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Gondolin's Models/Skins


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#1 Gondolin

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Posted 20 June 2005 - 09:14 AM

I (not too originally) am doing an Elves mod (more for self enjoyment than for a public mod, but I'll release some of my stuff when I finish if you like it). Anyway, I posted this Galadriel model and skin a while back, but I believe it was deleted during a site maintanance. Just for consistancy I'm reposting it here for any further suggestions.

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My latest work so far is completely for scratch, both model and texture. You might recognize it if you play Games Workshops LOTR SBG. Its a Gondorian Bolt Thrower siege weapon. The model and texture is finished, and I'm currently animating it. I'm hoping to find a nice use for turret logic with this but it might get too complicated. Anyway, here it is:

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Suggestions?

Any ideas of what I could do next? I'm essentially practicing and learning on anything that interests me.

#2 pabtyf

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Posted 20 June 2005 - 09:34 AM

Those are spectacular...good job.!

#3 Celeglin

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Posted 20 June 2005 - 09:51 AM

*squeals*

Omg, they're so pretty!! lol. That bolt thrower is amazing. The texture on it is gorgeous. Absolutely no suggestions on it than to keep doing stuff that well!

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#4 Dain Ironfoot

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Posted 20 June 2005 - 11:26 AM

;)

Superb! I can't wait to see that bolt thrower animated!

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#5 Grim

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Posted 20 June 2005 - 01:04 PM

Arg! I've been dreaming of such a repetition bolt thrower!

It is amazing, great job Gondolin!

(And Galadriel is beautifull too)
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#6 Gondolin

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Posted 21 June 2005 - 12:21 AM

Thanks for the comments! Also for any beginning modelers/skinners like me I've found all of Proclone's tutorials to be the most effective while learning and to get you started on more advanced techniques. There's a link to them in the FAQ section of this site, but here is one for convenience.

Proclone's Tutorials

They are truly worth a look if you haven't read them.

- Gondolin

#7 Hostile

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Posted 21 June 2005 - 02:13 AM

I've got turret logic working in my mod. So if you have any questions I'll share what I know.

#8 Gondolin

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Posted 21 June 2005 - 02:54 AM

I think I will infact need some help working with turret logic. I think I understand the basics of it, but I've never tried it out. I just need to know what it can and cannot do and how to do it.

So you pick your turret bone in the DefaultModelConditionState block and add the turret update code like any other module... So does the TurretRate parameter control how fast it turns or how far around it can turn in degrees?

Also, from my understanding there are no animations involved in it, it simply rotates the bone externally, seperate from the animations (of course tanks don't have any animations anyway)... but my question is will it work with animations... are there any possibilities down that road, for example, setting a specific animation state for when the turret is turning? If not then I might have a problem because while I might get the turret to work on the bolt thrower its crew won't keep aligned to it... is there a way to solve this issue?

Thanks for any help.

#9 halbarad

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Posted 21 June 2005 - 08:24 AM

im not sure if you can actually use the turret logic from generals

one way to do it is use a similay system as the rohan horse archers and use animation flags like FIRING_OR_PREATTACK_A TURRET_ANGLE_180 / 90 etc

and then use the same Ai update interface thing as they do

Behavior = AIUpdateInterface ModuleTag_03
  AutoAcquireEnemiesWhenIdle	= Yes ATTACK_BUILDINGS
  AILuaEventsList    = RohirrimFunctions
  AttackPriority    = AttackPriority_Cavalry
  Turret
 	 TurretTurnRate 	 = 360	; turn rate, in degrees per sec
 	 ControlledWeaponSlots	= PRIMARY
  End
	End

and then in addition to this put:
 IsAimingWeapon            = No
 CanFireWhileMoving     = Yes

in the weapon in weapon.ini


or the second way is to use a passenger as the turret

you have the moving bit and the rest of the main body as 2 seperate objects, and the turret has the weapon, then you put a transport contain in to the body so it starts off with a turret in it ( and the passenger should have CAN_ATTACK in their status of contqained

heres one from the mumakil:

Behavior = HordeTransportContain  ModuleTag_12
  ObjectStatusOfContained    = UNSELECTABLE CAN_ATTACK
	;PassengersTestCollisionHeight  = 80
  Slots        = 1
  EnterSound     	 = GarrisonEnter
  ExitSound     	 = GarrisonExit
  DamagePercentToUnits    = 0%
  PassengerFilter      = ANY +INFANTRY +CAVALRY +RohanLegolas
  AllowOwnPlayerInsideOverride  = Yes; Normally, the Allies check encompasses OwnPlayer.  but we reeeeally only want our own guys.
  AllowAlliesInside   	 = No
  AllowEnemiesInside   	 = No
  AllowNeutralInside   	 = No
  ExitDelay     	 = 0
  NumberOfExitPaths   	 = 2; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
  ForceOrientationContainer 	 = No ; otherwise contained units can't orient themselves towards their targets...
  PassengerBonePrefix   	 =	PassengerBone:DockAction      KindOf:HERO
  PassengerBonePrefix   	 = PassengerBone:B_BANNER KindOf:BANNER
  PassengerBonePrefix   	 = PassengerBone:B_CARGO0 KindOf:INFANTRY
  ShowPips = No
  EjectPassengersOnDeath    = Yes
  
