KRP 56 Posted September 1, 2007 Share Posted September 1, 2007 Nice. Good to see GR still getting some good additions. Quote Link to comment Share on other sites More sharing options...
Hammer Posted September 1, 2007 Author Share Posted September 1, 2007 Driver- Im sure i parked the Smerch here Officer- So were the hell is it ? . . . . . . . . . . . . . . . . . . . . . I think i have a scale problem Quote Link to comment Share on other sites More sharing options...
Phlookian Posted September 1, 2007 Share Posted September 1, 2007 Hey Hammer, That's looking really fantastic (although it's going to be kind of easy to hit ) what's your settings in the export pane? (centimetres or metres?) Phlook Quote Link to comment Share on other sites More sharing options...
Hammer Posted September 1, 2007 Author Share Posted September 1, 2007 (edited) Driver- Im sure i parked the Smerch here Officer- So were the hell is it ? . . . . . . . . . . . . . . . . . . . . . I think i have a scale problem OR Ghost lead to squad " S**t were going to need a bigger gun @ Phlookian, Its set to meters ? but the moddel is only 3 meters high acording to Max ? also i dont see a setting for Centameter only Inchs and meters ? Just made it the same as the other vehicles i have done and i only had minor scale ajustment ot make to them ? Edited September 1, 2007 by Hammer Quote Link to comment Share on other sites More sharing options...
migryder Posted September 1, 2007 Share Posted September 1, 2007 Officer to driver.....the General will have you shot! You've parked right over his scale model of Moscow! He's kin to Stalin you know....? Better get drunk now if you were not already, may be your last!!! Quote Link to comment Share on other sites More sharing options...
wombat50 Posted September 1, 2007 Share Posted September 1, 2007 I think i have a scale problem LMAO. Good ss Hammer. Did you try to shoot it? Quote Link to comment Share on other sites More sharing options...
Phlookian Posted September 1, 2007 Share Posted September 1, 2007 I mean what are the settings in the lower left box here?: It must only ever be metres or centimetres and you have the wrong one (as it's a .pob I'm pretty sure this should be centimetres every time) Quote Link to comment Share on other sites More sharing options...
Hammer Posted September 1, 2007 Author Share Posted September 1, 2007 All sorted now Its in game and working carring a crew of 4 @ Pylookian I sorted it out and yes it was the units that were set wrong, and i didnt notice they had a scrol bar in the options . thats why i didnt see the "CM" settings. @ Wombat i blew out all the tyers on one side and the body drop cruched the Kremilen Quote Link to comment Share on other sites More sharing options...
Phlookian Posted September 1, 2007 Share Posted September 1, 2007 Glad you sorted it It'll be interesting to see what you do with the firing version (you mentioned earlier). Let me know how you get on Quote Link to comment Share on other sites More sharing options...
Hammer Posted September 1, 2007 Author Share Posted September 1, 2007 It will be a static version with raised tubes as in the pic in post 14 of this thread, only the whole vehicle will be raised off the ground on its out-riggers. I just have to work out the placing of the helper points to get the smoke from the projectile looking right. *starts typing a help message to Tinker* Quote Link to comment Share on other sites More sharing options...
Phlookian Posted September 1, 2007 Share Posted September 1, 2007 Well I can maybe help you with that......... the helper point(s) must be created in the top view and labelled with the name for the effect you want: eg. ^smoke_small_type1 ^smoke_small_type2 ^smoke_small_type3 ^smoke_medium_type1 ^smoke_medium_type2 ^smoke_medium_type3 ^smoke_large_type1 ^smoke_large_type2 ^smoke_large_type3 ^general_type36 The type 1 smokes are thick black oil fires the type 2 are grey versions of type1 the type 3 are swirly grey clouds (but heavy drain on system resources the type 36 is a very small smoke column In addition to this you can control the effects with regard to time eg: ^general_type36(50)(10) this is the type 36 smoke that will last for 50 seconds and with a 10 second delay before beginning all effects must be grouped in the main body group of the vehicle if you want effects to trigger on the vehicles destruction they must be like this: ^[d0]smoke_large_type1 (the 0 in brackets is a zero) Effects will trigger vertically unless you rotate the helper (in which case they will be rotated by the same amount) How'd I do? Oh, yeah Forgot to mention: It's not only effects that can be triggered on the vehicles death If you want you can include death animations for the vehicle For example, your raised tubes could come crashing down. If your interested in this let me know and I'll go through the tagging and exporting procedure Quote Link to comment Share on other sites More sharing options...
