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Everything posted by franze
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West and East will have different style mecha, with different style camo schemes. East mecha will have a more "blocky" appearance, while the West mecha will have a more "rounded" appearance.
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The striders dont have the single pilot capability; so far the freelook key only works with the Cobra. Something to do with the code I guess. In regards to the muzzle flash, I turned hw t&l off so the muzzle flash from a lot of add-ons would work right, so the flash worked normally for me. I'll get rid of the flash though.
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They don't go much faster than a M113, the heavier ones at least. Tops for a light scout is about 96kph on wheels. The King Cobra goes 66kph maximum. Yes I do have a stance repositioned into the locked SMS mode.
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The camo I used for the King Cobra is in the sourcebooks. Do you mean I need to make them look more dull, or something? The closest I could come to a glowing omnicamera would be to put a red blinker light in there.
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Actually, it's not russian or western... Its a "southern" design, with "southern" woodlands camoflague. It's similar to this design, but not quite the same: You really need to check out this page for more information on Heavy Gear, because I'm making the add-ons in respect to the boardgame. http://www.dp9.com/Worlds/HG.htm Don't worry about numbers, ID codes, etc., I'll be putting those on all the current Heavy gear vehicles I've got. For an opponent to this gear, since I need something equal to it, will probably be a gear based upon this chassis: Although after I'm done with revising the striders, I'll be making these gears:
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The cars from Robocop just looked like regular police cars designed more aerodynamically...
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Robocop would probably be easy... But robocop isn't THAT fast!
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Ok, since I can get it to at least partially work the way I want it to, I've decided to go ahead and release this to the public, after I finish fixing the bugs. The weapons are shown in this screenshot, but its from the editor and is not in the right pose: Currently, to pilot it correctly, you have to turn on freelook, to control the turret with the mouse that is.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Major Fubar @ Dec. 15 2002,02:39)</td></tr><tr><td id="QUOTE">A better question: what's the point in posting about it?<span id='postcolor'> To brag!
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"When are you going to start an OFP related project?" When all the aircraft add-ons have harassed my russian tanks enough.
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"Dude please make that gear in the picture, then reskin it in russian camo for a russian gear. Please? That would look really cool. Some user feedback for your pack, some of the textures come up as grey from about 100m away. Also without a gunner and on manual fire, can you make the controls more like w,s,a,d move the legs direction and the mouse turns the cockpit? Kinda like the best of both worlds in case of no gunner? Another thing is, that the mechs don't give you the sense that these things are real. No military identification numbers or things like that are on them. The camo job was kinda just straight lines on the back of the nagas so that could be tweaked. I hope you can get a skinner. By the way franze, where could I perhaps get the tech specs for a gear so that I could make one? A gear sounds like a good option to use if you can make it so the letter keys move the direction of the feet while the mouse aims" I had forgotten about the identification numbers! I'll have to put those on. The camo was a rush job additionally, and now that most of the mesh parts are done on the striders, I should be able to invest more time into the textures. In regards to controls, I haven't invested much there, but I'll probably try it once I get my King Cobra done. And I'm a little exausted now to make a Jaguar, so it will have to wait. You could try to see what you can find at http://www.dp9.com/Worlds/HG.htm in regards to gear specifications. It doesn't list them all but it does list the most common designs.
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Because I like to make models...? Hence the "do not plan". If it turns out we can get fluid human-like motion into a model, I will release it.
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Because of engine limitations, I can't make it behave the way I want it to.
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"These are cool dude! I never got a chance to play the first Heavy Gear, but the GEARS in the second game move just like your addon does(no need for walking animation /walking can be turned off and on). But they appear to be only in humanoid form in HEAVY GEAR II." That's because in HG2, they never got to the strider part of the game. There is one mission that features the Sagittarius strider launching some mortars at a gate, but thats the only finished strider in the game. This, for example, is a gear: A strider is usually 1/4th larger, by about 2 to 3 meters, and is usually not humanoid in form. I'm working on some jeeps and APCs next, which are already partway done, and then I'll probably attempt a gear.
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So far there seems to be a bug with the striders, if you're the pilot, you have to get out before the gunner gets out. Probably some wierd bug, but once I get it fixed I'll release 0.2. "Great job franze!....your addons look darn impressive. Gonna use it for my missions as experimental models that western troops must destroy before eastern scientists can perfect it. i read somewhere here joints animations can be used by calling for scripts. Perhaps u might wanna try? Then not only is your naga impressive, its gonna be awesome!!!! a machine feared by all foes!!!! ( Each time your naga is used, play that music from the Falklands War suite "air attack"........gonna be butt kicking good!" Watch out if you put infantry against that Mammoth... Its miniguns tend to make short work of infantry, and the AI seems to love using the Snub Cannon against infantry. I think script based animations are only possible if you've got resistance, because of some event handler flag IIRC. But, I certainly will try! "I agree. He should team up with that guy that released that animation program (or the one who did that break-dancing animation). Someone else mentioned using an infantry model but I believe several people have tried making a giant infantry class and it didn't work and gave some type of error. Besides the infantry animations would not work for these types of mechs anyways as the joints are much different. But if scripts could be used to apply certain animations to a specific model, then it might be possible. If he could do that then he would be a pioneer in addon making. But if it's not possible, then I hope he spends his time and considerable skill in making realistic addons that can be used within the OFP world. There is still plenty of Russian military hardware that needs to be made for example." Where can I find this guy? Certainly would be interesting to check it out. In regards to russian hardware... Has anyone made a Mil Mi-28 Havoc or a Su-34 Flanker yet? I could see myself doing some WW2 russian tanks.
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No, hit detection is all in the model, to my knowledge. Have you tried adding a hitpoint LOD?
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"did a quick short fun ride and some bugs to report. both Nagas have LOD(?) problem at certain distance. put yourself as driver and goto commander view(del key on keypad). some textures are gone. and is Mammoth's gunner suppose to disembark or not? i ordered him to do so, but he didn't. anyways never be afraind to try new things" Yeah I just noticed the Naga LOD problem as I was making a mission with them last night I'll fix it after I get done with some other things. The Mammoth bug, now thats strange. I haven't seemed to encounter that one yet. Thanks for the info! "Whats the point of Mechs, if you cant get them to walk...?" For me, it's the height. You get a different perspective at 7 meters above the field. Also, they aren't 'Mechs... They're striders.
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Make sure your components have names. If they dont, go to Structure>Topology>Find Components and it will name them all. That should fix your problem. Do this both for fire geometry and geometry LODs.
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**OFF TOPIC** Mechwarrior 4 iz fun.
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And sadly, no, they don't walk I think that might be beyond the capabilities of the engine, but they got infantry to walk, so...
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (smogmorph @ Dec. 11 2002,20:36)</td></tr><tr><td id="QUOTE">"Do you mind telling us where we can download it?"<span id='postcolor'> DOH! You can get it at http://www.mechmodels.com/opflash/striderpack1.zip
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My new APC has a problem with the turret; whenever I'm in the turret myself, it goes around in circles like crazy and the gunner view LOD doesn't seem to work right (gunnerview memory LOD is at the turret, but in game it seems to be pulled to the center). The AI doesn't seem to have any problems with the turret though. Also, I can't seem to get the wheels to work right, that is to roll when the vehicle moves. I tried setting them as "kolo" but that doesn't seem to be the right command for them.
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Heres the new strider, made as a opposing vehicle to the Naga I made a few days ago: Called the "Mammoth", a much slower but heavily armed and armored strider. I'm also making APCs to go along with these striders, and have just about finished the mesh for the Badger: The Badger can carry up to 20 personel, has a 20mm cannon and is fast. Has tin foil for armor though.
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It's already on it's feet, but if 1.46 will allow it, I'll see what I can do.
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"Mammoth looks cool. It's low signature is more stealthy and probably slower. Its heavily armed. Looks very cool. So where are you uploading these creations to?" The Mammoth is anything but stealthy; it is at least 40% larger than the Naga. Yes, it has much more armanent, and is much tougher; it has two miniguns, a 30mm cannon, a snub cannon, and 8 ATMs. It goes VERY slow however. I'll be uploading these creations in a package to my own FTP when the package is done. "Is it possible to drive this thing with only one person. Also it is possible to lay an empty one down on the battlefield? Are you in contact with the sci fi mod guys? Do they have a server up with all their sci fi mods? I like the speeder bike. This is a cool addon. How many more of these things are you going to make? Make alot more! I like the standing versions better though. Thanks for using camo! Keep em rolling (pun intended)!" It should be drivable by one person, but whether the turret control would work or not is beyond me. There is a version of the striders that come without crew, if that's what you mean. No, I'm not in contact with any sci-fi mod guys, so I wouldn't know anything about a server with their mods. If all goes well, I plan to make a Gear after the strider/infantry/apc pack is done. That probably won't be till next month, however.