  FadeFilter	= ALL
  FadePassengerOnEnter = Yes
  EnterFadeTime = 1000
  FadePassengerOnExit = Yes
  ExitFadeTime = 1000
	End

the "ForceOrientationContainer = No" is also important
the only problem wih this is that the turret gains veterence not the body


or you could look at the generals code and try and replicate it
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#10 Lord Of Gifts

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Posted 22 June 2005 - 05:02 PM

OMG. Beautiful. Keep up the good work.

#11 whopper

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Posted 22 June 2005 - 10:00 PM

Very nice indeed ;), but what does a gondor bolt thrower do in an elven mod ? ;)
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#12 Hostile

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Posted 22 June 2005 - 10:18 PM

This defines the art code for the turret.

     Turret              = WEAPONA
  ;WeaponFireFXBone    = PRIMARY Muzzle
    ;WeaponRecoilBone    = PRIMARY Barrel
    ;WeaponMuzzleFlash   = PRIMARY MuzzleFX
  	WeaponLaunchBone    = PRIMARY WEAPONA

      AltTurret              = WEAPONB
  ;WeaponFireFXBone    = SECONDARY Muzzle
    ;WeaponRecoilBone    = PRIMARY Barrel
    ;WeaponMuzzleFlash   = PRIMARY MuzzleFX
  	WeaponLaunchBone    = SECONDARY WEAPONB


This is the turret logic. YOU MUST USE
Draw = W3DTankDraw

You can have two turrets defined. But in the art code the bones must be defined.

 ExtraPublicBone         = Turret01
  ExtraPublicBone         = Turret02

This goes in the units design parameters.
Behavior = AIUpdateInterface ModuleTag_03
  AutoAcquireEnemiesWhenIdle = Yes
  Turret
  TurretTurnRate = 180  ; turn rate, in degrees per sec
  ControlledWeaponSlots = PRIMARY
  End

  AltTurret
  TurretTurnRate = 180  ; turn rate, in degrees per sec
  ControlledWeaponSlots = SECONDARY
  End

	End

Hope this helps...

#13 whopper

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Posted 23 June 2005 - 08:25 AM

Now, with some comments

Turret = WEAPONA ; The actual turret, be sure to have all the turrets subobject atached to the the turret else they won't rotate with him.
;WeaponFireFXBone = SECONDARY Muzzle ; light effect for gunshots, won't need it for a bolt thrower
;WeaponRecoilBone = PRIMARY Barrel ; won't need this either, it's about how for the barrel recoils after a shot.
;WeaponMuzzleFlash = PRIMARY MuzzleFX ; won't need this either, part of skin that is only vicible when firing, it's the flame out of the barrel
WeaponLaunchBone = This one is important, from here the weapon is launched, the arrow projectile in your case.

; you won't need an alternative turret either

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ; I think this is clear
Turret
TurretTurnRate = 180 ; turn rate, in degrees per sec
ControlledWeaponSlots = PRIMARY ; all the weaponslots the turret uses, so if you decide to make a switch between fire bolts and regular bolts be sure to get the SECONDARY weaponslot in there as well
End

Edited by whopper, 23 June 2005 - 08:26 AM.

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#14 Gondolin

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Posted 23 June 2005 - 09:07 PM

Thanks for the info on turrets everyone, it will be very helpful. Oh, and btw whopper, you're right in that the bolt thrower doesn't fit into an elves mod too well. :) Its really just a "mash mod" of all my work really, thats why in the subtitle I posted "almost random", lol.

Anyway for the turret I have a few ideas, I'll try out these different turret codes first to see if that will work, if not, I'll use the Rohirrim Archer system with its form of turret logic and an animation for each of the four directions.

Thanks again.

Edited by Gondolin, 23 June 2005 - 09:08 PM.


#15 Hostile

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Posted 28 June 2005 - 08:03 PM

Hope I did not confuse with the alt turret. I just wanted to be complete in the options. At least Wopper gave comments. :ninja:

But let's say you mounted it fore and aft on a mumakil. or left to right. Also the turret doesn't have to be a sub part of the model. I use just the bone itself.

But my models are a differant scale than most...




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