Hammer Posted September 1, 2007 Author Share Posted September 1, 2007 Thank you any help would be great what im trying to do is creat the effect of a rocket being fired, so it has a back blast like the effect from an AT round ? is that possible Mig sent me some SS of a vehicle launching rockets that had this effect but it seemed miss placed on the moddel would it be possible to inhance this effect ? Quote Link to comment Share on other sites More sharing options...
Phlookian Posted September 1, 2007 Share Posted September 1, 2007 I'll have a look into this. TBH I might make a firing version of my Tor launcher for P2 so it's some thing I had to explore sooner or later anyhow let me get back to you........ BTW, what is your vehicle tagged as? truck, tank etc? If it's a truck you might have trouble triggering the sound .wav's for the vehicle Also you might want to think about the following: crew positions if any glass doors headlights these can all be added regardless of the vehicle type Quote Link to comment Share on other sites More sharing options...
Hammer Posted September 1, 2007 Author Share Posted September 1, 2007 I have kept things fairly simple in the model the crew posions are hidden in side and there are no glass windows. The vehicle is tagged as a truck and in game tests it has a sound. Found this on Utube some nice stuff Smerch vid Quote Link to comment Share on other sites More sharing options...
Phlookian Posted September 1, 2007 Share Posted September 1, 2007 Wow! That thing just dissapears in a smoke cloud We'll have to see if we can get close to that effect Anyhow, i'm done for the night, I'll have a look at this tommorow Phlook Quote Link to comment Share on other sites More sharing options...
migryder Posted September 1, 2007 Share Posted September 1, 2007 couple more in game shots of the Smerch just sittin on a road..... http://i158.photobucket.com/albums/t101/migryder/smerch1.jpg http://i158.photobucket.com/albums/t101/migryder/smerch2.jpg nice work Hammer, hope all that firing stuff gets worked out ok, looks like you got Phlookian going there.... so I guess the map is appropriate.... mig Quote Link to comment Share on other sites More sharing options...
migryder Posted September 1, 2007 Share Posted September 1, 2007 I just watched those vids, I had not seen the long one Hammer...I knew there was a good reason to include Tinker's Schmel UAV in the mod! I've been working out a texture for it... mig Quote Link to comment Share on other sites More sharing options...
Phlookian Posted September 2, 2007 Share Posted September 2, 2007 Well, I've been at this a coupla hours now and I've pretty much found out what's not possible It's not possible to add fx onto projectiles, or give the at4 missile to the main gun, or add extra firing fx. In addition to this the tank guns have to be attached to a rotating turret (and the smerch tubes don't rotate) The bottom line here is that you won't be able to make a working gun out of this I do, however have an idea I can maybe make a "dummy" vehicle which will sit in the same location as the smerch, triggering the destruction of the dummy will trigger various fx I think this can be done but I'll need a max file of the finished vehicle (with tubes in position) I think I'll let you complete the vehicle and then go from there I'm pretty sure it can be done but I need something to work from Quote Link to comment Share on other sites More sharing options...
