tZork's turrets

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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
    Image

    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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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 :]

    Image
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    Image
    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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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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    Doc-Pyton
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Thu Sep 06, 2007 2:58 pm

  • Any chance of human-controllable turrets?
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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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Thu Sep 06, 2007 3:16 pm

  • Cool! Didn't know that was possible! :lol:
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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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    tZork
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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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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 :)
    Shoe
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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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Thu Sep 06, 2007 7:26 pm

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

    Who do you mean?


    (Chea)tZork :P
    Aneurysm 4 the win !!!!! :D
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    cortez
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Thu Sep 06, 2007 9:00 pm

  • Ok, I've done a quick model of the nr 3 concept. But I won't continue for now, need answers if I should even go with this model (or the others) and what the poly limit is.
    This model has 378 tris. I won't do texturing, I suck at that.

    Image
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    So, suggestions? C&C? Pizza? I could go for a pizza right now... not too hungry but it's been a long time since I ate one :)
    Last edited by ai on Wed Feb 20, 2008 1:20 pm, edited 1 time in total.
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Thu Sep 06, 2007 9:17 pm

  • Hmm, no, thats not really an improvement imo. That model needs much more work, and its not the direction I think we should go for. It looks like a sort of squashed sea otter, or maybe a lemon.

    Ill do some modelling over the weekend (or later today if I finish my work) based on the concepts you drew. We will see..
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    torus
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Thu Sep 06, 2007 10:38 pm

  • tzork, you are the man.
    I'll try to model some laser turrets 4 ya.
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    ihsan
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Thu Sep 06, 2007 11:00 pm

  • turrets definitely need totally new weapon types IMO. dont get me wrong, modified versions of already available weps are fine, but i'd like to see something along the lines of FlareGun or HLAC (laser Gatling). the turret models on MisterMeister's Temple of Ascension would look cool for plasma cannons.
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Thu Sep 06, 2007 11:03 pm

Fri Sep 07, 2007 5:29 am

  • torus wrote:Hmm, no, thats not really an improvement imo. That model needs much more work, and its not the direction I think we should go for. It looks like a sort of squashed sea otter, or maybe a lemon.

    Ill do some modelling over the weekend (or later today if I finish my work) based on the concepts you drew. We will see..


    Yeah sure, I agree with it needs lot more work, this was as I said a quick thing, like tops 15 min (including aligning image planes). I didn't want to spend more time before I got some feedback on the drawings.

    EDIT: Made another one (second drawing). Also very quickly just to try out, didn't bother much about normals nor any lamina faces and nonmanifold geometry. I bet there's lots of errors in the model. 400 tris without the bottom cap, (as shown on the last picture).

    Image
    Image
    Image

    Also, keep in mind that this is only (as the preview model) only the turret part, no body. Looks more like it was the top part of a tank :p
    Last edited by ai on Wed Feb 20, 2008 1:21 pm, edited 4 times in total.
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Fri Sep 07, 2007 4:16 pm

  • morfar wrote:I want to play this NOW. What's holding you in to release a beta tzork? :)


    my variety :P but uum seriosly the team support is b0k3d atm (i think) and theres no real maps and ony one base/head model with a few untextured guns/rl's. oh yeh and no docs what so ever. i dont whanna release it, hape ppl making alot of work baed on teh current system just to have it invalidated cus i decided to change some fundemental part ;)

    Ill try to clean it up enougth for a public beta by tonight, or tomorrow, if i can finnish my cashbringer jobs soon enougth.

    Anyone *really* keen on trying it can PM me or seek me out in irc and ill send over my current devbuild and testmap.

    torus wrote:Hmm, no, thats not really an improvement imo. That model needs much more work, and its not the direction I think we should go for. It looks like a sort of squashed sea otter, or maybe a lemon.

    Ill do some modelling over the weekend (or later today if I finish my work) based on the concepts you drew. We will see..


    I think it could be real nice once textured. no game model looks good w/o textures. (if they do ya fu****g wasted to mutch polies ;P)

    The more models the merrier, post your designs. we could vote for teh finals, or even combine bits from diffrent ones etc. dont make advanced tetxures or suthch just yet (unless you really want to) taht usuly takes alot of time...
    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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Fri Sep 07, 2007 5:01 pm

  • 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
    Aneurysm 4 the win !!!!! :D
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Fri Sep 07, 2007 5:43 pm

  • From reading this thread, I take the turrets could only be a model entitiy that is placed into the map, and not something that could be modelled in gtkradiant (that would make for unique turrets in each map, but I'm guessing that's not a possibility within gtkradiant). How about a few different models to choose from, to change things up? I wish I could model, I just downloaded milkshape to see what it's about, and blender... something is wrong with me, why I can't get that app around my brain.

    Turrets... cool!
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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.
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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.
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    tZork
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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

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    ihsan
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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.
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    tZork
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Sun Sep 09, 2007 8:06 am

Sun Sep 09, 2007 1:44 pm

  • I like that one a lot.
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    torus
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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.
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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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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.
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    tZork
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Mon Sep 10, 2007 8:12 am

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