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Postby Strahlemann » Wed Sep 05, 2007 4:20 pm

Cool ! Looks like some Assault action. More assault maps ftw !
On the other side these towers look like they are firing on their own, so it's a mod ?
I'm confused :roll:
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Postby torus » Wed Sep 05, 2007 5:03 pm

I think they are turrets :D :wink:
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Postby tZork » Wed Sep 05, 2007 11:46 pm

ai wrote:Some kind of new mod? Like UT2004's Assault? Something like that would be awsome in Nexuiz.
But yeah, a tad bit better models would be nice.


Kinda, thise are not tied to any special gamemode. You coukd make one help defend a ctf base or just let it be a general pain in a DM map and so on. kinda like stationary botz.

Yah they need better models. make me some :P
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 torus » Thu Sep 06, 2007 12:10 am

Maybe that could be a kind of entity in Radiant and Darkplaces (turret ent), so people could just apply them to models. :D
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Postby tZork » Thu Sep 06, 2007 5:03 am

torus wrote:Maybe that could be a kind of entity in Radiant and Darkplaces (turret ent), so people could just apply them to models. :D


Is sort of is in my implementation. You place em in radiant, but teh model depends on what type of turret is is, model cannt be selectable in radiant or it will be messey since every turret is built out of at least 4 parts. base, head, cannon and "badge" some have mode then one cannon etc.

currently you can use:
turret_plasma - electro-like, with enemy movement prediction
turret_gauss - railgun turret. *yoda* hrmm dead you are yes.
turret_mlrs - your basic unguided multybay rocketlauncher
turret_pointdefese - shoots your rockets down with flacfire.
turret_hellion - guided mlrs system. very deadly. can be set to shoot down rockets.

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.

each individual turret can be configued in raidant in a very deataild fassion. the primary things you can set is:
shot: speed, damage. force, radius, refire, volly
aim: 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
and more...

ideas, sugestion(and help making decent models / textures ;) are welcome.
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 torus » Thu Sep 06, 2007 5:24 am

I need this. :D This kind of thing is EXACTLY what I've been stressing. Unique elements that add interesting gameplay.

When do you think it will be finished? I want to use it in the map I showed you. :)

Some ideas- maybe the turret "head" should move pretty slowly, so it can be avoided (otherwise its gonna be unstoppable slaughter). Either that, or maybe it can be damaged (probably not possible, i know)?

Oh, and I'd be willing to help with modelling and texturing. I'll work on it some over the weekend (schoolz is starting, and I have psets -_-')
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Postby tZork » Thu Sep 06, 2007 5:28 am

torus wrote:I need this. :D This kind of thing is EXACTLY what I've been stressing. Unique elements that add interesting gameplay.

When do you think it will be finished? I want to use it in the map I showed you. :)

Some ideas- maybe the turret "head" should move pretty slowly, so it can be avoided (otherwise its gonna be unstoppable slaughter). Either that, or maybe it can be damaged (probably not possible, i know)?


turn speed - selectable per individual turret in dgr per second (see above!) iow allready implemented.

damage also allready implemented, but i forgot to tell :D both the head and body got individual health (just sey one tho and the head gets half, the body the otehr half) if one of thise go < 0 it blows up sending the head fying off. after a selectable respawntime, it respawns.

another thing i forgot to tell: They are team aware, if templay is on it will obay red / blue teamflags.

as for the timeline, its hard to say. its allready in a working state, but the code is aver changing and i havent implemented all things i want yet. with some luck i could proly have a earl beta done by this weakend (earlier if yo get in touch directly with me, but i wont publicaly release this yet)
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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Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
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Postby torus » Thu Sep 06, 2007 5:34 am

Fantastic :D :D :D I love the idea of rocket defense. Imagine how cool this would be with guided rockets 0__0

Speaking of which, what command enables guided rockets that I could put in a Map config?
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Postby ai » Thu Sep 06, 2007 6:56 am

I'm sketching on some concepts for different turret models. Gonna post them later.
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Postby tZork » Thu Sep 06, 2007 7:29 am

ai wrote:I'm sketching on some concepts for different turret models. Gonna post them later.


Cool!

Crrently 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 needs models too.. :D oh and perhaps some "turret gibs"
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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Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
Location: Halfway to somwhere else

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