WIP Improved Laat/i (New update pg.4!)

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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naru1305
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WIP Improved Laat/i (New update pg.4!)

Post by naru1305 »

hey there GT here is a WIP by Darth D.U.C.K and me.
we decided to improve the Laat/, cause it is one of our favorite vehicles in SW.
there will be a public release with 7 different versions of it :D
but images says more then thousand words:
Hidden/Spoiler:
ImageImageImageImageImageImageImage
and here are some xsi screens:
Hidden/Spoiler:
ImageImageImageImageImage
and 3 new aims for the troopers:
Hidden/Spoiler:
ImageImage
later this day i will post all informations about the weapons and the versions :atatpilot:

EDIT:
as i said, here are the informations about the different versions:
Laat/i Normal:
Hidden/Spoiler:
Pilot = Frontgun, Rocketlauncher
Copilot = Reargun
Ballgunner L/R = Ballturrets
Wing Turrets = Selfpiloted
3x Passenger
Laat/i Trasport
Hidden/Spoiler:
Pilot = Frontgun, Rocketlauncher
Wing Turrets = Selfpiloted
6x Passenger
Laat/i Republic Commando
Hidden/Spoiler:
Animation: have a look but without closing the front door
Pilot = Frontgun, Rocketlauncher
Copilot = Reargun
Ballgunner L/R = Ballturrets
Wing Turrets = Selfpiloted
3x Passenger
Laat/i Republic Commando Transport
Hidden/Spoiler:
Animation: have a look but without closing the front door
Pilot = Frontgun, Rocketlauncher
Wing Turrets = Selfpiloted
6x Passenger
Laat/i Space
Hidden/Spoiler:
Animation: have a look but with closing the front door
Pilot = Frontgun, Rocketlauncher
Wing Turrets = Selfpiloted
6x Passenger
Laat/i TCW
Hidden/Spoiler:
Animation: as seen in TCW
Pilot = Frontgun, Rocketlauncher
Wing Turrets = Selfpiloted
6x Passenger
and one secret :wink:

Edit2: i should say, that every postion, which is piloted, have a seeable unit, for example, the gunners, passengers, pilot.
moreover this gunship have a collison, which allows you to walk in the cargo bay; so if landed, you can still easily find cover in it, which makes it easier to capture a command post
Last edited by naru1305 on Mon Oct 03, 2011 11:49 am, edited 5 times in total.
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Cerfon Rournes
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Re: WIP Improved Laat/i

Post by Cerfon Rournes »

:eek: :eek:
Fantastic. Just....Fantastic... :shock:
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Re: WIP Improved Laat/i

Post by Snork »

Improved is one way of putting it :) very fine work!
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Re: WIP Improved Laat/i

Post by CressAlbane »

Those turrets/cockpits are awesome!
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Re: WIP Improved Laat/i

Post by bamdur123 »

Great job! :thumbs:
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Re: WIP Improved Laat/i

Post by Delta-1035 »

As I've already said, it looks awesome and perfect! Good job! :D Can't wait to pilot one of those!
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Re: WIP Improved Laat/i

Post by acryptozoo »

wow extremely awesome great job :thumbs:
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Re: WIP Improved Laat/i

Post by [Padawan]Helkaan »

Very nice :thumbs: Great work on the improvements concerning the balls and the anims.
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Re: WIP Improved Laat/i

Post by Lagomorphia »

I noticed the passenger is holding a gun. Does that mean that troopers in the passenger bay can use that DC-15 (so it works like a turret)? It always irked me that a vehicle that never lands has passsengers that just stand in there and wait to go down with the ship.
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Re: WIP Improved Laat/i

Post by DarthD.U.C.K. »

i dont think we will implement that. the clone then would always sit there and his movement would look rather unnatural when hes bing "piloted".

edit: actually i just foun out how passangers can use their own weapons in vehicles. they can use the first primary and first secondary weapon, even the ammo is calculated correctly! :D

i dont know if there is any way to make the unit move/aim when shooting though.
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Re: WIP Improved Laat/i

Post by RED51 »

Wow, really? How did you do it?
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Re: WIP Improved Laat/i

Post by Darth_Spiderpig »

RED51 wrote:Wow, really? How did you do it?

^This.
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Re: WIP Improved Laat/i

Post by Eggman »

Well, this is a pleasant surprise. Great work! Out of curiosity, will the transport/space variants still have the ball turrets attached? It seems a little strange to have them there when units will be unable to man them.
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Re: WIP Improved Laat/i

Post by DarthD.U.C.K. »

RED51 wrote:Wow, really? How did you do it?
ill reveal it soon :D
here what happens so far: you have a normal turretslot with the usual pitch and yaw and cameraposition. when you enter it the unit stands in one position, like normal gunners/passengers. you controll the turret as usual but no weapons are displayed. when you press the first mousebutton the unit soots with its first primary weapons to where you aim with the turret. there is also a muzzleflash on the gunmuzzle that points to where the unit shoots. when you press the second mousebutton the unit uses the first secondary weapon. ammo is calculated and you also reload with "r". the unit look into the direction in which you aim.
the system seems to be a bit unstable, when i switch from or to the slot to or from a selfcontrolled turretslot, the game crashes.

in the meantime i found out how to get the units upper body animated, it now moves into the direction of the aimer and playes the shootinganim when the primary weapon is shot.
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Re: WIP Improved Laat/i

Post by Darth_Spiderpig »

Sweet, you never cease to amaze me D.U.C.K.!
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Re: WIP Improved Laat/i

Post by RED51 »

Man, that mechanic would function greatly if strafe was saved...
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Re: WIP Improved Laat/i

Post by AceMastermind »

DarthD.U.C.K. wrote:...actually i just foun out how passangers can use their own weapons in vehicles. they can use the first primary and first secondary weapon, even the ammo is calculated correctly!
...
Cool! Are you using the AnimatesUnitAsTurret property by any chance?
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Re: WIP Improved Laat/i

Post by DarthD.U.C.K. »

no, that one has no effect.
im currently having a bit trouble aligning the unit in the direction of the turret, it currently points 90edrees away, because the unit isnt positioned straight along the z-axis i suppose. when i get that fixed ill post how it works.

edit: i now managed to mke the unit aim into the direction the turret aims. there are two more problems though: the crosshair isnt in the middle of the screen, but lower and when the vehicle flies, the point around which the camera reevolves moves backwards like 2 metres. the ai seems to be unable to exploit the system, they just stand around.
im not sure if its possible to get rid of these issues.

for now, here a screenshot for proof:
Hidden/Spoiler:
Image
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Re: WIP Improved Laat/i

Post by Lephenix »

Excellent :thumbs: .
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Re: WIP Improved Laat/i

Post by acryptozoo »

wow awesome
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