• Tiberium !
    595 replies, posted
I almost finished modelling basic structures for the mod (updated). Now, how do you want tiberium harvester nozzles to be modelled? (also, crystals could use better textures I think.) Some kind of harvester arms or what? I have no idea on that one. Any suggestions for nozzles or other models yet-to-be-made are welcome.
I think I found your bug: [lua]function ENT:Reproduce(trace,model) if ( !trace.Hit ) then return end local ent = ents.Create( "lynix_tiberium_green" ) ent:SetModel( model ) local pos = trace.HitPos - trace.HitNormal * (ent:OBBMaxs().z) ent:SetPos( pos ) ent.HP = trace.HitPos ent.HN = trace.HitNormal local Ang = trace.HitNormal:Angle() Ang.pitch = Ang.pitch + 90 Ang:RotateAroundAxis(Ang:Up(), math.random(0,360)) ent.Angle = Ang ent:SetAngles(Ang) ent:Spawn() ent:Activate() end[/lua] I think the problem is: [code]Ang:RotateAroundAxis(Ang:Up(), math.random(0,360))[/code] which would be rotating the model around an absolute vertical axis when you want to randomly rotate the model's yaw, with (possibly) just: [code]Ang.yaw = math.random(0,360)[/code] There's a good chance that's completely wrong though, as i'm still learning myself.
[QUOTE=Futszak]Now, how do you want tiberium harvester nozzles to be modeled? Some kind of harvester arms or what? I have no idea on that one. Any suggestions for nozzles or other models yet-to-be-made are welcome.[/QUOTE] Here are photo's of all the Tiberium harvesters. [img]http://www.commandconquer3.com/images/gdi_tiberium_harvester.jpg[/img] [img]http://www.commandconquer3.com/images/nod_harvester.jpg[/img] [img]http://www.commandconquer3.com/images/scrin_harvestor.jpg[/img] I guess A metal arm that would gather Tiberium on contact, that looks similar to what is in the game.
[QUOTE=subenji99]I think I found your bug: [lua]function ENT:Reproduce(trace,model) if ( !trace.Hit ) then return end local ent = ents.Create( "lynix_tiberium_green" ) ent:SetModel( model ) local pos = trace.HitPos - trace.HitNormal * (ent:OBBMaxs().z) ent:SetPos( pos ) ent.HP = trace.HitPos ent.HN = trace.HitNormal local Ang = trace.HitNormal:Angle() Ang.pitch = Ang.pitch + 90 Ang:RotateAroundAxis(Ang:Up(), math.random(0,360)) ent.Angle = Ang ent:SetAngles(Ang) ent:Spawn() ent:Activate() end[/lua] I think the problem is: [code]Ang:RotateAroundAxis(Ang:Up(), math.random(0,360))[/code] which would be rotating the model around an absolute vertical axis when you want to randomly rotate the model's yaw, with (possibly) just: [code]Ang.yaw = math.random(0,360)[/code] There's a good chance that's completely wrong though, as i'm still learning myself.[/QUOTE] Yes you are correct, [url]http://en.wikipedia.org/wiki/Flight_dynamics[/url].
A better way to archive a yaw rotation (I don't thrust euler angles...) would be something like this. [lua]Ang:RotateAroundAxis(trace.HitNormal, math.random(0,360))[/lua]
-snip- dumb post.
[QUOTE=sasquatch]Here are photo's of all the Tiberium harvesters. [img]http://www.commandconquer3.com/images/gdi_tiberium_harvester.jpg[/img] [img]http://www.commandconquer3.com/images/nod_harvester.jpg[/img] [img]http://www.commandconquer3.com/images/scrin_harvestor.jpg[/img] I guess A metal arm that would gather Tiberium on contact, that looks similar to what is in the game.[/QUOTE] For goodness sake people, we are Facepunchers, so we can make our own harvester arms out of props, wire hydraulics and harvester nozzles. And good to be back all. That ban was excruciatingly long and I thought I was a gonner.
*sigh*. I was talking about the coded part. For now it's just retextured... thing. I was asking about the idea for nozzle, nothing more - making full arm is pointless. I though rather about some kind of spikes or rails that could be mounted on the prop-built harvester arm.
[url=http://img208.imageshack.us/my.php?image=gminterplaneteryfunk000vj4.jpg][img]http://img208.imageshack.us/img208/1146/gminterplaneteryfunk000vj4.th.jpg[/img][/url] [url=http://img528.imageshack.us/my.php?image=gminterplaneteryfunk000bd0.jpg][img]http://img528.imageshack.us/img528/919/gminterplaneteryfunk000bd0.th.jpg[/img][/url] Here are two pictures showing the bugs
Lol, tiberium flipped itself. I don't understand the second pic though, is that where the ascension stops? Or where it starts?
[QUOTE=Futszak]*sigh*. I was talking about the coded part. For now it's just retextured... thing. I was asking about the idea for nozzle, nothing more - making full arm is pointless. I though rather about some kind of spikes or rails that could be mounted on the prop-built harvester arm.[/QUOTE] What paradukes did seems to be fine to me if you don't plan on modeling anything.
The models thread is separate from that. [url]http://forums.facepunchstudios.com/showthread.php?t=532651[/url] <- Here they are.
[QUOTE=Killer_Steel]Lol, tiberium flipped itself. I don't understand the second pic though, is that where the ascension stops? Or where it starts?[/QUOTE] It looks like it's stopping there.
Ah, I'm not really sure how you would go about fixing that unless you put a force stop in. Maybe...hmm. I don't really know how to fix that, really...
