Spiderbot alpha testrelease

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Fri Jun 12, 2009 1:36 am

  • AnArKiSt wrote:
    tundramagi wrote:Clearly you're not over the age of 20.


    What makes you think that you are any less childish? I gave an opinion about the spiderbot, saying that I liked it overall. I also mention that there were some parts that I as an indivdual did not like, and you call it a personal attack against the devs. Anytime someone gives an opinion that you don't like, you try to mitigate it by making a post saying the person who posted the opinion is being an asshole. Oinions will vary from your's, so grow up.

    Heh, you are emulating the exact same behavior that you have been bitching at Alpha about.

    tundramagi = hypocrite


    Alpha complains, exclusivly, about whatever the devs create or don't create. It doesn't matter what it is or fails to be, he will complain. Your complaint seems to be from the perspective of this spider bot being the only vehicle that will ever exist in nexuiz, thus you wish it to be the type of vehicle you wish it to be (fast, wheeled or tracked, rapid X,Y rotation). Since a racer vehicle is allready in the works and also since there never has been one of anything really in nexuiz history (there are many weapons, many turrets, many maps, many game modes, many mutators, etc etc) the position from which your thought originates is flawed.

    I just don't like "hey, this is good, but MAKE IT AGAIN (throws all the work to the floor)", that's not your place nor mine. You could say "Awsome, (list the things you like), in the future could there also be (example of your favorite vehicle type)" rather then "Cool, but Meh, delete these features from this, add these features I want (btw make sure you delete those features I don't like btw btw)". Ask for additional features/bots/whatever rather than wishing something be deleted, or checkout svn and code the vehicle you desire yourself (then we could have a vehicle_technolandcruiser or whatever.). If you can code but not model other peeps here can model to some degree, and non-organic vehicle shapes are well within the ability of most of the peeps here who have done any 3d design... this is one area that many of us can help if you would like to put your ideas together.

    Now... when it comes to animating, only Morphed and Ai can really do that :P
    tundramagi
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Fri Jun 12, 2009 3:15 pm

  • enough! don't make me say it twice.

    anyway, code and modes are now in svn. vehicles code path is disabled on server by default (for now). edit qcsrc/server/vehicles/vehicles.qh (uncomment the first line) to enable.
    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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Fri Jun 12, 2009 6:09 pm

  • cool :D
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    Sven
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Sat Jun 13, 2009 6:51 pm

  • very nice, the only thing i dont like is how he moves when your in it, way too fast up and down
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Sun Jun 14, 2009 8:21 am

  • flipje225 wrote:very nice, the only thing i dont like is how he moves when your in it, way too fast up and down


    As was allready said: that is intended. Please do not complain about this, please. It is a spiderbot, not a tracked vehicle. Tracked vehicle can be added if you are generous enough to model one, and then adapt some code.
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Sun Jun 14, 2009 10:17 am

  • I can (and of course I want!) model a vehicle. Where I start from? Do I need special advises for construction (bones placement, wheel entity construction) or it's just like realize a player?
    If someone can tell me something about this topic I could start even today!
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    toneddu2000
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Sun Jun 14, 2009 6:37 pm

  • There is no real standard here (yet). tell me what you had in mind and i can suggest special bone names and (if needed) how to segment the model/s.
    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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Sun Jun 14, 2009 8:26 pm

  • I have maybe a too ambitious idea to split vehicles in three categories: street vehicles (similar to armored buggies), modern vehicles (like wipe out rockets, floating at mid air) and flying vehicles ( helicopters and modern concept planes).
    In these days I would like to start my first buggy. I think that it would be cool if it could seem to Batman Begin's Batmobile, but with bigger wheels and MORE well armed!
    Maybe I can roughly sketch the model and then in wireframe we can discuss the bone placement.
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    toneddu2000
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Sun Jun 14, 2009 9:23 pm

  • There probably need to be some code addition / re-design for wheeled vehicles. totally depends on what level of realism one aims for of course.

