View Full Version : So I'm coming out of retirement...
klange
June 1st, 2009, 02:40 PM
This is now the "[WIP] DRC-II" thread.
So, yes, I'm making a second Draco. Only this one is, as you would expect, a more production-ready model. I myself was never too good at modeling, so it should go without saying that I need someone of a significantly higher caliber than myself. Design specs will be posted when I get time (like... tomorrow), as well as more details.
This project is going to be a big one and will require some help from the Sauce. The following is a list of things that will require extra Sauciness:
- Walking/standing in the Draco during flight. No clue as to whether this is possible, but it's probably the biggest part.
- Cloaking, and not the crappy "make it invisible" cloak, but active-camo engulfing the ship.
- Doors on the inside, primarily through syncing device machines and what have you, I'm not quite up-to-scratch on that stuff.
And some other features that shouldn't require anything special:
- Lots of places to sit down, which I've been informed will simply require some slight tag hackery.
- Better weapons, as in more balanced ones. And no nukes. This isn't a bomber, seriously, it's a cargo carrier...
- A production-ready model, which we all know I'm not capable of delivering myself. Concepts will be posted in the coming days.
So, that's that. Let's make a ship!
OP:
Help get me up to speed.
I've got my Max 8 trial and the HEK and that's about it right now.
- What JMS exporter should I use? (I've been away for a while)
- Where do I get Korn, et al.'s awesome HEK tools? (Upgraded Spaien, Guerrilla and tool)
- What maps should I pick up? (Um, is Coldsnap still up there?)
- How I mine for fish?
Help me out guyz!
Rentafence
June 1st, 2009, 02:54 PM
1 Blitzkrieg.
2 www.halomaps.org
3 The stuff that's played on the (bi?) monthly CE gamenights.
4 Level 97
Dwood
June 1st, 2009, 03:10 PM
Get Open Sauce, Dev mode, and a map called Chainspawn_test. Most epic luls you will ever have.
Sel
June 1st, 2009, 07:10 PM
Remake the draco
=sw=warlord
June 1st, 2009, 07:48 PM
So...you ever going to finish that UMT or what ever it was called?
Heathen
June 1st, 2009, 08:15 PM
Remake the draco
this haha
sevlag
June 2nd, 2009, 04:38 PM
this haha
moar nukes plox
TeeKup
June 2nd, 2009, 04:39 PM
Give the flying brick a proper hull.
sevlag
June 2nd, 2009, 04:43 PM
Give the flying brick a proper hull.know i have to be serious with this, it does need a proper hull, and right click should open the hatches on the bottom (fuck nukes)
Heathen
June 2nd, 2009, 05:13 PM
and have some OS way of it ACTUALLY working.
klange
June 2nd, 2009, 05:18 PM
You see, you guys are way behind. That was the plan all along. And you didn't catch it from all of my hints? Tsk tsk.
I need a pro modeler, yo. Has to be someone up to the task.
@warlord: Ah... UHMM. Probably not. Don't quite have the time for that. I think it was enough of an accomplishment to get one map BSP out of it. I had a map in game that never went through Gmax or 3ds... I also lost pretty much all of it, so it's not worth continuing. Though maybe with the help of some of the more adept minds here...
sevlag
June 2nd, 2009, 05:25 PM
You see, you guys are way behind. That was the plan all along. And you didn't catch it from all of my hints? Tsk tsk.
I need a pro modeler, yo. Has to be someone up to the task.
@warlord: Ah... UHMM. Probably not. Don't quite have the time for that. I think it was enough of an accomplishment to get one map BSP out of it. I had a map in game that never went through Gmax or 3ds... I also lost pretty much all of it, so it's not worth continuing. Though maybe with the help of some of the more adept minds here...regarding little tricks it can pull off me and my friend had hooked up the siren on the thing to flashlight and the doors to right click :D hopefully i can dig up the test map, it also contains pelicans that have engines that can light up with flashlight (ala echo419 on maw) and a few other things...not sure if i still have it
Hunter
June 2nd, 2009, 06:50 PM
Get the designs up and I will take a look into it after Pelican is done, have a day to my self tomorrow when I should be able to finnish pelican.
sevlag
June 2nd, 2009, 06:56 PM
Get the designs up and I will take a look into it after Pelican is done, have a day to my self tomorrow when I should be able to finnish pelican.one thing, try to stay true to the multiple rooms that are present, and i like how the weapons systems seat was placed
but hunter modeling the draco would be :D
Heathen
June 2nd, 2009, 07:27 PM
also, coke is out, throw some slurm in there.
http://a.deviantart.com/avatars/i/s/iseewhatyoudidthere.png (http://leoleonardo.deviantart.com/art/swing-115389329)
klange
June 2nd, 2009, 08:35 PM
also, coke is out, throw some slurm in there.
http://a.deviantart.com/avatars/i/s/iseewhatyoudidthere.png (http://leoleonardo.deviantart.com/art/swing-115389329)
It's highly addictive!
Yes indeed.
Sel
June 2nd, 2009, 08:54 PM
Yes, get hunter to do it.
And then give me the beta!
klange
June 2nd, 2009, 09:13 PM
Alright, I've got some basic layouts drawn out. I've moved some things around (stairs are in the middle, there are no hallways at the front - the gunner seat is inside the bridge, but in the same basic location, more tables in the cafe, a central hallway up stairs with two rooms instead of just the one (and it's wider upstairs as well as the bulk of the main floor should be more in armor plating) and I've added an engine in the far-back). I'll get those scanned now...
