Pepperland.....Psychedelia....Released!!

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brokenshard_of_glass

Post 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.
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Post by Caleb1117 »

Maveritchell wrote:I always thought it was "Coo Coo Kachoo..."
Your thinking of a Paul Simon song, "Ms. Robinson".
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Post 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.
Last edited by SBF_Dann_Boeing on Sat Jun 23, 2007 4:35 pm, edited 2 times in total.
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Post by Snork »

Yeah, I agree with Brokenshard, frisbees would be good.
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Post 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
Last edited by phazon_elite on Sat Jun 23, 2007 7:56 pm, edited 1 time in total.
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Post by SBF_Dann_Boeing »

60's my friend, 60's.
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Post 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.
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Post by brokenshard_of_glass »

can't you just take the chair model and attach it to the rock but make the chair invisible?
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Post by Snork »

Tie fighters. They have no animations. I successfully made a Flying Rock using the Tie Interceptor as a base.
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Post by brokenshard_of_glass »

That could work too.
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Post by Snork »

brokenshard_of_glass wrote:That could work too.
Nope. Wrong. It DOES work.

Dann, what weapons is this rock gonna have?
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Post by SBF_Dann_Boeing »

duh. Pebbles, Rocks, and Boulders. Thank you for the info.
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Post by SBF_Dann_Boeing »

your method isn't working for me how did u do it?
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Post 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.
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Post 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?
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Post 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.
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Post 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.
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Post 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.
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Post 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? :D
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Post 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.
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