    But do make a sketch and ill have a better idea of what your aiming for, and how possible it is. My free times rather limited these days so i wont be writing code for a whole pile of vehicles, just the ones that seem fun and possible to me ;)
    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 Jun 14, 2009 11:35 pm

  • toneddu2000 wrote:I have maybe a too ambitious idea to split vehicles in three categories: street vehicles (similar to armored buggies), modern vehicles (like wipe out rockets, floating at mid air) and flying vehicles ( helicopters and modern concept planes).
    In these days I would like to start my first buggy. I think that it would be cool if it could seem to Batman Begin's Batmobile, but with bigger wheels and MORE well armed!
    Maybe I can roughly sketch the model and then in wireframe we can discuss the bone placement.


    Sound's great. I, myself, look forward to a fast wheeled vehicle :D.
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Sun Jun 14, 2009 11:39 pm

  • toneddu2000 wrote:I have maybe a too ambitious idea to split vehicles in three categories: street vehicles (similar to armored buggies), modern vehicles (like wipe out rockets, floating at mid air) and flying vehicles ( helicopters and modern concept planes).
    In these days I would like to start my first buggy. I think that it would be cool if it could seem to Batman Begin's Batmobile, but with bigger wheels and MORE well armed!
    Maybe I can roughly sketch the model and then in wireframe we can discuss the bone placement.


    Sound's great. I, myself, look forward to a fast wheeled vehicle :D.

    Maybe the jump command for the buggy will give it an extra speed boost.
    So in places where you need speed it's buggy time, in places where you need extra mobility (but slower), and a shield, and lots of rockets it's spiderbot time (they can jump :D)).

    Also think of all the diff types of weapons we have, if you wanted you could add energy weapons to your buggy (like a crylink type thing (tho, those might be better for a space-ship type fighter vehicle), plasma cannons, phasers, hlac like things, etc etc.) There are lots of choices. Remeber: you have a left and right mouse button so you ofcourse can choose two :P, or even roll your own type of weapon for the buggys armaments (as it doesn't take up a player-weapon slot IIRC).
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Mon Jun 15, 2009 2:07 am

  • The rotary-cannon object seems to have it's normals, or whatever, facing in rather than out:

    Image
    Image

    I love how the rotary-cannon spin rate depends on what you set the fireing rate to! That's attention to detail and is wonderful.
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Mon Jun 15, 2009 7:35 am

  • I agree with tZork and tundramagi both, because it would be cool to transform the vehicle code in a super armed buggy or whatever (cool idea the two different weapons on board tundramagi :wink: )but is also realistic that there are few coders, so it's difficult to insert everything. My opinion is: baby steps. Let's start with the first model, the buggy.
    Place together the bones with the attention of coders, who know if that feature is possible and if this not, and then we can modify step by step our vehicle. Now I'm at work so I can start tonight, what do you think?

    p.s:it would be great emulate Rage vehicles (I know.. i'm dreaming ! :D )
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    toneddu2000
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Mon Jun 15, 2009 7:47 am

  • The dual weapons allready exist for the spiderbot. Thank tZork and Morphed for that :)
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Mon Jun 15, 2009 10:14 am

Mon Jun 15, 2009 1:27 pm

  • how about multiperson vehicles?
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    Mizu Kitsune
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Mon Jun 15, 2009 1:28 pm

  • Weapon number don't need to be limited to two. the reason spider got two is that it makes it easy to use. one mouse button for each. but a selection system with many guns are fully possible too. and yes, these weapons don't interface with normal nexuiz weapons in any way (don't take up normal gun slots).

    i dont know what "Rage vehicles" are so i cant really say much abt the possibility of that dream happening ;)

    Yeh the mini gun normals are likely flipped. the bone that defines the bullet origin (muzzle) is a bit off too.

    multiperson should be very possible if one uses the same method i used for the spiderbot.
    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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Mon Jun 15, 2009 3:44 pm

  • Mizu Kitsune wrote:how about multiperson vehicles?