@Pope: It's a vehicle, not a map. No clue what map I'll put it in, though I do have one taker (but it's rather far off). Probably put it in a Coldsnap mod for testing...
PopeAK49
June 2nd, 2009, 09:22 PM
Cool I can't wait to see these layouts. Nice to see that people are actually making layouts first instead of jumping in and modeling a level without being sure that the gameplay will work out. The only thing i suggest is once you have your layout drawn is that you shouldn't create a nice looking level model, but make a basic blockout design of the level to see how it runs and flows.
BobtheGreatII
June 2nd, 2009, 09:23 PM
I'll help out if I can.
klange
June 2nd, 2009, 09:31 PM
Here's what I have so far (http://blog.phpwnage.com/%7Eklange/drcii/) (warning: ~5MB PNGs because I cba'd to compress them / shrink them tonight - I'll give you smaller JPGs tomorrow if you're willing to wait)
Critique the crap out of it, if we're going to do this I want it to be the best we can spit out.
Heathen
June 2nd, 2009, 09:51 PM
It's highly addictive!
Yes indeed.
I pray you are serious
klange
June 2nd, 2009, 10:03 PM
I pray you are serious
Dead serious. We're going with Slurm.
I'll try and get some exterior designs up tomorrow, hopefully won't sleep in too late.
For weapons, I'm thinking *basically* the same thing as I had in the original Draco: machine/rail guns and missiles, but possibly more rail guns and less missiles (and maybe more missile pods?), we'll see how it works out with the extra control additions. Hopefully I can squeeze door controls into the cargo bay station and leave the gunner/pilot to their own business.
The sketch of the 'booster' is there because I need something to make it go up vertically, so I'm pulling some ideas from the Pelican.
@Pope: Again, this isn't a map. It's a single vehicle, piloted by a team or just one person. The main entrance is through the cargo doors or one of the two airlocks (though I was thinking of adding a central entrance at the cargo level between the stairs and the control station). And while I'd love to be able to put weapons in there, that's not possible right now (consider this an idea for Open Sauce: I wanted to have an armory where the secondary control room was)
For reference, this was the first Draco, which I made for my map Separated, which itself bombed. The Draco was featured (with my permission) in RPG Beta 3 (or was that 4? I don't remember) which I hear did rather well for itself.
http://hce.halomaps.org/images/files/sm/draco.gif
PopeAK49
June 2nd, 2009, 10:09 PM
O crap! my bad. I saw you mentioning a vehicle, but when I saw the pics, and I thought it was a level. Rofl, nooby me i should learn what a draco is.
BobtheGreatII
June 2nd, 2009, 10:16 PM
Yeah... again, I wouldn't mind helping at all. :rolleyes:
PopeAK49
June 2nd, 2009, 10:17 PM
Lol Bob. Thanks, now i know what a draco is.
klange
June 2nd, 2009, 10:20 PM
Yeah... again, I wouldn't mind helping at all. :rolleyes:
I already asked you about it months ago. How do you feel about making me some control panels and stuff?
Also, old Draco for everyone to reference (and because I don't feel like bookmarking it or digging through my old Photobucket to find it again):
http://i9.photobucket.com/albums/a77/gruntmaps/draco_overview.jpg
(this one (http://i9.photobucket.com/albums/a77/gruntmaps/Draco-Cageandmesh.jpg) is my favorite, back when I was making a more "realistic" model for a planned map of a Draco factory.)
Overall, the DRC-II will be noticeably larger than the original Draco.
Mass
June 2nd, 2009, 10:29 PM
I might draw/think up a new look for this shoebox
BobtheGreatII
June 2nd, 2009, 10:30 PM
I already asked you about it months ago. How do you feel about making me some control panels and stuff?
Ha ha, my bad. :lol:
I'll start working on them very soon? Is the Draco still going to be UNSC based? Just so I know what my restrictions for modeling will be...
Mass
June 2nd, 2009, 11:21 PM
http://i118.photobucket.com/albums/o97/nate-the-great_photos/perhaps.jpg
Just sorta dicked around
I kinda digged the original one's layout.
Heathen
June 2nd, 2009, 11:24 PM
Separated
second map I ever had
It was fucking great.
mass, that is badass! Paint?
But I dont think its Dracoey.
nooBBooze
June 3rd, 2009, 03:55 AM
Something that would encourage people to actually seat those passenger seats would be nice. Like some "windows" or a limited external view. Or/and If the pilot FP FOV would be extended according to how many passegers are currently seated by removing some screens that block the view from the bridge.
In any case, staring at bland wall textures until you get killed is boring and 3p view of the ship is meh.
I don't know if that's actually possible, but limiting vertical movement to the ctrl and space button while mostly keeping the ship in a horizontal position while flying would be more approptiate to the concept of a spaceship. Especially if people are supposed to walk around in there. [Is that even possible? What about lag?]
Just throwing in some suggestions...
sevlag
June 3rd, 2009, 11:57 AM
put the firefly back in the cargo bay :D
but it'll be nice to see this touched up and redone, i did like the original model...
next thing that needs some lovin is...the condor xP
klange
June 3rd, 2009, 12:02 PM
I'm going to say "no" to the Firefly, we'll replace it with a Wasp. Much better tag.
