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Posted: Sat Jun 23, 2007 3:40 pm
by brokenshard_of_glass
Yes Sir Commander of Fusion.
What about colorful psychedelic frisbees? We could have the gnomes throw them. they could leave flowers instead of carbon scoring.
Posted: Sat Jun 23, 2007 4:04 pm
by Caleb1117
Maveritchell wrote:I always thought it was "Coo Coo Kachoo..."
Your thinking of a Paul Simon song, "Ms. Robinson".
Posted: Sat Jun 23, 2007 4:22 pm
by SBF_Dann_Boeing
yea they often get mixed up, its either G'Joob or Gajoob, either works.
Snork wrote:
I am the walrus, goo goo g'joob g'goo goo g'joob.
Goo goo g'joob g'goo goo g'joob g'goo.
The Ending is actually
I Am the Walrus!
Goo Goo G'joob G'goo Goo G'joob!
Goo Goo G'joob G'goo Goo G'joob, G'Loob.
JOOBA JOOBA JOOBA!!
JOOBA!....JOOBA!....JOOBA!....JOOBA JOOBA!!....
JOOBA JOOBA!!....JOOBA JOOBA!!
Oompa Oompa Stick It Up Your Joompa!
Oompa Oompa Stick It Up Your Joompa!
Everybody's Got ONE!
Everyone Smokes Pot
Everybody's Got ONE!
Everyone Smokes Pot
Everybody's Got ONE!
Everyone Smokes Pot
Everybody's Got ONE!
...
Then there's some quotes from shakespeare being recited at the very end. The last lines are all said simultaneously.
Posted: Sat Jun 23, 2007 4:33 pm
by Snork
Yeah, I agree with Brokenshard, frisbees would be good.
Posted: Sat Jun 23, 2007 5:59 pm
by phazon_elite
SBF_Dann_Boeing wrote:yea they often get mixed up, its either G'Joob or Gajoob, either works.
Snork wrote:
I am the walrus, goo goo g'joob g'goo goo g'joob.
Goo goo g'joob g'goo goo g'joob g'goo.
The Ending is actually
I Am the Walrus!
Goo Goo G'joob G'goo Goo G'joob!
Goo Goo G'joob G'goo Goo G'joob, G'Loob.
JOOBA JOOBA JOOBA!!
JOOBA!....JOOBA!....JOOBA!....JOOBA JOOBA!!....
JOOBA JOOBA!!....JOOBA JOOBA!!
Oompa Oompa Stick It Up Your Joompa!
Oompa Oompa Stick It Up Your Joompa!
Everybody's Got ONE!
Everyone Smokes Pot
Everybody's Got ONE!
Everyone Smokes Pot
Everybody's Got ONE!
Everyone Smokes Pot
Everybody's Got ONE!
...
Then there's some quotes from shakespeare being recited at the very end. The last lines are all said simultaneously.
Why were the
60's so f'ed up? I'm scared...
EDIT: Alright alright, the 60's, whatever. Both of those times were messed up anyway.
- EP-782
Posted: Sat Jun 23, 2007 6:26 pm
by SBF_Dann_Boeing
60's my friend, 60's.
Posted: Sun Jun 24, 2007 1:20 am
by SBF_Dann_Boeing
good news everybody the music is now working, we (me and phazon) need to tweak it just a little bit and it's perfect.
To Do List:
Decide whether I'm going to have a drivable rock or not and how the hell i'm going to make one.
And then I'm finito.
Posted: Sun Jun 24, 2007 7:29 am
by brokenshard_of_glass
can't you just take the chair model and attach it to the rock but make the chair invisible?
Posted: Sun Jun 24, 2007 8:30 am
by Snork
Tie fighters. They have no animations. I successfully made a Flying Rock using the Tie Interceptor as a base.
Posted: Sun Jun 24, 2007 12:18 pm
by brokenshard_of_glass
That could work too.
Posted: Sun Jun 24, 2007 12:23 pm
by Snork
brokenshard_of_glass wrote:That could work too.
Nope. Wrong. It DOES work.
Dann, what weapons is this rock gonna have?
Posted: Sun Jun 24, 2007 1:35 pm
by SBF_Dann_Boeing
duh. Pebbles, Rocks, and Boulders. Thank you for the info.
Posted: Sun Jun 24, 2007 4:02 pm
by SBF_Dann_Boeing
your method isn't working for me how did u do it?