Hammer Posted September 2, 2007 Author Share Posted September 2, 2007 (edited) Well, I've been at this a coupla hours now and I've pretty much found out what's not possible It's not possible to add fx onto projectiles, or give the at4 missile to the main gun, or add extra firing fx. In addition to this the tank guns have to be attached to a rotating turret (and the smerch tubes don't rotate) The bottom line here is that you won't be able to make a working gun out of this I do, however have an idea I can maybe make a "dummy" vehicle which will sit in the same location as the smerch, triggering the destruction of the dummy will trigger various fx I think this can be done but I'll need a max file of the finished vehicle (with tubes in position) I think I'll let you complete the vehicle and then go from there I'm pretty sure it can be done but I need something to work from Thanks for looking into this, i will admit its a bit beyond my knowleg at the moment :unsure so are you saying that i dont need to tag one of the tubes? as a weapon and if not what other helpers do i need to set if the vechicle is going to be static ? Im guesing at least:- "O main ref" and "O body" will i still need to do the wheels ? or will i need to tag the out riggers as they will be supporting the vehicle ? Edited September 2, 2007 by Hammer Quote Link to comment Share on other sites More sharing options...
Phlookian Posted September 2, 2007 Share Posted September 2, 2007 OK, here's how it works (to the best of my ability anyhow) The helper points etc are directly linked to preset triggers within the game engine so there aren't so many rules you can break. 1. gun/ turret arrangements The main gun and machine gun are attached to the <n><turret> object which is attached to the vehicle body The turret will track enemies and attack them the helpers attached to the main gun produce the muzzleflash objects the main gun works with projectiles (.prj) these are shells etc and have no in built effects The projectile launches from within the turret the launch effects (trailing smoke and light) are preset from within the game engine (as is the vehicle shaking when the gun fires) It is not possible to attach additional helpers that trigger when fired the ^BackBlastPoint helper does not work either 2. Wheels If the wheels are off the ground I don't think they will have an effect but to be safe you might want to make these as part of the mesh. It might be possible to group these as <n>objects and link the tyre hiss sound to them 3. I think its best to just make the vehicle as you are and (if you'll trust me) I'll have a look at adding helpers etc I've played around with this quite a lot with the 2 vehicles i've made for p2 and once I get it the best I can I'll send it back over and go through what I've done. The bottom line is that these vehicles want to look like they're doing something and I think I can acheive that. To make a vehicle that actually destroys something without a rotating turret and with extra smoke etc may not be possible sorry Quote Link to comment Share on other sites More sharing options...
Hammer Posted September 2, 2007 Author Share Posted September 2, 2007 (edited) thanks, i have no problem with handing my max model over to a respected member of the modding community, i hope to get it finished today if you want to PM me with an email add i will send it when its done. I think with the fireing range of the smerch you would have to have a BIG map to hit a given target, so i think what Mig is looking for is just a fireing effect with the smerch shooting at unseen targets off map. If i have understood correctly Thanks again Edited September 2, 2007 by Hammer Quote Link to comment Share on other sites More sharing options...
Phlookian Posted September 2, 2007 Share Posted September 2, 2007 Jeez! (I'm respectable? How'd that happen? ) OK i'll PM you my mail addy I think i'm probly on a 2 meg limit for file size though so if it tips over you might have to break the file up Quote Link to comment Share on other sites More sharing options...
Hammer Posted September 2, 2007 Author Share Posted September 2, 2007 (edited) Jeez! (I'm respectable? How'd that happen? ) OK i'll PM you my mail addy I think i'm probly on a 2 meg limit for file size though so if it tips over you might have to break the file up Well if you only need the Max file its 512kb but the with the RSB's it puts it up to 3MB update pic Out riggers deployed and tubes in fireing position Edited September 2, 2007 by Hammer Quote Link to comment Share on other sites More sharing options...
Phlookian Posted September 2, 2007 Share Posted September 2, 2007 Well if its possible to send over the file in 2 parts I'd like to run it up in game and it'll just be plain white otherwise I want to see it how it will work in the context of the maps etc Thanks (looking good BTW ) Quote Link to comment Share on other sites More sharing options...
wombat50 Posted September 2, 2007 Share Posted September 2, 2007 Probably not my place to pipe in but from watching the vids of the Smerch, it appears the launch tubes are mounted on a rotating bed. Could this be looked at as a turret? I realize, the idea may be more work then it is worth. Quote Link to comment Share on other sites More sharing options...
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