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.
t551t551 wrote:The Zero engine doesn't actually support wheeled vehicles.
The Droideka is a "wheeled" vehicle sort of speak while rolling in ball mode.
If animations can be made to "roll" a Droideka then maybe they could be made to turn a wheel.
That works for a droideka because it's just one wheel. Even if they animated the wheels to turn, the Juggernaught will still behave like a hover vehicle, since there is no way to simulate suspension in this game.
t551t551 wrote:That works for a droideka because it's just one wheel. Even if they animated the wheels to turn, the Juggernaught will still behave like a hover vehicle, since there is no way to simulate suspension in this game.
Also, it is a huge amount of effort to animate.
Incorrect. The Hailfire has suspension. What can't be simulated is wheels actually rolling. The part of the rubber that hits the road would move, but not the side of the tires.
It's just way to huge to work as a vehicle fellas. Face the reality.
Omg. Jeeze. I know it'd be pretty huge, but couldn't we classify it as an AT-AT? It is it's precursor after all. It'd probably be about the size of that. Ok. Let's compare how big the two are. ...... oook.
And it'd also go pretty slow, cause you don't want it going fast cause you may cause massive tk-age. Make it go the speed of the AT-AT and it should be fine as well. Yea, I admit it'd take alot of effort and coding and stuff, but hey. We could all just give it a try. :S
The juggernaut isn't the precusor of the AT-AT...Anyway, I think we should all drop this and accept the fact that it works better as a prop rather than a controllable vehicle.