    Imagine huge bombing vehicles where one person can pilot and the other people can walk about like the thing in sonic the hedgehog3 (but techier), like a bombing blimp or something. :D
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Mon Jun 15, 2009 4:43 pm

  • the "dropship" from "breed" with a pilot who has a mg and rockets and a big room for teammembers with 2 flacs, which the people in the room van use

    Code: Select all

            /"/\"\           
           | |c| |          -- c = cockpit
         /""""""""""\          ***
    /""""............""""\     `Room
    """"|............|""""
        q............p       -- q+p = Flacs         
         \.........../        {..............}=room for transport players
          \         /
           """""""""           ***



    ok its a bit ...to cheap but i hope you know what i mean... :P :wink:
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    Sven
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Mon Jun 15, 2009 4:45 pm

  • With these vehicles, i can imagine a real Nexuiz campaign with a story and everything. :P
    http://www.odf-online.org/ Home to Flight Back, D321GO!, and other Descent related projects, all open source!
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    Darcshadow7
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Mon Jun 15, 2009 7:23 pm

  • Nexuiz crashed when I tried the spiderbot... :( :x
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    KillaGrunt
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Tue Jun 16, 2009 5:42 am

  • more info needed KillaGrunt. how did you install (svn or links above) how did you run it and on what nexuiz version. and preferably a log file too.
    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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Tue Jun 16, 2009 12:47 pm

  • How much should be the maximum of polygons or triangles for a vehicle?I mean in total(with seats,weapons and extra stuffs included)! In nexuiz is used tris, isn'it?
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    toneddu2000
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Tue Jun 16, 2009 2:06 pm

  • Darcshadow7 wrote:With these vehicles, i can imagine a real Nexuiz campaign with a story and everything. :P


    Maps that include terrain such as ons-reborn or arhia (sp?), together with indoor environments would pwn for campaigns that involve both vehicle-based and normal combat. I'm thinking about maps that mix carmageddon-esque spiderbot carnage and halflife style indoor missions.

    Or perhaps CTF maps where each team has a garage in their base where they can pick up a spiderbot for added battlefield epicness.

    </ramble>
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Tue Jun 16, 2009 8:22 pm

  • Taiyo.uk wrote:
    Darcshadow7 wrote:With these vehicles, i can imagine a real Nexuiz campaign with a story and everything. :P


    Maps that include terrain such as ons-reborn or arhia (sp?), together with indoor environments would pwn for campaigns that involve both vehicle-based and normal combat. I'm thinking about maps that mix carmageddon-esque spiderbot carnage and halflife style indoor missions.

    Or perhaps CTF maps where each team has a garage in their base where they can pick up a spiderbot for added battlefield epicness.

    </ramble>


    I want to make Opposing Castles ONS alot, but since the Java terrain generator (which is excellent at what it does) doesn't center the .map around the origin... I don't have enough room (I have 1/4th the total XY map space to work with (about the size of spirecontrol) when I need the whole things... due to radiant extents.

    I looked in ImgToMap (the java thing), couldn't compile it with ant for some reason. Could someone get it to center the thing at the origin? It's in misc/tools in svn.
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Tue Jun 16, 2009 9:59 pm

  • Please, someone tells me how much tris (not polygons) maximum I can use for a vehicle because I'm working on a buggy but without poly limit is difficult to model without "exaggerate"!!
    thx
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    toneddu2000
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Tue Jun 16, 2009 10:27 pm

  • toneddu2000 wrote:Please, someone tells me how much tris (not polygons) maximum I can use for a vehicle because I'm working on a buggy but without poly limit is difficult to model without "exaggerate"!!
    thx


    Usually the player models are 3000 to 5000 tris. Since vehicles are not organic, you can get away with less if you want. Maybe shoot for 3000?
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Tue Jun 16, 2009 11:26 pm

Wed Jun 17, 2009 1:19 am

  • non animated meshes seem to be less punishing, so if you can make it w/o animating the main mesh its good (and you can 'afford' allot more tris for the same pref impact). Vehicles are generally larger and less common then players are so a higher tricount is valid, imo. We can also use LOD models, if you make these.

    id say 3-5k sounds reasonable for a buggy class vehicle. Less is always better (performance wise) of course.
    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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Wed Jun 17, 2009 2:37 am

  • For vehicles, why use tris? I'd try to go with quads for starters.

    5,000-10,000 quads for the top LoD for the largest and least common vehicles.

    Vehicles aren't like weapons in that they can take up most of the screen under many circumstances, so be especially careful to avoid overdraw situations.
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