@Noob: Not being able to tilt up and down severely limits control of the ship. Passenger camera positions on the original Draco were thrown in last minute with very little time (Separated was being made for a contest, so it had a "due date"), so be assured there will be much more thought put into them in the DRC-II.
I'll start working on them very soon? Is the Draco still going to be UNSC based? Just so I know what my restrictions for modeling will be...
Yes.
Hunter
June 3rd, 2009, 12:33 PM
I will leave BobtheGreat to do it.
klange
June 3rd, 2009, 01:01 PM
Ha ha, my bad. :lol:
Get on AIM so we may discuss things.
BobtheGreatII
June 3rd, 2009, 02:27 PM
Get on AIM so we may discuss things.
Wilco
klange
June 3rd, 2009, 04:17 PM
It's been almost two hours, get on dang it.
Anyway, thought I'd ramble about some things I want to see in the DRC-II, nothing too terribly difficult, just stuff I never got to in the first one:
- I want interior doors. I don't know how that's going to work, but I want them. I'd love to be able to attach simple proximity doors, but they won't activate when attached (I could attach/detach but that lags horribly, and I don't know if they'll stay open)
- Lots of lighting. The original Draco lacked proper interior lighting, so it would always be dark on the inside. I'd like to at least fix this with some shader modifications to make them always bright. Also, exterior lights, so I can fly around in Coldsnap and brighten up the place.
- Collision that matches the visual model. Um, duh? You see, the reason the original Draco didn't have this was because my modeling style just didn't produce properly sealed meshes, so I just went and remodeled it again without any care for details.
- Dropping the energy floor from the Cargo bay. It was there to explain falling through it, but I think we can achieve some better vehicle-vehicle collision by attaching some scenery and such. Going to go for more of the classic human cargo bay look.
- I mentioned this in the layout for the main floor, but I'll just make note of it again: there will be a hologram of the ship in the secondary control room.
nooBBooze
June 3rd, 2009, 04:24 PM
So you guys have figured out walking on moving surfaces?
Sel
June 3rd, 2009, 04:29 PM
- Lots of lighting. The original Draco lacked proper interior lighting, so it would always be dark on the inside. I'd like to at least fix this with some shader modifications to make them always bright. Also, exterior lights, so I can fly around in Coldsnap and brighten up the place.
You can do that pretty easily
Just use model markers to define positions for dynamic lights, you can set when they come on, what colour they are, and have them change for different events.
ie : Red alarm lighting for take off.
Also, make some animated screens for the control room.
Heathen
June 3rd, 2009, 04:58 PM
So you guys have figured out walking on moving surfaces?
I would assume so. Hopefully.
Also, could you guys find a way to make the camera tilt with the ship?
klange
June 3rd, 2009, 05:29 PM
So you guys have figured out walking on moving surfaces?
It's up to some Open Sauce work to get this done. Km00 says it's feasible.
TeeKup
June 3rd, 2009, 11:51 PM
http://i118.photobucket.com/albums/o97/nate-the-great_photos/perhaps.jpg
Just sorta dicked around
I kinda digged the original one's layout.
MAKE THIS.
Sel
June 4th, 2009, 02:21 PM
^
I really like that design too :)
Maybe a little something more on the back though
BobtheGreatII
June 4th, 2009, 02:27 PM
Maybe something not so bad?
The only part about that design that looks cool are the windows on the bottom... but the rest of it looks bad... : /
klange
June 4th, 2009, 03:29 PM
Maybe something not so bad?
The only part about that design that looks cool are the windows on the bottom... but the rest of it looks bad... : /
.
klange
June 14th, 2009, 03:40 PM
Bump.
So I'm thinking of putting drop pods on the bottom floor in the back. Four of them. Basically attached like how the Firefly was, but once they hit the ground they don't go back, until a set time or something.
Discuss.
BobtheGreatII
June 14th, 2009, 03:43 PM
Bump.
So I'm thinking of putting drop pods on the bottom floor in the back. Four of them. Basically attached like how the Firefly was, but once they hit the ground they don't go back, until a set time or something.
Discuss.
Is it going to be as jumpy as the firefly was?
Probably was the most annoying part of the Draco.
klange
June 14th, 2009, 03:46 PM
Unless I can find a better way to attach them to the thing while also allowing you to get in them, unfortunately, yes, for clients it will be rather jumpy. Wish I could say otherwise, but it's far beyond the capabilities of OS to my knowledge.
sevlag
June 14th, 2009, 03:56 PM
Unless I can find a better way to attach them to the thing while also allowing you to get in them, unfortunately, yes, for clients it will be rather jumpy. Wish I could say otherwise, but it's far beyond the capabilities of OS to my knowledge.wait, ammo drop pods or are we talking HEV's?
why not make it like a weapon with ammo that can't be replenished...couldn't that be done and have the "empty" effect be that the pods are no longer in the hold
Roostervier
June 14th, 2009, 04:03 PM
Why not have a device that's rapidly attached and detached to the draco that you can press to attach the firefly, if no one is in the seat? Might be jumpy if the firefly is somewhere else than in the draco bay entirely, but right now the way you've got it, it's just as jumpy, only this way you'd have more control.
klange
June 14th, 2009, 04:12 PM
wait, ammo drop pods or are we talking HEV's?
why not make it like a weapon with ammo that can't be replenished...couldn't that be done and have the "empty" effect be that the pods are no longer in the hold
ODST drop pods, which would need to be vehicles.
nooBBooze
June 14th, 2009, 04:39 PM
Would'nt that mean that you'd have to move around the draco to actually get into them?
