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Re: The Final Push

Posted: Thu Jul 07, 2011 1:05 pm
by Noobasaurus
naru1305 wrote:it is not textured yet, but who can guess what it is and for what it will be used get two cookies :D
I was going to guess a suicide bomber plane but apparently I was a bit late to the contest. :|

Anyway, it looks really nice, can't wait to see it in flight along with this map! :thumbs:

Re: The Final Push

Posted: Thu Jul 07, 2011 2:19 pm
by naru1305
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hey there here is a link to another forum, i´m just waste in time, sorry to the GT-Staff if i´m breaking any rules :oops: i can change it later, but wanted to show it too all of you.
Images
have a look where naru1305 post :D
EDIT: so here are the images on this site:
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Re: The Final Push

Posted: Sat Jul 09, 2011 11:21 pm
by SAMofBIA
Neat plane!

Re: The Final Push

Posted: Sun Jul 10, 2011 1:33 pm
by Tears2Roses
nice map!

Im curious now how do you get the blood? Also, how would you make custom sides and make them work with sounds and what not. cCould you post a tut/link to where I can find all that stuff and maybe start working on my own WWII map :)

Re: The Final Push

Posted: Sun Jul 10, 2011 3:49 pm
by commander501stappo
You find most of your answers in the FAQ/Everything You Need Thread.

Re: The Final Push

Posted: Sun Jul 10, 2011 5:07 pm
by acryptozoo
wow that plane is looking awesome :D

Re: The Final Push

Posted: Sun Jul 10, 2011 6:16 pm
by Tears2Roses
commander501stappo wrote:You find most of your answers in the FAQ/Everything You Need Thread.
I know that, everyting BUT how to make blood, and thats what I want to know how to do the most.

Re: The Final Push

Posted: Sun Jul 10, 2011 6:40 pm
by Lagomorphia
i would love to see that xd a WWII fighter taking of verticaly x'D but jopkes aside great map!
If you set the takeoff height at very low it would appear to take off normally, rather than doing Battlefront's Thunderbird 1 move.

Re: The Final Push

Posted: Sun Jul 10, 2011 6:42 pm
by Marth8880
Tears2Roses wrote:I know that, everyting BUT how to make blood, and thats what I want to know how to do the most.
There is probably an ODF parameter that lets you specify impact effects according to the type of entity (e.g., unit, human, droid, vehicle) that the ordnance comes in contact with.
Lagomorphia wrote:If you set the takeoff height at very low it would appear to take off normally, rather than doing Battlefront's Thunderbird 1 move.
I was thinking he would create a new takeoff animation where the plane would taxi straight for a set length down a makeshift runway and then take off.

Re: The Final Push

Posted: Sun Jul 10, 2011 6:49 pm
by Fiodis
Marth8880 wrote:I was thinking he would create a new takeoff animation where the plane would taxi straight for a set length down a makeshift runway and then take off.
The landing animation is just the takeoff animation played in reverse. So if you had a takeoff animation with the plane coasting down the runway, to land it would speed along the runway backwards.
Lagomorphia wrote:If you set the takeoff height at very low it would appear to take off normally, rather than doing Battlefront's Thunderbird 1 move
And as for that, it would fly right away - there'd be no taxi stage. It would look only marginally better than the stock BF2, I think. Also there's the problem that it'd start flying right on the terrain, and would instantly collide with it.

I fiddled with making a good plane-takeoff and landing sequence. I concluded it wasn't worth the trouble. Imo, a plane really isn't necessary nor fitting on this map.

Re: The Final Push

Posted: Sun Jul 10, 2011 10:40 pm
by AgentSmith_#27
I made the blood fx in particle editor some time ago, and set it up in an odf, It's pretty simple, I just altered one of the stock effects a bit and changed the color to what I thought looked "blood red" and Marth was right about the ODF's

Re: The Final Push

Posted: Mon Jul 11, 2011 5:34 am
by Marth8880
Off-Topic:
"Feel the BLOOD-RAGE!" -You get a cookie if you know what this quote is from. :P

Re: The Final Push

Posted: Mon Jul 11, 2011 5:44 am
by THEWULFMAN
Marth8880 wrote:Off-Topic:
"Feel the BLOOD-RAGE!" -You get a cookie if you know what this quote is from. :P


A game that rhymes with Bass Effect 2.

Re: The Final Push

Posted: Mon Jul 11, 2011 6:09 am
by Marth8880
THEWULFMAN wrote:A game that rhymes with Bass Effect 2.
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Re: The Final Push

Posted: Tue Jul 12, 2011 1:24 pm
by SAMofBIA
Hmmmm, well if the plane is a bomber, you could try to make it a speeder with a jump ability, but very low gravity so you could move along the ground then "take-off" and then eventually set down somewhere else. The main issue i can think of for that is the stabilization and AI getting into it. You would have to have its collision make it explode on ramming just about anything so it would be more realistic.

Re: The Final Push

Posted: Tue Jul 12, 2011 2:46 pm
by THEWULFMAN
When I made Ryloth: Nabat, I fiddled around with the idea of adding AutoPiloted Hyena and Ywing bombers. I set the spawn point somewhere far away out of reach, that way you could never see it take off. I decided the map wasnt the right shape for flyers because of the cliffs. But I think the AutoPiloted flyers are the best way to handle the VTOL FW-109 issue, just set it up where no one would see the takeoff at all.

Re: The Final Push

Posted: Tue Jul 12, 2011 3:52 pm
by CalvaryCptMike
What about a take-off animation that makes it fly forward, just put the whole fighter on a separate bone and make that bone go forwards as the take off anim!

Re: The Final Push

Posted: Tue Jul 12, 2011 7:58 pm
by Fiodis
SAMofBIA wrote:Hmmmm, well if the plane is a bomber, you could try to make it a speeder with a jump ability, but very low gravity so you could move along the ground then "take-off" and then eventually set down somewhere else. The main issue i can think of for that is the stabilization and AI getting into it. You would have to have its collision make it explode on ramming just about anything so it would be more realistic.
I tried this, too, but there's absolutely no way to steer once you take off.
CalvaryCptMike wrote:What about a take-off animation that makes it fly forward, just put the whole fighter on a separate bone and make that bone go forwards as the take off anim!
Fiodis wrote:
Marth8880 wrote:I was thinking he would create a new takeoff animation where the plane would taxi straight for a set length down a makeshift runway and then take off.
The landing animation is just the takeoff animation played in reverse. So if you had a takeoff animation with the plane coasting down the runway, to land it would speed along the runway backwards.

Re: The Final Push

Posted: Wed Jul 13, 2011 2:04 am
by CalvaryCptMike
Soooooooooooooooooo.. Wut? I don't plan on landing my plane, just dying in combat!

It would make a cool first impression but have no way to land, who cares. I dunno, just thinkin aloud.

Re: The Final Push

Posted: Wed Jul 13, 2011 3:13 pm
by naru1305
thanks to all for comments and suggestions on how i should make the horizontal start :bowdown:

so, here is a wip of the textured version, you might notice that it isn´t ready :D
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credits for the texture goes to my FSX modding friends from Adlerhorst, thank you :thumbs: