Helicopter Texture

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Wed Feb 03, 2010 8:34 pm

Wed Feb 03, 2010 11:09 pm

Thu Feb 04, 2010 7:13 am

  • :shock:
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Thu Feb 04, 2010 9:23 am

  • Awesome work, as always, Oblivion. You really got taste AND talent. Thank you for your contribution.
    <Community>: Why was the name "Nexuiz" licensed to IllFonic in a way that allows IllFonic to use the name without any suffix or subtitle for a commercial console game?
    <Lee Vermeulen>:
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    halogene
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Thu Feb 04, 2010 4:22 pm

Thu Feb 04, 2010 4:42 pm

  • holy shit thats some amazing work Oblivion, well done!
    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 Feb 04, 2010 5:02 pm

  • so if i can get this a little cleaner, and upload it, would you be willing to take a look at it? (also what format would you prefer it in?)
    Why has a developer ever needed any reason other than "it looks bloody awesome?"

    -Archon
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    Yoda almighty
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Thu Feb 04, 2010 8:02 pm

  • As i said some time ago, ill take a stab at coding it once the model/s are in a workable state. and that seem to be preddy close now ;) im swamped with other work right now tough, so not likely i can start for at least another week or so. format dont matter to much, blender or 3ds is fine (ill need to place the relevant bones anyway, so no need for md3/dpm). the sooner i can a copy of it the better tough, as it allows me to get to it if i find some 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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    tZork
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Fri Feb 05, 2010 4:14 am

  • That is amazing... I need to take tips from you! :D
    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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Sun Feb 07, 2010 1:36 am

  • Does it come with the interior cockpit view aswell. That's needed.
    I remeber seeing screenshots of it.
    tundramagi
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Sun Feb 07, 2010 8:39 pm

  • sweet! i like what i see :wink:
    bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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    Strahlemann
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Wed Feb 10, 2010 6:53 am

  • mmmm very sexy. it would look so nice if in game it had a purple glow around the "propulsion disks", like an anti-gravity field. when you bank left, it rolls and the "plasma thrust" grows on the right propeller
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    Cuinnton
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Wed Feb 10, 2010 10:33 am

  • Cuinnton wrote:mmmm very sexy. it would look so nice if in game it had a purple glow around the "propulsion disks", like an anti-gravity field. when you bank left, it rolls and the "plasma thrust" grows on the right propeller

    Yeah, it would be great!
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    toneddu2000
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Sat Feb 13, 2010 12:49 pm

  • Any news on this, and does anyone have the cockpit model, the thing you see when you're inside the vehicle? I remeber that being posted as screenshots some time ago. Anyone have it?
    tundramagi
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Sun Feb 14, 2010 2:31 am

  • I have the cockpit model, but it's not textured right now. I will ask Oblivion to texture it at some point, but i think he is busy with other stuff at the moment, so I am going to wait. I will upload the current model with the helicopter later, when I have access to highspeed internet.
    Why has a developer ever needed any reason other than "it looks bloody awesome?"

    -Archon
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    Yoda almighty
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Sun Feb 14, 2010 5:45 am

  • Comon, don't hold out like that please.

    If tzork is working on the code he'll need the cockpit model, textured or not, to make the internal view for the helicoptor.

    It would TOTALLY suck if the only view avaiable was from the outside.
    PLEASE release it.

    On it's first iteration (months ago) the cockpit of the spiderbot-vehicle wasn't so good... but atleast it was there.

    The helicopter IS never going to happen is it. It's all a pipe dream.
    Why are you holding out on an important piece?
    /me doesn't like 3rd person view.

    Image
    Looks pretty well textured to me.
    PLEASE release so it can be in the helicopter when tzork does the code.
    It can always be improved from there (as the spiderbot cockpit was).

    Release Early. Release often.
    tundramagi
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Sun Feb 14, 2010 5:03 pm

  • I was waiting because I have a download/upload cap of 400MB and I was already pretty close. I can finish it up and upload it today however.
    Why has a developer ever needed any reason other than "it looks bloody awesome?"

    -Archon
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    Yoda almighty
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Sun Feb 14, 2010 5:22 pm

  • and here it is. the raptor in obj, 3ds, and max format. i tried importing it into blender, but My graphics card couldn't handle it.

    http://www.mediafire.com/?ndnhzj21mnj

    EDIT: and use the "resized" textures for the model.

    EDIT2: actually, I figured out what i was doing wrong. tZork, if you want I can re-upload it in a blend file.
    Why has a developer ever needed any reason other than "it looks bloody awesome?"

    -Archon
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    Yoda almighty
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Sun Feb 14, 2010 8:15 pm

  • No need, i can use .3ds or obj.

    Heres the issues i see at once looking at the model:
    It (still) cant stand on the ground w/o dipping its nose into it:
    Image

    The cockpit has you preddy much blind downwards and to the sides, i dont think thats a good idea, and it lacks interior polygons. this means things will look fucked up when the player turns hes 'head' to much left/right/up/down. Heres rogtly how it will look w the current mode:
    Image
    The cockpit's normals are a total mess, im not sure witch ones are supposed to be facing the inside (i guess all since its never supposed to viewed from the outside). When i fix this, the inside view lacks less polies, but its also even more restricted
    downwards. And theres a pile of seemingly pointless geometry. Also i gotta say, both the modeling and texture job on the cp dont hold close to the same level as the "body model". Because those issues im doubting i will make 1st person view for now, it will simply look like shit.

    The guns would be easier to work with if they where attached to bones/dummys so their natural orientation was dead ahead.