So did you figure out how to move around?
Sel
June 14th, 2009, 04:45 PM
ODST drop pods, which would need to be vehicles.
That would be really fucking cool.
klange
June 14th, 2009, 05:41 PM
Would'nt that mean that you'd have to move around the draco to actually get into them?
So did you figure out how to move around?
The pilot can just hover, as long as the ship isn't moving, you're fine and can walk down the stairs and get in. As I've said before in this thread, I'm hoping some OS hackery can solve the issue.
The idea behind the drop pods is that they'll sit at the lower level in the back (where the stairs were in the original Draco, seeing as I've moved those up front). If I can't get walking working, the pilot would have to sit relatively still over the drop point and players would get out of their seats and run to the back, get in, some scripting things would be done (kill a biped or something) and the pods would drop and hit the ground. Beyond that, I could use the same system as the old Firefly and they would disappear and reappear in the ship or I could use a biped as a switch and just have them be "one time use".
In other news, as I don't believe I've mentioned it yet, I'm looking to have an AI on the DRC-II for aesthetics.
Rentafence has joined the modeling team and I've given him a few tasks for various components (if he agrees to them, he'll be doing the drop pods, the captains' chair, the "lift pods" that will "keep it hovering", and if he can, the AI, as I don't want to just copy Cortana - she's not highpoly enough.)
n00b1n8R
June 14th, 2009, 06:45 PM
Why don't you just make a flying box and try to get it walkable first.
Then you can start setting up all the fancy crap for the real draco.
Inferno
June 14th, 2009, 06:48 PM
Why don't you just do this in a engine that supports moving on vehicles?
edit-
Also when I first saw this topic it was "So I'm coming out of..." and I thought, shit another gay member.
klange
June 14th, 2009, 06:54 PM
Why don't you just make a flying box and try to get it walkable first.
Then you can start setting up all the fancy crap for the real draco.
You don't think I've tried that already? It can't be done right now. e: Not mention, I already have my original Draco, so the flying box is already there.
@Inferno: I'd love to. Let me know when H2V stops sucking.
e: The one option I haven't put forward yet is to do a metric fuckton of memory hacking to make our own "physics bubbles" (what Halo 2 has). It would take a lot of calculation, you'd have to lookup where each Draco is, what direction it's facing and where the players are, then calculate if a player is actually in a Draco and then take the velocity of the Draco and add it to the player velocity or directly to the position. If rec0's app can do all that fancy teleporting, with major modifications, something like this could be done.
Inferno
June 14th, 2009, 07:15 PM
I was thinking like crysis cod or ut...
klange
June 14th, 2009, 07:16 PM
I was thinking like crysis cod or ut...
I don't have any of those or machines capable of running them. Plus, to loosely quote a friend, I want do show just how much we can do with the old Blam! 1.
Crude sketch of the DRC-II from the side to show rentafence where the lifts will go:
http://blog.phpwnage.com/~klange/drcii/drcii_side.png
BobtheGreatII
June 14th, 2009, 10:06 PM
Looks too thin from the front. I think it should be much fatter... Widen it out instead of having it stack up.
Sel
June 14th, 2009, 10:08 PM
Have some real landing gear this time, not a fucking ski
Rentafence
June 14th, 2009, 10:15 PM
Holyshit it's the POA's baby. It looks really, really wrong at such a small scale tbh. I'll still make those engines for you though.
BobtheGreatII
June 14th, 2009, 10:16 PM
Have some real landing gear this time, not a fucking ski
Already been discussed lol.
klange
June 14th, 2009, 10:26 PM
Looks too thin from the front. I think it should be much fatter... Widen it out instead of having it stack up.
That's your job ;) Honestly, I just can't seem to escape the design of the original... Halp!
Since it's been requested, what kind of landing gear should it have? I hope you're not suggesting that it have wheels...
@rentafence: It's wide than it is tall, a significant difference from the Halcyon-class... and even if you were to make that comparison, it would be the fetus, considering its size.
Cagerrin
June 14th, 2009, 10:58 PM
Since it's been requested, what kind of landing gear should it have?
Millenium Falcon-style pads? Seven or so of them?
klange
June 14th, 2009, 11:00 PM
Millenium Falcon-style pads? Seven or so of them?
Sounds good to me. Maybe I'll sketch something up, unless BTGII or rentafence think they can get by without a reference from me.
klange
June 15th, 2009, 08:42 PM
Got my new chair from Ikea rentafence:
http://www.majhost.com/gallery/rentafence/3d-Models/kampfyyes.jpg
Make it so.
e: oh god, the pilot seated animation so totally has to be the Kirk Chin Grab.
http://timenauts.com/wp-content/uploads/2009/04/kirk.gif
e: oh god*2, and when you hit the gas, the pilot will have to do the Make It So:
http://www.crackerjames.com/Events/Cabin%202006/picard%5B1%5D.gif
I'm having far too much fun with my own shitp.