Posted: Sun Jun 24, 2007 4:36 pm
by Maveritchell
SBF_Dann_Boeing wrote:your method isn't working for me how did u do it?
It's not even really a lot of work. Just take any random flyer .odf, delete any instances of a model-specific animation or hardpoint (or just change all references to dummyroot), and then sub in your geometry for the geometry of the model. You've certainly got a lot of room to tweak it after that, but that's all you really need to get it initially flyable.
Posted: Sun Jun 24, 2007 5:12 pm
by brokenshard_of_glass
This is simply complicated. I just want to go crazy by playing this map before I have to leave for three weeks.
How about a circular flying carpet with psychedelic spinning colors, That shoots those frisbees that I was talking about?
Posted: Sun Jun 24, 2007 6:12 pm
by SBF_Dann_Boeing
flying carpet with frizbees is too hard to do. Ok, lemme try making all the hardpoints dummyroot and see what happens.
Posted: Sun Jun 24, 2007 6:25 pm
by SBF_Dann_Boeing
didn't work. Drivable rock still makes map crash, and im getting all these cannot find fire node errors still. Strangely, i get the same kind of errors for the yellow submarine but it works fine. So i think there must be another reason.
Posted: Sun Jun 24, 2007 6:27 pm
by EGG_GUTS
How bout you take the tie fighter and tell it to take the boulders msh. If that's what Snok and Marvel are talking about then forget this post.
Posted: Sun Jun 24, 2007 6:29 pm
by RevanSithLord
I'm still a little wavy from that video you posted, Dann. And by looking at these screenshots while being wavy... well... let's say... ok wait, I'll put it simple... I feel like I'm on some sort of drug. lol
But, anyways, how's the work going? Good?

Posted: Sun Jun 24, 2007 6:36 pm
by Maveritchell
SBF_Dann_Boeing wrote:didn't work. Drivable rock still makes map crash, and im getting all these cannot find fire node errors still. Strangely, i get the same kind of errors for the yellow submarine but it works fine. So i think there must be another reason.
I'm not sure what you're doing, and if I'm not giving you enough credit for what you know how to do, than forgive me. But this .odf that I pared down should work:
(Please note that you still need to add in a weapon name, a geometry name, and an _exp name)
your_fly_rock.odf wrote:[GameObjectClass]
ClassLabel = "flyer"
VehicleType = "flyer"
GeometryName = "your_fly_rock.msh"
[Properties]
HUDModel = "hud_grievousstarfighter_shape"
Label = "Greviousfighter"
MapTexture = "greviousfighter_icon"
HealthTexture = "HUD_cis_droidfighter_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5
MapViewMin = 750
MapViewMax = 750
GeometryName = "your_fly_rock"
//FirstPerson = "cis\cismafp;cis_1st_cockpit_MAF"
//ExplosionCritical = "cis_fly_droidfighter_exp"
ExplosionDestruct = "your_exp_here"
MaxHealth = 5000.0
HealthType = "vehicle"
//HitLocation = "p_crithit 2.0"
TimeRequiredToEject = "2.5"
EjectResistance = "0.01"
TimeTilReboard = "5.0"
PilotSkillRepairScale = 0.02
// PathFollower Attributes
PathFollowerClass = "cis"
PathFollowerClass_CTF = "cis_flag"
PathFollowerBranchPaths = "6"
PathFollowerBranchMaxAngle = "45"
PathFollowerMinBranchDist = "190.0"
PathFollowerBranchRange = "1500"
TakeoffTime = 1.0
TakeoffSpeed = 10.5
LandingTime = 1.0
LandingSpeed = 8.5
TakeoffHeight = 2.0
ThrustEffect = "com_sfx_exhaust_jedistarfighter"
ThrustAttachPoint = "boneroot"
ThrustAttachOffset = "0.0 0.0 0.0"
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "1.4"
ThrustEffectScaleStart = "0.55"
ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "0.0 0.0 0.0"
ContrailEffectMinScale = "0.0"
ContrailEffectMaxScale = "1.8"
//WEAPON SYSTEMS
WEAPONSECTION = 1
WeaponName = "your_weap_here"
WeaponAmmo = "0"
AimerNodeName = "dummyroot"
AimerPitchLimits = "-90.0 90.0"
AimerYawLimits = "-90.0 90.0"
// SOUND
VOUnitType = 090
EngineSound = "cis_fly_grievousfighter_engine_parameterized"
TakeoffSound = "cis_fly_grievousfighter_take_off"
LandSound = "cis_fly_grievousfighter_land"
HurtSound = "imp_weap_ord_exp_lg"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = "cis_fly_grievousfighter_turn_on"
TurnOffSound = "cis_fly_grievousfighter_airbrakes_off" //Played when the flyer turns off
TurnOffTime = "1.5" //Time it takes to turn off the flyer (in seconds)
TurningOffSound = "cis_fly_grievousfighter_turn_off" // Played when a soldier leaves the flyer
Cockpit1stPersonSound = "cis_inf_com_space_chatter" // Sound which is triggered every frame when the player is in first person mode.
