rock.

Add the FIREPOINT01 at 0,0,33.37

Move WeaponC01 and 02 back so that they touch the torso and move the MuzzleFX from WeaponB over the the WeaponC points.


For the Addon I'm using a second, simple, model I'm calling FafnirBones. its just a second set of WEAPONXXX bones. I've got them doubling up on the B and C points as well as a new A set with 8 points along the rocket pods.

Edited by Pendaelose, 17 July 2005 - 03:15 AM.

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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#286 viator

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Posted 17 July 2005 - 02:18 PM

I got all the guns working the way I wanted.  looks very nice raiing hell with a variety of guns.  uses all 6 weapon slots.

Also, small things.  that would make life easier...  plus  they'd rock.

Add the FIREPOINT01 at 0,0,33.37

Move WeaponC01 and 02 back so that they touch the torso and move the MuzzleFX from WeaponB over the the WeaponC points.


For the Addon I'm using a second, simple, model I'm calling FafnirBones.  its just a second set of WEAPONXXX bones.  I've got them doubling up on the B and C points as well as a new A set with 8 points along the rocket pods.

<{POST_SNAPBACK}>

good it's working, nice work :p

0,0,33.37 - it's turretel pivot point

one more thing just to be sure - you want me to MOVE muzzlefx, not copy/clone?

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Edited by viator, 17 July 2005 - 02:22 PM.

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#287 Pendaelose

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Posted 17 July 2005 - 02:28 PM

good it's working, nice work :p

0,0,33.37 - it's turretel pivot point

one more thing just to be sure - you want me to MOVE muzzlefx, not copy/clone?

<{POST_SNAPBACK}>


Yeah, moved, cause I've got the lasers on the arms and the machinguns in the underbelly.

It looks good. I'm excited to get the next copy and a skin. Is Matador still working the skin?

Edited by Pendaelose, 17 July 2005 - 02:29 PM.

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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#288 Gredinus

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Posted 17 July 2005 - 04:50 PM

i think that theres a way to get the fafnir build in a normal war factory.
-first adding a new animation for him: war factory opens (doors) and the fafnir gets roled out (on his back) and then hes lifted up. (end of animation)
- second a new spawn point for him: he shuld spawn at where the animation ends.

i dont know if this is posible but it worth a try.

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#289 Pendaelose

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Posted 17 July 2005 - 05:49 PM

i think that theres a way to get the fafnir build in a normal war factory.
-first adding a new animation for him: war factory opens (doors) and the fafnir gets roled out (on his back) and then hes lifted up. (end of animation)
- second a new spawn point for him: he shuld spawn at where the animation ends.

i dont know if this is posible but it worth a try.

<{POST_SNAPBACK}>


it could be done, but I plan to have more than one type of mech... I want a dedicatied mech/robot factory for all drones, big and small. even if Creator scraps the first Mech idea i'm stll going to includ e alighter wieght mech that is faster and well rounded.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#290 stack111

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Posted 17 July 2005 - 05:50 PM

i have a w3d file of a hind, but it has no damage w3d and needs a better skin

also its not on this comp. :(
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#291 M.E.C.H.

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Posted 17 July 2005 - 06:24 PM

Viator you are my HERO !!! You 're making modelling proud ! I love this mech :wub: !!! So much that i cant wait till i can use it ! Yeah Pendaelose thats right, why matador dont post any news in here ? Maybe he quited the job... :sad: Or he may works so hard in the project that he cannot post any news ! Who knows :shiftee: ??? Viator and Pendaelose i have a question, which one is more cooler/better/beautifull : the gauss i've made (the one in the picture i've posted [that was made from microwave]) or the plasma bolt that Creator is making ??? I know that we haven't seen this bolt but just think my gauss blaster and one blue orb/ball of energy ! Which is more beatifull ? Now for the model Pendaelose when skinning ends then can you start coding the fafnir ??? And when the coding ends too how can you set it for download ? In here ??? :cool:
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#292 Pendaelose

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Posted 17 July 2005 - 08:01 PM

Viator you are my HERO !!! You 're making modelling proud ! I love this mech :wub: !!! So much that i cant wait till i can use it ! Yeah Pendaelose thats right, why matador dont post any news in here ? Maybe he quited the job...  :sad:  Or he may works so hard in the project that he cannot post any news ! Who knows :shiftee: ??? Viator and Pendaelose i have a question, which one is more cooler/better/beautifull : the gauss i've made (the one in the picture i've posted [that was made from microwave]) or the plasma bolt that Creator is making ??? I know that we haven't seen this bolt but just think my gauss blaster and one blue orb/ball of energy ! Which is more beatifull ? Now for the model Pendaelose when skinning ends then can you start coding the fafnir ??? And when the coding ends too how can you set it for download ? In here ???  :cool:

<{POST_SNAPBACK}>



Well,

I can't speak for any weaponFX I've never seen... the gauss right now has a pretty good FX, but if somehting else had a really nice big gun effect I'd use it. It needs a REALLY bright and wide trail to look good on this toy.

I've finished the core code now. unless major changes happen in the near future its going be pretty much the same. I've not added drones or commandset yet, but those are petty changes.

Viator and I have been takling about how to post the Fafnir. I will be putting the code out public I think. the model may or may not go public download, but we will be giving you a copy cause we know you want it SOOOO bad :party:

This is the latest. firing several guns. there are more guns, but its tough to get a screen of all at once.