Rentafence
June 15th, 2009, 08:47 PM
Fucking moderate my shit fuck
http://www.modacity.net/forums/picture.php?albumid=47&pictureid=759
klange
June 15th, 2009, 08:54 PM
Fucking moderate my shit fuck
http://www.modacity.net/forums/picture.php?albumid=47&pictureid=759
Someone get this man a medic moderator!
Con
June 15th, 2009, 10:14 PM
http://www.crackerjames.com/Events/Cabin%202006/picard%5B1%5D.gif
engage!
Mass
June 16th, 2009, 04:02 PM
~Crude sketch of the DRC-II from the side to show rentafence where the lifts will go~
Make sure that the gunner and the captain are just on different platforms in the same room, because otherwise that window set up is just illogical and awkward.
klange
June 16th, 2009, 04:25 PM
Make sure that the gunner and the captain are just on different platforms in the same room, because otherwise that window set up is just illogical and awkward.
The gunner will be raised a few feet.
Mass
June 16th, 2009, 05:55 PM
The gunner will be raised a few feet.
Yeah, I thought that's what was in the picture, but I wanted to make sure that silliness from the first Draco was gone.
I kinda had fun with your side-view
http://i118.photobucket.com/albums/o97/nate-the-great_photos/theshipsketch.jpg
sevlag
June 16th, 2009, 05:58 PM
::CAUTION::
do not throw rocks while on ship bridge...thank you
xD would laugh if that was put inside the new draco's bridge
Heathen
June 16th, 2009, 06:07 PM
This thing could be srsly legit.
klange
June 16th, 2009, 06:18 PM
::CAUTION::
do not throw rocks while on ship bridge...thank you
xD would laugh if that was put inside the new draco's bridge
We'll put it on the Bulletin Board of Humor and Cred.
@Mass: I demand more.
klange
June 17th, 2009, 04:58 PM
http://www.majhost.com/gallery/rentafence/3d-Models/fuckingtex.jpg
Rentafence brings us more chair goodness, but also requests that I set my mind towards finding someone to do textures. Any takers?
@Mass: The more I look at that, the more I think "that works..."
Hunter
June 17th, 2009, 05:05 PM
I personally don't like that leather. Is has too many parts to it, if you get what I mean. So there are too many horizontal pouches. Should be one big cousion, or two.
Also, I like the concept design for the draco
http://i118.photobucket.com/albums/o97/nate-the-great_photos/theshipsketch.jpg
Looks Halo.
Seat also looks like somthng from star trek Lol.
klange
June 17th, 2009, 05:15 PM
http://images2.wikia.nocookie.net/halo/images/thumb/4/4e/SOEIV_Interface.png/120px-SOEIV_Interface.png (http://images2.wikia.nocookie.net/halo/images/4/4e/SOEIV_Interface.png)
Somebody model me one of these HEV SOEIV interiors. Definitely a must have. If I'm going to have drop pods, they should have the look and feel of one from ODST, as you'll be riding them to the surface.
I'm looking for more references of things to have... Should probably go play through the cutscenes in Halo Wars or mess around in H2...
Hunter
June 17th, 2009, 05:35 PM
I was going to model one of those drop pods. Would prefer do it when the game comes because have theater mode and stuff then Lol.
Rentafence
June 17th, 2009, 06:03 PM
Seat also looks like somthng from star trek Lol.
I agree. I think I'll try again.
klange
June 17th, 2009, 06:06 PM
I agree. I think I'll try again.
lol, but that's what I asked for. ;)
Rentafence
June 17th, 2009, 06:11 PM
I know, but it might as well go along with the theme of the ship while still having some of those star trek/star wars aspects to it.
BobtheGreatII
June 17th, 2009, 07:12 PM
I know, but it might as well go along with the theme of the ship while still having some of those star trek/star wars aspects to it.
The theme of the Draco II is UNSC... What's all this talk about star trek and star wars. :confused2:
Hunter
June 17th, 2009, 07:38 PM
Actually, I could model you a drop pod this reference:
http://www.bungie.net/images/Games/JKLSKESUDLD/concept_art/objects/Halo3-ODST_PodConcept-03.jpg
So you want me to? But I don't know when.
Malloy
June 17th, 2009, 07:57 PM
you could easily remake a drop pod from that reference just be sure to use the ODST gameplay footage as a reference for the interior :P
klange
June 17th, 2009, 07:59 PM
The theme of the Draco II is UNSC... What's all this talk about star trek and star wars. :confused2:
It's the Captain's Chair. The problem with Halo is that it doesn't seem command officers require places to sit down. Star Trek never had that problem. The Captain's Chair of a starship is an iconic piece of ass-cushioning and not simply something that can be assigned to a mere crewman's chair.
@Hunter: If you could, it would be great. I can start tagging as soon as a rough is ready.
@Malloy: Yep, that's why I posted it.
e: Also, since no fan ship design is complete without a piece of horrible literature to go with it, I'm writing a fan-fic on the 114th Draco Squadron - "The Flying Bricks" (see my graffiti in the Domain Graffiti thread), the first squadron to have their shitty DRC-I's replaced with DRC-IIs, three of them in total, the UNSC Aeolus, Daedalus (Stargate) and Defiant (Star Trek, but less known, "Enterprise" is cliche and highly unoriginal). Permission to laugh at me granted.