    I will try to fix the body related issues, but im not going to remodel the pit. if you / someone want 1st person view in, make a decent model for it. it does NOT have to match the same outline as the ship itself.
    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 Feb 15, 2010 3:46 am

  • I'm sorry about that. It was something i threw together for testing purposes only. I will work on a more complete model and upload it, as well as a modification of the main body.

    my idea for the problem about resting on the ground is to add a single leg right under the cockpit, forming a tripod of which the back 2 protrusions form the back half.
    Why has a developer ever needed any reason other than "it looks bloody awesome?"

    -Archon
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    Yoda almighty
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Mon Feb 15, 2010 2:56 pm

  • Nothing to apologize for, just pointing out that the current one would be a poor in-game experience. I already fixed the landing gear, and tackled the problems with guns/rotors having the same alignment as the main model, so unless you are going to do that too, dont change the body. If you do decide to work on the body, theres a few more things you could do, for example some of the 'ridges' between the cockpit glass are preddy odd shaped. anyways, the main thing now seem to be a decent cockpit model for first person view.
    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 Feb 15, 2010 3:12 pm

  • Once these are out im going to put one on each roof of destructabletectctf, and I think 2 in venueons aswell. Maybe another building/temple for each side of venue ons aswell.

    Vehicles == aswsomeness.

    My friends and I have a ton of fun with spidy bot on venue :P
    Another map I like alot is test16. It's like an urban doomscape w/ turrets and vehicles :P

    Tzork: is it possible to spawn the racer on a map, and does it have a 1st person?
    I remeber spawning it in the race map, but that was with a cheat command.
    tundramagi
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Mon Feb 15, 2010 6:48 pm

  • tundramagi: how do you get to test16? I have never been able to find it. (or where is the DL link for it)
    Why has a developer ever needed any reason other than "it looks bloody awesome?"

    -Archon
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    Yoda almighty
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Tue Feb 16, 2010 4:51 am

  • It's in spiderbot.pk3

    Don't worry, it doesn't work anymore, nor does opentest: the spiderbots don't spawn anymore (just like how they don't spawn on evadproject anymore).

    The helicopter probably won't spawn on destructabletestctf either: vehicle spawning is broken: it only works on some maps and not others.
    tundramagi
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Tue Feb 16, 2010 10:54 am

  • Sure they do, they are disabled by default tough, maybe thats your issue. you need to compile with -DVEHICLES_ENABLED (or uncomment first line in vehicles/vehicles.h)
    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 Feb 16, 2010 12:25 pm

  • TZork: I have that uncommented. I've had that uncommented for the last 3 months, I just checked and it's uncommented now.
    Also spidervehichles do spawn in other maps.
    vehicle_spiderbot _DOES_ appear in venueons12 and in test maps I make with the spiderbot (box maps).

    vehicle_spiderbot _DOES NOT_ appear in destructabletestctf6, opentest, nor does it appear in test16, when it _SHOULD_

    http://omploader.org/vM2trag/test16.bsp
    http://omploader.org/vM2trbA/opentest.bsp

    Bugged.

    Also, for some reason, on opentest the "generator" that used to be inback of the turrets now spawns at map origin.

    Please believe me. Or load them yourself.
    tundramagi
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Tue Feb 16, 2010 12:36 pm

  • Image
    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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    tZork
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Tue Feb 16, 2010 1:18 pm

  • I have 2 prayers:
    Dear God: please allow these to spawn on my maps.

    and

    Please allow Yellow Robot to make awsome 1st person view.
    When I want 3rd person I press q (my 3rd person view bind)

    And a question: does red star republic need vehicles?
    tundramagi
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Tue Feb 16, 2010 1:28 pm

  • random spawning suggests its a map problem not a code problem. perhaps the maps where it dont work use the old classnames. current classname (entity name) is "vehicle_spiderbot". in early development they used different names, and for a while i retained compatibility with those awkward names, but that's gone since the old names were confusing and should die.

    scripts/vehicles.def wrote:/*QUAKED vehicle_spiderbot (1 0 0) (-32 -32 0) (32 32 50)
    -----------KEYS------------
    -----------SPAWNFLAGS-----------
    ---------NOTES----------
    -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
    model="models/vehicles/spiderbotqer.md3"
    */

    /*QUAKED vehicle_racer (1 0 0) (-32 -32 0) (32 32 50)
    -----------KEYS------------
    -----------SPAWNFLAGS-----------
    ---------NOTES----------
    -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
    model="models/vehicles/wakizashi.md3"
    */

    /*QUAKED vehicle_raptor (1 0 0) (-32 -32 0) (32 32 50)
    -----------KEYS------------
    -----------SPAWNFLAGS-----------
    ---------NOTES----------
    -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
    model="models/vehicles/raptor.md3"
    */
    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 Feb 16, 2010 3:50 pm

  • Code: Select all
    grep vehicle_spiderbot destructabletestctf6.map
    "classname" "vehicle_spiderbot"
    "classname" "vehicle_spiderbot"
    "classname" "vehicle_spiderbot"
    "classname" "vehicle_spiderbot"
    "classname" "vehicle_spiderbot"
    "classname" "vehicle_spiderbot"
    "classname" "vehicle_spiderbot"
    "classname" "vehicle_spiderbot"


    Refuses to spawn. Used to spawn 4 months ago (or 5?)
    http://omploader.org/vMnRhYw/destructabletestctf6.pk3

    They spawn on test maps I made yesterday.
    tundramagi
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