[QUOTE=Lynix]I need to make the refinery system too :/[/QUOTE] Perhaps, the refinery system has multiple stages that require certain things so players have to make (and maintain) a operating refinery. E.G. for the stages, 'Tiberium Granulater' or simpler 'Tiberium Mill' then 'Tiberium Liquidater' then 'Tiberium Refiner' then like 'Tiberium Chemical Enhancer' but you should make it so you have to connect each of the machines with a pipe sent that connects to the machinery just like in Easy Enigne And PLEASE tell me you fixed the basic bugs?
*Bump* Just keeping the thread alive. Any chance you could just update the current version of Tiberium to work with RD2 and LS2 Lynix? That'd pretty much keep everybody happy until you have a sizable update.
[QUOTE=MattyK]*Bump* Just keeping the thread alive. Any chance you could just update the current version of Tiberium to work with RD2 and LS2 Lynix? That'd pretty much keep everybody happy until you have a sizable update.[/QUOTE] He is working on a new version.
And GCombat is trying to stay away from LS2 and RD2 as much as possible, so go with the Easy Engine method, you touch each part together and they automatically connect each other with a rope. Then they start working.
I may release my Tiberium classic models. I hate CNC, it's nothing like the original Westwood games, it's shiited up (See EAified), the story line, even the Tiberium is just awful. They changed how everything works when the old was just fine. Don't get me wrong, the SENT is great, I just preferred the old Westwood command and conquer games where the gameplay was fun and the story as some science behind it. [img]http://img218.imageshack.us/img218/9564/gmconstruct0006mb1.jpg[/img]
Sorry, this is off-topic: I normally agree with you - anything EA touch normally turns into a pile of cheap, processed, sugar extract designed for the hyperactive kiddies with no minds ready to chuck away tons of cash (you see how hard I tried not to swear there? :P) but they may be learning their lessons. I recently watched the trailer to CnC: Red Alert 3, thinking it would prove my fears - another awesome CnC franchise from the Westwood days would be mutilated and subverted, with only super-colourful flashy graphics and all the things that made Red Alert 2 a hit stripped away - but the trailer blew my preconceptions out of the water! They seem to have done exactly what I hoped they would - take Red Alert 2, pull the game into the modern age, expand on the available assets but not change the core gameplay elements. They even left the classic, iconic Music and well known game sounds intact - something I was sure they would alter. Let's hope this is a sign that EA is finally listening to the fans, and not just shoveling out another mediocre franchise sequel for easy cash. On-Topic: Those models are quite cool! I think lynix would probably not want the rocks on them, as with his script, the walls and props the tiberium grows on would suddenly sprout rocks too, (:D) but they do look good! I hope Lynix has found some way to correct the tiberium growing into mid-air.
I posed them in Gmod to showcase them for my map which is why I have them floating, second, those aren't rocks their bulbs the the Tiberium comes from, in the original game Tiberium was basically a parasitic crystal organism that grew only to make more of itself (I learned this just from watching ingame cutscenes). Here's a screenshot from an old cut scene of what it looks like. [img]http://xwis.net/td/previews/miners.gif[/img] Ok enough accidental thread derailing, what can we expect in the next release.
put in addons? lol trying now
This is on subject: [url]http://forums.facepunchstudios.com/showthread.php?t=550254[/url] I made a map.
[QUOTE=Ta16]I may release my Tiberium classic models. I hate CNC, it's nothing like the original Westwood games, it's shiited up (See EAified), the story line, even the Tiberium is just awful. They changed how everything works when the old was just fine. Don't get me wrong, the SENT is great, I just preferred the old Westwood command and conquer games where the gameplay was fun and the story as some science behind it.[/QUOTE] You'd be surprised at how much of the old westwood team is working on the new CnC.
[QUOTE=hedhunta95]You'd be surprised at how much of the old westwood team is working on the new CnC.[/QUOTE] God no, I'm far from surprised, it was a buy out after all. But none of that matters since the leads and directors who tell everyone how the game should play and look like are all EA employees and not Westwood it doesn't mater. It's like replacing the brain of Churchill's with Hitlers, regardless of what the previous body was, Hitler controls it all. [QUOTE=Jeffman12]This is on subject: [url]http://forums.facepunchstudios.com/showthread.php?t=550254[/url] I made a map.[/QUOTE] Yeah I saw that, good work. Obviously inspired by my map :P [url]http://forums.facepunchstudios.com/showthread.php?t=363773[/url]
Well, I must say the hype up of your map did get me in the mood to make something C&C related. Can't wait for the next obsidian to come out so I can play it. I figured I'd take a different look at the structures and make the civilian ones as they are just so cool. I actually ended up making the map because I wanted something to go with the bridge repair hut VMF I had made. What brings me back to this topic is that I was wondering if there would be a kind of script to include Tiberium in maps on startup similar to the stargate one.
[QUOTE=Jeffman12]Well, I must say the hype up of your map did get me in the mood to make something C&C related. Can't wait for the next obsidian to come out so I can play it. I figured I'd take a different look at the structures and make the civilian ones as they are just so cool. I actually ended up making the map because I wanted something to go with the bridge repair hut VMF I had made. What brings me back to this topic is that I was wondering if there would be a kind of script to include Tiberium in maps on startup similar to the stargate one.[/QUOTE] Yeah, I could port the map over to Gmod and release now if the buildings were converted into models.
has anyone tried to do the viseroid?
...You're still on visceroids? LAY OFF THE SNPCS, NO ONE WILL MAKE THEM UNLESS THEY WANT TO/ARE HIRED TO DO IT. As in, they'll do it for sweet sweet MONEH.
I had an idea last night, instead of making the visceroid a model, it could be easier to make a shapeless mass with a sprite emitter made into an SNPC. I'm going to look into valve's particle editor and see if I can whip something up.
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