Sel
June 17th, 2009, 08:00 PM
put slurm in it
http://i93.photobucket.com/albums/l42/selentic/Emotes/Futurama/fry.gif
Sel
June 17th, 2009, 08:01 PM
http://i93.photobucket.com/albums/l42/selentic/Emotes/Futurama/leela.gif
klange
June 17th, 2009, 08:05 PM
I am, it's been discussed. Just need to wait for BTGII to start modeling the thing and make sure he gets a carbonated beverage dispenser in there.
TomClancy
June 17th, 2009, 09:25 PM
I like the drawing Mass, looks very Halo esque. I think it fits the theme quite well.
Rook
June 17th, 2009, 09:29 PM
little random, every time I See this thread I think it's gonna say "So I'm coming out of the closet"
klange
June 17th, 2009, 09:32 PM
little random, every time I See this thread I think it's gonna say "So I'm coming out of the closet"
Why else would I pick such a title? I planned it like that to mess with your head.
Sel
June 17th, 2009, 10:01 PM
oh no
admiral bacon is gay
http://i93.photobucket.com/albums/l42/selentic/Emotes/Futurama/hermes.gif
klange
June 17th, 2009, 10:20 PM
oh no
admiral bacon is gay
http://i93.photobucket.com/albums/l42/selentic/Emotes/Futurama/hermes.gif
That's not what I meant, you're completely missing the point :mad:
Anyway, I've been doing some experimentation:
- Obviously, simply attaching a device_machine to a vehicle yields failure. Duh, it's been tried before.
but
- Teleporting a device machine appears to work. At least, changing its coordinates by a significant amount yielded a teleporting biped!
- Don't turn like an ass hole if you know what's good for you.
- Actually, scratch that, I'll have regions of the ship that telport and shit so turning is ok.
- But don't do it too much.
Going to test making an invisible device_machine teleport to a vehicle's location repeatedly. Should yield some pretty interesting effects.
Also, honestly, I didn't know device machines could move you horizontally in H1 until I played d40 over again on my 360 and jumped on the piston. I was like "holy shit". So I put a piston in my only test map (Separated) and threw a biped on top and shook it around and was like "Awesome!". Then I attached it to a vehicle and... well, see above. Not awesome.
Assuming my teleporting device_machine works at all, speed should not be an issue, except for turning, which doesn't work as I'd like. As I said, I'll probably make little boxes and "attach" a couple of them for multiple regions. Then they'll all teleport independently, leading to better results while turning.
e: Just realized I can't actually do this normally. I need an external app to do the teleing, but it shouldn't really be a problem.
e: Asking for this in OS, k?
e: It seems rotation "kinda" works. Like, it's there but broken. You don't rotate at the same rate as the device machine, yielding some terrible results. Unless your at the right distance from the axis...
e: object_telport works with flags, but you have to be really quick and get off of the first and second consoles before the biped falls. This shouldn't be a problem with the OS function I've requested, seeing as it'll be done in a script, repeatedly and over shorter distances.
sevlag
June 18th, 2009, 08:47 AM
so how will this work with the tag itself, and any map utilizing the drc-II will have to use open sauce or no?
klange
June 18th, 2009, 10:02 AM
so how will this work with the tag itself, and any map utilizing the drc-II will have to use open sauce or no?
It will have to be scripted. The tag itself will only have points at which the devices will be attached. If you want to be able to walk in it, you have to build it by creating the right devices and adding the right script. Beyond that, you don't need OS unless you want to walk in it, and it shouldn't matter anyway, once OS drops the version modification, it'll be something everyone should have.
klange
June 18th, 2009, 01:01 PM
I bump for more good news.
As device_set_position works on attached objects, my doors won't lag behind as they'll be attached once to the ship and then I'll have another invisible proximity device lag behind. The position of the actual door will be continually set with device_set_position_immediate(d0_dr0 device_get_position(d0_dr0_h)) (or maybe not immediate, depends)
So far, I'm only planning two doors: two pairs of airlocks as noted in the layout specs posted earlier. Each airlock will be a single device_machine animated so that the outer door is closed when the device is closed and only one door is open at once (so it will actually animate as an airlock).
The other doors are planned as follows:
- The cargo bay doors will be attached to the flashlight button, if someone can show me how to do that, otherwise they'll be based on driver power.
- The main door will correspond to "suspension", so it'll open when you get close to the ground.
sevlag
June 18th, 2009, 02:26 PM
I bump for more good news.
As device_set_position works on attached objects, my doors won't lag behind as they'll be attached once to the ship and then I'll have another invisible proximity device lag behind. The position of the actual door will be continually set with device_set_position_immediate(d0_dr0 device_get_position(d0_dr0_h)) (or maybe not immediate, depends)
So far, I'm only planning two doors: two pairs of airlocks as noted in the layout specs posted earlier. Each airlock will be a single device_machine animated so that the outer door is closed when the device is closed and only one door is open at once (so it will actually animate as an airlock).
The other doors are planned as follows:
- The cargo bay doors will be attached to the flashlight button, if someone can show me how to do that, otherwise they'll be based on driver power.