Cockpit3rdPersonSound = "cis_inf_com_space_chatter" // Sound which is triggered every frame when the player is in third person mode.
BoostSound = "cis_fly_grievousfighter_shift_up_low_property 0.11 1"
BoostSound = "cis_fly_grievousfighter_shift_up_property 0.47 1"
BoostSound = "cis_fly_grievousfighter_shift_up_high_property 0.62 1"
BoostSound = "cis_fly_grievousfighter_shift_down_low_property 0.11 0"
//BoostSound = "cis_fly_grievousfighter_shift_down_high_property 0.17 0"
BoostSound = "cis_fly_grievousfighter_shift_down_property 0.34 0"
BoostSound = "cis_fly_grievousfighter_shift_down_high_property 0.61 0"
TrickSound = "cis_fly_grievousfighter_roll" //Played when the flyer performs a roll
FlipSound = "cis_fly_grievousfighter_flip" //Played when the flyer performs a flip
ProximityMinDist = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist = "100" // Distance from target where proximity parameter of engine is 1.
//MinSpeed = 35.0 = .23
//MidSpeed = 60.0 = .4
//MaxSpeed = 85.0 = .57 Contrails at .62
//BoostSpeed = 150.0
Music = ""
CISMusic ="cis_vehicle"
RepMusic ="rep_vehicle"
ImpMusic ="imp_vehicle"
MusicSpeed = ".15"
MusicDelay = "3.0"
FoleyFXGroup = "metal_foley"
// ***************************************************************************************
EnergyBar = 60
EnergyAutoRestore = 10
EnergyBoostDrain = 20
EnergyTrickDrainSingleTap = 15
EnergyTrickDrainDoubleTap = 30
FirstPersonFOV = "52"
CockpitTension = "22"
CollisionScale = 1.5
CollisionThreshold = 5.0
PitchRate = 1.0
PitchFilter = 6.0
PitchFilterDecel = 6.0
PitchBuildupMultiplier = 1.0
TurnRate = 0.75
TurnFilter = 6.0
TurnFilterDecel = 6.0
TurnBuildupMultiplier = 1.0
BankAngle = 0.8
BankFilter = 3.5
LevelFilter = 1.5
LevelFilterLanding = 5.0 // LevelFilter for landing
RollRate = 3.15
PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0
EyePointOffset = "0.0 1.5 0.0"
TrackCenter = "0.0 2.25 -6.0"
TrackOffset = "0.0 2.0 6.0"
TiltValue = "5.0"
AimTension = "20.0"
MoveTensionX = "2.8"
MoveTensionY = "2.0 12.0"
MoveTensionZ = "4.25"
BlurEffect = 0.9
BlurStart = 40.0
FOVEffect3rd = 90
FOVEFFectMinCamOffset3rd = "0.0 3.0 10.0"
FOVEFFectMaxCamOffset3rd = "0.0 7.5 -18.0"
FOVEffect1st = 90
Acceleraton = 40.0
MinSpeed = 35.0
MidSpeed = 60.0
MaxSpeed = 85.0
BoostSpeed = 150.0
BoostAcceleration = 80.0
TrickRollSpeed = 5.0
TrickFlipSpeed = 5.0
TrickSideRollStrafeSpeed = 30
TrickFlipCameraDetach = 0.24
TrickSideRollCameraDetach = 0.48
That's a pared-down cis_fly_greviousfighter.odf. If that doesn't work, let me know, because somewhere I've got an .odf I used to make what I know was a model without any nulls (except dummyroot) work as a flyer. However, I'm pretty sure it was similar to this one.