Edited by Pendaelose, 17 July 2005 - 09:26 PM.

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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#293 viator

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Posted 17 July 2005 - 09:16 PM

it's not working... :(

Edited by viator, 18 July 2005 - 05:14 AM.

Fear leads to anger.. anger leads to stress.. stress leads to doobies.. and doobies leads to twinkies.
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#294 Pendaelose

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Posted 17 July 2005 - 09:25 PM

when site needs proper referer, try sth like this:

http://contradownload.20m.com/images/fafnir-working.jpg?Referer:http://contradownload.20m.com/
it's not working with forum's :(

<{POST_SNAPBACK}>



it shows up on mine... but its flaky. someimtes I have to visit the homepage I posted it on to make it show, sometimes I don't.

The website looks like ass, but i host all my pics on it and link off.
http://contradownload.20m.com/
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#295 Guest_Guest_*

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Posted 17 July 2005 - 10:19 PM

Well,

I can't speak for any weaponFX I've never seen... the gauss right now has a pretty good FX, but if somehting else had a really nice big gun effect I'd use it.  It needs a REALLY bright and wide trail to look good on this toy.

I've finished the core code now.  unless major changes happen in the near future its going be pretty much the same.  I've not added drones or commandset yet, but those are petty changes.

Viator and I have been takling about how to post the Fafnir.  I will be putting the code out public I think.  the model may or may not go public download, but we will be giving you a copy cause we know you want it SOOOO bad    :wub:

This is the latest.  firing several guns.  there are more guns, but its tough to get a screen of all at once.


<{POST_SNAPBACK}>

Pendaelose i think that the whole "FAFNIR" was M.E.C.H.'s idea ! So he OWNS the first download and we all ( :shiftee: ) come second ! So may the M.E.C.H. download it first and then open the green light to all of us, so we can download it ! :cool:

#296 M.E.C.H.

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Posted 17 July 2005 - 11:37 PM

Pendaelose i think that the whole "FAFNIR" was M.E.C.H.'s idea ! So he OWNS the first download and we all (  :shiftee: ) come second ! So may the M.E.C.H. download it first and then open the green light to all of us, so we can download it ! :cool:

<{POST_SNAPBACK}>

I don't see it like this... But wat can i say :wub: ! Whatever when the mech is ready i hope it will be liked by all of you... It camed to my mind when i was thinking of a giant tank slayer (thats the name i will give it: TANK SLAYER) that will be slow and has no hope to planes ! I hope that Creator use it, Pendaelose will use it !!! Who is skinning the model ? I hope that matador has already started, Matador if you cannot get it, then say it ! Pendaelose and Viator are you gonna finish the skin together ?

Edited by M.E.C.H., 17 July 2005 - 11:44 PM.

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#297 Pendaelose

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Posted 18 July 2005 - 12:42 AM

Pendaelose and Viator are you gonna finish the skin together ?

<{POST_SNAPBACK}>


Sadly I don't skin... and my modeling is all cut and paste. but I fake it well :shiftee:

all the models I've added were Downloaded or cut and paste creatons or both. Don't understimate how much you can do without ever dropping a single verticey of your own.

codes a differnt story though... but even still I'm learning alot about this engine.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#298 M.E.C.H.

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Posted 18 July 2005 - 11:19 AM

Pendaelose and Viator are you gonna finish the skin together ?

<{POST_SNAPBACK}>


Sadly I don't skin... and my modeling is all cut and paste. but I fake it well :shiftee:

all the models I've added were Downloaded or cut and paste creatons or both. Don't understimate how much you can do without ever dropping a single verticey of your own.

codes a differnt story though... but even still I'm learning alot about this engine.

<{POST_SNAPBACK}>

Pendaelose and Viator, in the screens i see the fafnir rescaled (smaller) !!! You have rescaled it or it is just my thought ? Something else Pendaelose : The weapons of the FAFNIR, in the weapon.ini must be 6 ! Two seperate gauss, two seperate x pulses and two seperate gattlings, So that it is easy to change 'em.... I mean not like the emperor : One weapon for both cannons, in the Fafnir i need seperate weapons for each bone !
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#299 viator

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Posted 18 July 2005 - 12:34 PM

i didn't rescaled it, so it's probably just your imagination :shiftee:
Fear leads to anger.. anger leads to stress.. stress leads to doobies.. and doobies leads to twinkies.
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#300 Pendaelose

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Posted 18 July 2005 - 02:12 PM

Something else Pendaelose : The weapons of the FAFNIR, in the weapon.ini must be 6 ! Two seperate gauss, two seperate x pulses and two seperate gattlings, So that it is easy to change 'em.... I mean not like the emperor : One weapon for both cannons, in the Fafnir i need seperate weapons for each bone !

<{POST_SNAPBACK}>


Mech, in the INI the load out looks like:

P Vulcan (uses 2 fire bones)
S Gauss
T Gauss

and the extension has:

P Missles (uses 8 fire bones)
S XPulse
T Xpulse

And thats the most it can carry.

The shortest range weapon is first so that the Fafnir keeps walking toward the target until ALL its guns are in range. The extension has all the longest range guns so that if the Fafnir is walking toward anything they will get first shot at it. Any other line up comes with some realy screwwy behavior.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.





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