- The main door will correspond to "suspension", so it'll open when you get close to the ground.cool, and for attaching shit to the flashlight button hit up my friend spart on xfire, he can rig most shit to the flashlight
klange
June 18th, 2009, 02:40 PM
http://blog.phpwnage.com/~klange/drcii/drc_door_closed.png
http://blog.phpwnage.com/~klange/drcii/drc_door_opened.png
Pics of my attached device_machine experimentation.
I used device_set_position on the door to open it as the proximity detection doesn't work when it's attached (nor do any of the fun things related to moving devices...)
sevlag
June 18th, 2009, 02:46 PM
are you trying to make it so the doors open with like a button press while someone has control of the ship or just as a button to close/open them without the driver seat having an occupant?
klange
June 18th, 2009, 03:07 PM
are you trying to make it so the doors open with like a button press while someone has control of the ship or just as a button to close/open them without the driver seat having an occupant?
Neither. They'll open when you walk near them. It both syncs and makes sense given their purpose. When it's all said and done, you'll walk near the closed door on the outside of the ship (either from the inside or outside), the other "door" will close and the outer one will open. If you're coming in, walking near the other door will un-trigger the device, closing the outer door and opening the inner door. Yielding an airlock. The actual proximity device handling all of this will be invisible, while the visible doors will be directly attached to the ship as I described earlier. The pics above just prove that you can do that to an attached device.
sevlag
June 18th, 2009, 03:33 PM
Neither. They'll open when you walk near them. It both syncs and makes sense given their purpose. When it's all said and done, you'll walk near the closed door on the outside of the ship (either from the inside or outside), the other "door" will close and the outer one will open. If you're coming in, walking near the other door will un-trigger the device, closing the outer door and opening the inner door. Yielding an airlock. The actual proximity device handling all of this will be invisible, while the visible doors will be directly attached to the ship as I described earlier. The pics above just prove that you can do that to an attached device.
ahh, ok
klange
June 18th, 2009, 04:13 PM
Alright, one last thing before I let this thread rest until BTGII makes some progress:
I am in severe need of an animator, particularly one that can do reasonable biped animations. Animations will include:
- Seat poses
- Seat entry
- AI randomness, mostly poses and bracing on impact
- Simple door animations because I'm too lazy to do them myself
- door-flying-off animations for the drop pod*
- door closing animations for the drop pod*
* Basically, the drop pod will have the door open when it's in the ship. The animation for getting in will involve closing the door. Getting out, the door should fly off like in the ODST videos, and then will just jump back over to the thing, which will probably disappear after a few seconds and return to the ship.
Jarocks
June 18th, 2009, 05:27 PM
Okay I'm here, what'd I miss?
klange
June 18th, 2009, 05:31 PM
Okay I'm here, what'd I miss?
Well, Mr. Averett, it would appear you've missed all the fun. Now we're into the boring part of taking our experiments and putting them to use in a final product. Mass has the concept, BTGII is working on the ship model, rentafence is working on the interior peripherals, and I'm sitting back and waiting for some functions to be added to the Open Sauce hackery toolkit to get this thing all ship shape and walkable. Even Hunter has joined the team to model an HEV/SOIEV drop pod.
BobtheGreatII
June 18th, 2009, 06:22 PM
Okay I'm here, what'd I miss?
Holy hell. :jibbly:
Sup dude?
Jarocks
June 18th, 2009, 06:47 PM
Holy hell. :jibbly:
Sup dude?
nm u know chillin, same old, same old sorta stuff.
I also remembered I had this account! :D
Sel
June 18th, 2009, 08:11 PM
Jarockkkkkkkkkssss
klange
June 18th, 2009, 08:21 PM
Not the place. You all have AIM and MSN.
I'm going to go play through Halo Wars and look for some interior design things I'd like to have BTGII look at.
Mass
June 18th, 2009, 08:38 PM
Not the place. You all have AIM and MSN.
I'm going to go play through Halo Wars and look for some interior design things I'd like to have BTGII look at.
interior?
check out some of bungies:
http://www.bungie.net/images/games/halopc/Gallery/Concept/sketch_002.jpg
klange
June 18th, 2009, 08:47 PM
I love the concepts from Halo 1... Classic pieces of win.
Anyway, right off the bat I found something useful: There's a holographic map of the ground in the Spirit of Fire. I figure I should have one of those by turning a low poly clone of the BSP for a given map into a piece of scenery or a device_machine and using our OS attachment system or an objects_attach (I'd like to just add it as an attachment, would be nice and simple). Figure we can put that in the secondary control room along with a hologram of the entire ship (which I already mentioned).
I'll go look through the Concepts section on bungie.net and see if there's anything else I like.
e: eh, there's nothing really there... except two pieces from H2 that can be clearly seen in the actual game. I'm going back to my Halo Wars cutscenes...
e: Mass, based on your concept, the bridge is going to be like the bridge in the Spirit of Fire (as well as the lab) with a "glass" floor. Basically, I'm thinking, just put a platform accessible through two sets of stairs up where the second row of windows begins (the ones at a 45 degree angle) and that is where the gunner will go. The pilot station will be on the main window at the bottom and the levels of command stations (sorta of like on the Cairo, only less of them) will be behind that and lead up a little beyond where the big windows begin.
e: And one last quick edit for the night, my sketch of the bridge:
http://blog.phpwnage.com/~klange/drcii/drcii_bridge_concept_smaller.png
Mass
June 19th, 2009, 01:18 AM
snip
What, may I ask, is the point of having downward facing windows if you're going to block the gunner's view with a bunch of control boxes?
I think the gunner should be on one of those floating chair things from the POA bridge so that everyone on the bridge can see out the windows, particularly the gunner.
Heathen
June 19th, 2009, 02:44 AM
so is the hologram gonna be able to be turned on or off? That would be pretty badass.
If OS can make all this possible, [this meaning walking in vehicles, and other intricate things on vehicles] someone should make a good scarab and mythos.
heh.
klange
June 19th, 2009, 10:10 AM
What, may I ask, is the point of having downward facing windows if you're going to block the gunner's view with a bunch of control boxes?
I think the gunner should be on one of those floating chair things from the POA bridge so that everyone on the bridge can see out the windows, particularly the gunner.
The windows directly in front of the gunner face down, and either way the gunner seat will have a camera view from above the ship.
so is the hologram gonna be able to be turned on or off? That would be pretty badass.
I'll probably attach the texture's alpha to driver power or something like that.
If OS can make all this possible, [this meaning walking in vehicles, and other intricate things on vehicles] someone should make a good scarab and mythos.
Yes indeed.
klange
July 6th, 2009, 01:55 PM
Bump - BTGII got some real work done on the DRC-II:
http://www.modacity.net/forums/picture.php?albumid=50&pictureid=867
I'm going to sketch out the interior from a side view and he'll be working on that.
BobtheGreatII
July 6th, 2009, 02:01 PM
Not to mention that all credit goes to Mass for designing the front of the Draco-II.
klange
July 6th, 2009, 02:18 PM
http://blog.phpwnage.com/~klange/drcii/drcii_interior_side.png
That's what I'd like to see layout-wise.
Basically: The bridge should take up most of the front, but I want those vertical windows for the cafe. Make the bridge go like |\____/| so it can get those vertical parts of the side windows. I'd also like to see some windows on the sides (see the cyan [wind][ows]); storage on the top floor (as well as the cafe entrance), a barracks on the third floor, as well as the entrance to the bridge (as most of the bridge is sunken - I want the same basic idea as what was in the first Draco, only with lots more windows. The second floor is mostly observation, but with the engine room in the back. The first floor is the cargo bay and should have room for vehicles at the back, as well as the drop pods.
Reaper Man
July 6th, 2009, 02:21 PM
I hope the rear isn't finished yet, it's very bland. Otherwise, looking good! I hope you can come up with a good map to use this thing in.
klange
July 6th, 2009, 02:24 PM
I hope the rear isn't finished yet, it's very bland. Otherwise, looking good! I hope you can come up with a good map to use this thing in.
I agree. I'd like to see more windows on those long stretches in the back, especially aux control and storage (with some angled windows). Some various random details would also be good.
BobtheGreatII
July 6th, 2009, 10:06 PM
So just throwing this out there... but would it be at all possible to make it so you can deploy the parachute on the drop pod? Like that way the user has a bit more control. So if they forget, they slam in to the ground and die? Just a thought. And an animation in FP of the user hitting a large button to deploy it. :awesomesanta:
sneak
July 8th, 2009, 09:40 PM
http://www.modacity.net/forums/picture.php?albumid=50&pictureid=867
This may just be me but...it looks odd to me. The top of it with the windows on back is awesome...its just the bottom area where the side guns are. Is there anyway to like merge it with the rest? Then like stretch it out a bit to add the other areas?
If you were going to extend it or make it seem more "natural" (dont know what word to use) in the first place then never mind my post....im just going off of your picture.
klange
July 8th, 2009, 10:29 PM
I guess I agree with what you're saying, it looks like there's the top part of the ship, then the cargo bay was attached to the bottom. I'll talk to BTGII about when he gets on...
Rentafence
July 8th, 2009, 10:40 PM
Needs some greebly bits to break up those big flat surfaces.
staticchanger
July 8th, 2009, 11:07 PM
Looks sweet either way I hope with OS you can make it walkable somewhat even some windows would be nice though I get lonely in that thing sometimes wondering whats going on (-: Really good job though another command station that can drop weapons like downflows pelican would be cool maybe even drop a vehicle like a mongoose or something. IDK i'm starting to sound like a noob.
klange
July 13th, 2009, 01:40 PM
Bump.
I wanted to announce my intentions of recreating my only remotely good map, Separated (I actually got a CTF game going on it once...). Basically, it'll be the same basic idea: chunk of Installation 04 floating in space, but the Dracos will be upgraded and the entire map will be rebuilt.
Of course, I'm not a modeler, so I'm looking for some help. I can get the basic terrain, but I also need things like those underlying pieces that form Halo, as seen in Halo 3, some human elements for the DRC-II landing pads and other elements, and some Forerunner architecture.
Overall, the plan for the map is that it will be a side piece of Halo. One side will have the wall, the other will have destroyed elementary pieces. At either end will be a forerunner beam tower. There will be lots of space in the middle (not as much as a map like Hugeass or Coldsnap, but enough for the DRC's to serve a purpose).
Hunter
July 13th, 2009, 07:06 PM
Get some blueprints up or the layout, and other blueprints of details and screenshots from Halo 3 or whatever you want in it. Try and make it as clear as you can with all of the details in the map.
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