tZork's turrets

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Postby tZork » Sat Sep 08, 2007 1:46 pm

cortez wrote:
morfar wrote:I want to play this NOW.


same here!!

tZork wrote: and theres no real maps and ony one base/head model with a few untextured guns/rl's.


On what are the turrets reacting only on human players and bots or on other turrets too?
What fire range did they got and can you change it?
Are you able destroy them?
And of course how can i get them into the radiant?

If you can answer me this question then i can include them into the ctf map im working on atm


dood go read the first post in this thread by me, the answer to all your questions is in it :roll:
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.
tZork
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Postby tZork » Sat Sep 08, 2007 4:33 pm

Okay public beta promised so i guess i better deliver one :S

http://zdev.dvrdns.org/nexuiz/misc/0001 ... -beta1.pk3

put it in yer nexuiz/data, do a "set g_turrets 1" in the console to activate em, and load/restart a map. included in the ZIP in a entfile for greatwall overloaded 3 taht adds turrets to it and a bsp of my "test16", a simple testmap. teh greatwall one works in teammode.

THIS PK3 WILL OVERRIDE YOUR DEFAULT PROGS.DAT you have been warned.

inside teh pk3 are the map sources of my test16 and the modded greatwall source. thets also a updated entity file in scipts/ and some docu on /docs (well just a snip from a header accualy, but the comment should be enought to tell ya what the keys are)

again the keys, names and whatnot can and are likely to change in the following releases. dont put major mapping time in wit this and exspect it to work teh same.

oh and have fun =)

now ill finaly get some sleep..
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.
tZork
tZite Admin
 
Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
Location: Halfway to somwhere else

Postby ihsan » Sun Sep 09, 2007 4:20 am

I haven't got to texture it yet but i have the geometry done for a laser turret. Top and bottom sections are separate. The UV was done while i was modeling so it is still in a mess.
I put up the blender file so anybody out there who wants to can try to finish it off.
http://www.xoopstuner.com/nex/turret.blend

Image
ihsan
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Postby tZork » Sun Sep 09, 2007 7:57 am

NIce ihsan! i like this model alot.

How do you want the laser of this turret working? Like the nexuiz laser weapon, more like a real laser, or somethign else?
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.
tZork
tZite Admin
 
Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
Location: Halfway to somwhere else

Postby ai » Sun Sep 09, 2007 8:06 am

That looks like another version of those turrets that already exist. It's too clumpy I think. The concept is nice, but the general modeling could be better (of course that means more poly's, but I assume this one has like 3-400 tris?) Also, where's the badge?
ai
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Postby torus » Sun Sep 09, 2007 1:44 pm

I like that one a lot.
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torus
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Postby ihsan » Sun Sep 09, 2007 3:14 pm

ai wrote:That looks like another version of those turrets that already exist. It's too clumpy I think. The concept is nice, but the general modeling could be better (of course that means more poly's, but I assume this one has like 3-400 tris?) Also, where's the badge?

You are obviously good at modeling but from what I can see you are using high-poly techniques. My model is a simple extrusion model. I beveled a lot of edges so it's at 390, mostly quad, faces.

To tZork, i only called it a laser turret because the front is connected by wires instead of a barrel. Use the model any way you see fit.
ihsan
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Postby ai » Sun Sep 09, 2007 4:02 pm

ihsan wrote:
ai wrote:That looks like another version of those turrets that already exist. It's too clumpy I think. The concept is nice, but the general modeling could be better (of course that means more poly's, but I assume this one has like 3-400 tris?) Also, where's the badge?

You are obviously good at modeling but from what I can see you are using high-poly techniques. My model is a simple extrusion model. I beveled a lot of edges so it's at 390, mostly quad, faces.

Actually, this isn't high-poly techniques, I just made it look smoother by just changing the normal angles (on most part of the model(s) it's 30-50, at some places even higher). Though I don't know if DP supports normal angles but hey, it cannot hurt. I too did extrusions and bevels. I do all my models in low poly then if need be add more detail (or in CG movies smooth proxy).
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Postby tZork » Sun Sep 09, 2007 5:59 pm

I like your first head model ai, the squached lemon one ;) the second one look to mutch like a ww2 tank turret to me, ofc texturework could go a long way to change that.

dp will honour the normal info on the model and md3 retains this info if teh exporter dont suc, so by all means, do use normalsmoothing. Normalmaps in modelspace are better tho ;)
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.
tZork
tZite Admin
 
Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
Location: Halfway to somwhere else

Postby ai » Mon Sep 10, 2007 8:12 am

Check out my monster turret! It's going to eat ya! And my headless and handless assassin is steering it!

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Last edited by ai on Wed Feb 20, 2008 1:21 pm, edited 2 times in total.
ai
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