tZork's turrets

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tZork's turrets

Postby ai » Thu Sep 06, 2007 11:36 am

Yeah, as Strahlemann said, tZorks stuff should go in a separate topic, as I also don't wanna hijack that screenshots thread.
I've made two additional concepts. Though I am outta base ideas (never had any to start with). So if anyone else could come up with those that would be great.
You can mix these things I've drawn up, for instance, if you like "this" or "that" cannon better on that concept then sure, say that. Anyway's, here they are:

Image
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I'm hungry, going to have lunch now.
Btw, if you don't know what this is, or what "tZorks turrets" are, go here: http://forums.alientrap.local/viewtopic.php?p=24776#24776
Last edited by ai on Wed Feb 20, 2008 1:20 pm, edited 3 times in total.
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Postby tZork » Thu Sep 06, 2007 1:44 pm

tZorks Turrets

Yeh i should have starteda new topic sooner. silly me. Anyways, i compiled some info. on the current stange and plans on thise things. As always ideas, sugenstions and help is welcome =)

- general info -

For some time now i have been working on system for automated weapon platforms in nexuiz. At first i only planed to do a simple "point at traget and shoot electro blast" turret, but i saw a potential in expanding it to a weaponsystem instead, and i did. At the time of writing This system can do turrets in any gamemode and map, including obaying teamplay. It has support for player movement prediction to hit even with slow projectiles and uses code to acctualy turn the head of the turret to face a target (at a limited speed) before it can fire. Smart targetselection systems, volly control and ammo tracking are just some of the other things allready implemented. Cuting down on the buzzwords this means adding turret types is most of teh time as simple as desiging the models, dreaming up teh acctual gun and coding a gun handler, standard code will do the rest.

Currently implemented turret types:

* turret_plasma - electro-like, with enemy movement prediction
* turret_gauss - railgun turret. *yoda* hrmm dead you are yes.
* turret_mlrs - your basic unguided multibay rocketlauncher.
* turret_pointdefese - shoots your rockets down with flacfire.
* turret_hellion - FAF guided mlrs system. very deadly.


Plus thise support units:

* turret_fusionreactor - Pums more juice into anyting its targeted at, primarely plasma turrrets. can turn a slugish plasma cannon into a nightmare. destroyable. working state, but needs some more work.
* turret_targetcomputer - optimizes targetting of multiple turrets by making sure they dont fire on the same target. not working yet.Additional


planned/consedering:

* turret_mortar - greneagelanucher with an attitude
* turret_minigun - uzi on sterioids
* turret_cannon - balistic cannon
* turret_medic - heal friendlys
* turret_fry - lightningun


Planned support units:

* servobooster - make turrets turn (am) faster
* repairbots - heal damaged turrets
* equivalent of fusionreactor for other ammo types

Maping info
Each individual turret can be configued in raidant (or a .ent file) in a very deitald fassion (if you like, or just use the default).
The primary things you can set is:

* shot: speed, damage. force, radius, refire, volly
* aim (head turning): speed(dgr/sec), max rotation/pitch, max ofs. for fiering.
* range: targeting, fireing, optimal, minimum
* ammo: start ammo, ammo recharge/sec
* targeting bias: range, angle, old target


- Techical modeling info -

Currently the turrets are separated into:

* base model, the imobile part
* head model, rotates to face the target
* badge model, pice(es) of the turret that will indicate ammo & team (by procedural coloring)
* gunmodel(s) take a guess ;)

The simplest way to model one is to model it all, then separate teh parts and export them one by one (keeping the same relative origin. If a turret need multiple barrels you need to a: export them the needed number of times as diffrent models or b: note down theoffset for each (gun) position relative to the head's '0 0 0'

fusionreactor and targetcomputer are just single meshes (sofar, they proly need badges too)



And some screenies of the current ones on action :]

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HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby Doc-Pyton » Thu Sep 06, 2007 1:58 pm

i see this the first time ... the turret concept in the top of this thread looks pretty good ...
and the screenshots of this modification looks incredible ...

Looks like much work with QuakeC ... to get those things into the game correctly ...
If u need some cool models i can make some ...

When i look at the shots u dont really need help with that ... ;) ... but if u want ... the option is there ...
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Postby Shoe » Thu Sep 06, 2007 2:58 pm

Any chance of human-controllable turrets?
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Postby ai » Thu Sep 06, 2007 3:15 pm

I have planned to start with the concept nr 03, as that is the one I like the best, if there are no objections or other suggestions to it. Though I might change the base a little bit to make it fit better. But yeah, if you're up to it Doc you can make some other.
I do like the 02 (which I forgot to write down on the paper), but still, I'm waiting for responses from the others before I dive into modeling. Also, I might make a few more just to have more choices.
Last edited by ai on Thu Sep 06, 2007 3:18 pm, edited 1 time in total.
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Postby FruitieX » Thu Sep 06, 2007 3:16 pm

Cool! Didn't know that was possible! :lol:
Image
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Postby tZork » Thu Sep 06, 2007 4:07 pm

Shoe wrote:Any chance of human-controllable turrets?


Its possible, but not likely wih this system; its designed to be automated. I have considerd trying to patch in or make anotehr system for player controled turrets, but that will be after this one is fairly finnished in any event.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby cortez » Thu Sep 06, 2007 5:02 pm

1 question: why do you need help with this?
IT looks perfect! :P :P

my suggestion : a bit different turret design for the different firemodes
Aneurysm 4 the win !!!!! :D
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Postby Shoe » Thu Sep 06, 2007 5:09 pm

tZork wrote:
Shoe wrote:Any chance of human-controllable turrets?


Its possible, but not likely wih this system; its designed to be automated. I have considerd trying to patch in or make anotehr system for player controled turrets, but that will be after this one is fairly finnished in any event.

Fair enough :)
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Postby ai » Thu Sep 06, 2007 5:53 pm

cortez wrote:1 question: why do you need help with this?
IT looks perfect! :P :P

Who do you mean?

cortez wrote:my suggestion : a bit different turret design for the different firemodes

Yeah, I already thought of that, that's why the nr 3 concept is "weirder" than the others :P I'm thinking lightning or railgun.

EDIT: Btw, what are the desired poly count? So I know what to aim for.
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