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Re: Terminator! (Salvation)

Posted: Sun Aug 16, 2009 1:36 pm
by TK432
looks nice, how about some grass and bushes?

Re: Terminator! (Salvation)

Posted: Sun Aug 16, 2009 1:45 pm
by General_Nate
I don't know how to add grass, but there are bushes.

Re: Terminator! (Salvation)

Posted: Sun Aug 16, 2009 2:03 pm
by TK432
simply paint around with your foliage tool where you want your grass and then make (or copy one from another world) a ???.PRP file in your world folder and edit like this
Hidden/Spoiler:
Layer(0) =the layer in ZE
{
SpreadFactor(0.1);
Mesh()
{
GrassPatch("fel1_prop_grass_tall2.odf", 50); =the odf or msh file of your grass you wanna use
File("editor_grasspatch.msh", 50);
Frequency(100);
Scale(1);
Stiffness(0.0);
}
}

Re: Terminator! (Salvation)

Posted: Sun Aug 16, 2009 2:07 pm
by General_Nate
Thanks, I'll give it a go.

Re: Terminator! (Salvation)

Posted: Sun Aug 16, 2009 4:36 pm
by AQT
General_Nate wrote:
Hidden/Spoiler:
Image
I suggest giving the Terminators the Magnaguard skeleton because right now it looks a bit weird using the human skeleton in my opinion.

Re: Terminator! (Salvation)

Posted: Sun Aug 16, 2009 4:40 pm
by Redline
nice work really nice idea , but dude go and work at enviroment. it looks like a little comic

Re: Terminator! (Salvation)

Posted: Sun Aug 16, 2009 5:41 pm
by General_Nate
@Redline, Thanks, I will.

@AQT, No, it has the droid skeleton. My Screen taking software makes everything look weird. Seriously, whenever you move the camera, every unit twitches and looks like a pile spaghetti. I'll probably get a new software, and upload some more Terminator pics.

Re: Terminator! (Salvation)

Posted: Sun Aug 16, 2009 5:52 pm
by Gen.Kenobi
General_Nate wrote: @AQT, No, it has the droid skeleton. My Screen taking software makes everything look weird. Seriously, whenever you move the camera, every unit twitches and looks like a pile spaghetti. I'll probably get a new software, and upload some more Terminator pics.
Why not use the good old Print Screen Button? Them go to paint and Ctrl-C, Ctrl-V...

Re: Terminator! (Salvation)

Posted: Sun Aug 16, 2009 6:11 pm
by AQT
General_Nate wrote:@AQT, No, it has the droid skeleton. My Screen taking software makes everything look weird. Seriously, whenever you move the camera, every unit twitches and looks like a pile spaghetti. I'll probably get a new software, and upload some more Terminator pics.
Are you sure about that? It looks like the human skeleton to me. And by droid, do you mean Magnaguard? From your perspective, does it look like the following in-game?
Hidden/Spoiler:
Image
See how the arms aren't so close to each other and the difference in the hips?
Gen.Kenobi wrote:Them go to paint and Ctrl-C, Ctrl-V...
Why do that if can just go to the GameData\Screenshots folder and get your screenshots there in .tga format? That way you won't have to exit the game every time you take a screenshot just to paste it in Paint.

Re: Terminator! (Salvation)

Posted: Sun Aug 16, 2009 6:16 pm
by Maveritchell
P.S. You should still strip the glow flag from the MG's mesh to remove that diamond in the center.

Re: Terminator! (Salvation)

Posted: Sun Aug 16, 2009 6:39 pm
by General_Nate
Ok, here is the same Terminator.

Image

I took this via Print Screen button.

Image
And there is the old one.

One thing, the old one has the Terminator holding it wrong. (However, that does look nice.)

Re: Terminator! (Salvation)

Posted: Sun Aug 16, 2009 6:44 pm
by AQT
That is the human skeleton for sure.
Maveritchell wrote:P.S. You should still strip the glow flag from the MG's mesh to remove that diamond in the center.
Would hex editing work?

Re: Terminator! (Salvation)

Posted: Sun Aug 16, 2009 6:44 pm
by General_Nate
Ok, I'll post my ODFs...

Here is one:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "cis_inf_default"
GeometryName = "cis_inf_magnaguard.msh"


[Properties]

GeometryName = "cis_inf_magnaguard"
GeometryLowRes = "cis_inf_magnaguard"

PointsToUnlock =15

MaxHealth = 550
AddHealth = 10



UnitType = "support"

WEAPONSECTION = 1
WeaponName = "ter_inf_chaingun"
WeaponAmmo = 0


VOUnitType = 093

// the foot height where footstep sounds are played
MinFootHeight = 0.3

VOSound = "cis1_inf_pc_com_hostile SpottedVO"
VOSound = "cis1_inf_pc_com_bacta NeedMedicVO"
VOSound = "cis1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "cis1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "cis1_inf_pc_com_transport NeedPickupVO"
VOSound = "cis1_inf_pc_com_backup NeedBackupVO"
VOSound = "cis1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "cis1_inf_pc_com_defend DefendPositionVO"

VOSound = "cis1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "cis1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "cis1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "cis1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "cis1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "cis1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "cis1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "cis1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
And here is the parent:
Hidden/Spoiler:
[GameObjectClass]

// Base class for all CIS soldiers, inherits from com_inf_default
ClassParent = "com_inf_default"
GeometryName = "cis_inf_bdroid.msh"

[Properties]


HealthType = "droid"

// most droids have funky posture, easiest to put it here
CollisionHeadOffset = "0.0 -0.11 0.05"


ChunkFrequency = 0.6

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "bdroid_chunk1"
ChunkNodeName = "bone_neck"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "bdroid_chunk2"
ChunkNodeName = "bone_l_upperarm"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "bdroid_chunk3"
ChunkNodeName = "bone_l_calf"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "bdroid_chunk4"
ChunkNodeName = "bone_r_thigh"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "bdroid_chunk5"
ChunkNodeName = "bone_a_spine"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

HurtSound = ""
DeathSound = ""
DamageRegionSound = ""
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
//LowHealthThreshold = ".25"
FoleyFXClass = "cis_inf_droid"
[Note: The chuncks will be changed.]

Any hints?

Re: Terminator! (Salvation)

Posted: Sun Aug 16, 2009 6:52 pm
by Maveritchell
AQT wrote:That is the human skeleton for sure.
Maveritchell wrote:P.S. You should still strip the glow flag from the MG's mesh to remove that diamond in the center.
Would hex editing work?
Yes.

Re: Terminator! (Salvation)

Posted: Sun Aug 16, 2009 7:03 pm
by AQT
Thanks, Mav.

@General_Nate: Go to the CIS\munged folder in the assets and copy over the following files into your side's munged folder: magnaguard.anims, magnaguard.zaabin, magnaguard.zafbin, and magnaguardlz.zafbin

Replace your old ODF with this one:
Hidden/Spoiler:
[code][GameObjectClass]
ClassParent = "cis_inf_default"
GeometryName = "cis_inf_magnaguard.msh"

[Properties]
GeometryName = "cis_inf_magnaguard"
GeometryLowRes = "cis_inf_magnaguard_low1"

SkeletonName = "magnaguard"
SkeletonLowRes = "magnaguardlz"
SkeletonRootScale = "1.24"

CollisionHeadOffset = "0.0 0.0 0.0"

FirstPerson = "CIS\cisoff;cis_1st_magnaguard"

MinFootHeight = 0.3

UnitType = "support"

PointsToUnlock = 15

MaxHealth = 550
AddHealth = 10

WEAPONSECTION = 1
WeaponName = "ter_inf_chaingun"
WeaponAmmo = 0

CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 4"
TiltValue = "10.0"

CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "10.0"
CameraBlendTime = "0.75"

CAMERASECTION = "CROUCHZOOM"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "SPRINT"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 5.0"
TiltValue = "10.0"
CameraBlendTime = "0.75"

VOSound = "cis1_inf_pc_com_hostile SpottedVO"
VOSound = "cis1_inf_pc_com_bacta NeedMedicVO"
VOSound = "cis1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "cis1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "cis1_inf_pc_com_transport NeedPickupVO"
VOSound = "cis1_inf_pc_com_backup NeedBackupVO"
VOSound = "cis1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "cis1_inf_pc_com_defend DefendPositionVO"

VOSound = "cis1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "cis1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "cis1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "cis1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "cis1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "cis1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "cis1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "cis1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"[/code]
Then go to the CIS\msh folder in the assets and copy over the following files into your side's msh folder: cis_inf_magnaguard_low1.msh and cis_inf_magnaguard_low1.msh.option.

One last suggestion: don't make the Terminators blow up into chunks when they are killed. If anything, the humans should be blowing up into chunks. :wink:

Re: Terminator! (Salvation)

Posted: Sun Aug 16, 2009 7:21 pm
by General_Nate
AQT, I have said it once, and I will say it again. You rock!!

Here is the Terminator how it should look:
Image

Thank you so much!

Re: Terminator! (Salvation)

Posted: Mon Aug 17, 2009 12:21 am
by DarthSlim
Wow, that looks awesome!! I think it looks better with a rifle than with a chaingun, but I assume there will be different units with different weapons.

Re: Terminator! (Salvation)

Posted: Mon Aug 17, 2009 1:25 am
by RevanSithLord
I think it looks better with a chaingun, but we all have our preferences. It looks better with the mounted under-arm chaingun, though, imo.

Good work, though, General Nate!

Re: Terminator! (Salvation)

Posted: Mon Aug 17, 2009 3:50 am
by icemember
Hi, I found some salvation reference pics. Hope they help lol.

Terminator 600
Hidden/Spoiler:
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
This terminator holds a mini gun on his right hand, Hold a grenade launcher on his Left hand. And a ammo cache backpack on his back. :atatpilot:

Re: Terminator! (Salvation)

Posted: Mon Aug 17, 2009 6:47 am
by Par3210
maybe we could make some greenish, broken, dusty robe for the terminator to make him look more realistic. The pic has the robes, so it's just a suggestion if you want to go to the trouble to do it.