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Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sat Jun 14, 2008 7:00 pm
by Fingerfood
LOL. I dedicate blocks C and D to =LH= Alpha Squad members! :P

Oh, and for that spam like 3 pages back, GT froze up on me and it did that. Sorry! I didn't mean to!


Oh, and nice building RS! :D
Teancum wrote:What about an elevated train? That would eliminated the need for terrain cutters.
Hmm... that might be a good idea... *coughskytraincough*

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sat Jun 14, 2008 7:48 pm
by FragMe!
So had a little chat with Rep# and I have come up with an idea.
FragMe!'s vehicle rental (okay so there is no way to get money from all of you but..)
It will be a garage type building where you can pick up a vehicle to go bombing around in.
It will feature the buggy I made,
Hidden/Spoiler:
possibly Durge's swoop or if I see something else I like a brand new vehicle.
Debating on removing the weapons, or just making the weapon a horn. You of course would still be able to run over people but with minimal damage I think. The buggy is just great amounts of fun to drive especially if there are lots of hills.

As for which lot it doesn't really matter just as long as you don't have to walk across half the map to get to a place where you can drive.

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sat Jun 14, 2008 11:46 pm
by RepSharpshooter
Sounds cool! Perhaps we should make a desert somewhere so we can go dune buggying. I'll have to add some more hills around whichever side of the city you're on. I'm thinking some lot on the south or west side, so you don't have to go far to get out of the city, or something.

In other news, thanks to latest version of mshex, we now have a bar to relax in:

Image
Image

Still gotta make the booth seats, which you can enter like a vehicle.

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sun Jun 15, 2008 12:07 am
by SlyCoopersButt
That is a well made bar! Very eccentric compared to anything else.

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sun Jun 15, 2008 12:08 am
by trainmaster611
Teancum wrote:What about an elevated train? That would eliminated the need for terrain cutters.
Well the only terrain cutter you would actually need is on the stairway going down. An elevated line would be a bit easier but it would cause a lot of clutter. Besides, underground gives you more of that "easter egg" feeling :D

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sun Jun 15, 2008 12:14 am
by Delta 47
That bar looks great :shock:

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sun Jun 15, 2008 12:18 am
by SlyCoopersButt
A train being modded into BF2 sounds like a new thing to me. How would such a thing be done? A vehicle restricted to a rail/path? Or something a bit more advanced?

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sun Jun 15, 2008 12:25 am
by Karnage
Dang, wish I had come here earlier. Already 10 pages...wow. :shock: I'd like to read them all but there's to many.

Well anyways...to the point. Nothing has really caught my eye and given me any urge to mod again...until I saw this. It's a very cool and unique idea. I also think the lot idea is cool. I believe more people would show up online if they had their own customized area.

So I'll be installing the Mod Tools again and if I can, I'll take lot G3, that would be great (unless I missed something in the 10 pages). I'll get to try my hand at modeling again....we'll see how that turns out. :P

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sun Jun 15, 2008 12:37 am
by Maveritchell
Syth wrote:idk about the auto turrets only shooting those who are armed, because it might not even be possible, or at least not in mp.. only Zerted would know
It's not only possible, it was mentioned in the discussion. It would just involve all the armed units on one team and setting the autoturrets to target the armed team. It's a really simple solution.

Honestly, I think the easiest solution would just to dispense fighting units in an arena. Enclose an arena, use remote terminals that control dispenser weapons in the arena, and make the dispensers dispense people/vehicles (be warned that dispensing people can be a tricky thing, if you do it you have to be careful to make sure it's set up right so that you don't make a crash too easy to happen). Simple, easy, and you don't have to worry about weapons being used outside the arena.

Edit: Didn't read all the posts before I posted this. Note that the concept of "unit dispensers" can be used anywhere.

And I'm against customized units for everyone, simply because it's more of a hassle than you need to set up. It'll require coding that may or may not work online and creates what I feel is an overcomplication. "KISS" is always the best rule, if possible. I plan on setting up an animated prop of "me" that will always be present in my building - that way not only do I not have to worry about fiddling with a customized unit, but I'll also always be present, even if I'm not on the map at the time.

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sun Jun 15, 2008 1:08 am
by trainmaster611
How come I didn't see the bar before. That looks amazing! :P

There's a few options we can do for making a train in BF2. The most obvious is to just make a moving prop. But since units can't move with moving objects, it'll be kinda buggy and the trooper will be doing the "collision shake". If the subway goes too fast, the unit could fall through the wall.

You could also make a autopilot hover vehicle (what's the term for that again?). But getting them to go the direction you want them could be a little trickier. I don't think there's a way to tell AI in vehicles where exactly to go. You can do planning and stuff, but it won't work in this case.

Another idea is to set up a hover vehicle with all passenger seats without a pilot (is that possible?). Then you would have an invisible wall following the hover vehicle, forcing it through the tunnel (which would need collision also). This is probably the easiest and best idea.

The last idea is to set a flying vehicle with flyersplinelines and an autopilot. You would have to set the maximum and minimum flying heights to keep it in balance. In addition to some collision on the walls to keep it going to far off. Its a little bit trickier.

I chose the subway trains and the stations. I dunno where I'm gonna get a track model and/or texture.
Hidden/Spoiler:
This is the R142. Its the most common subway train on the New York subway system.
Image

The bottom two pictures depict a station and some tunnel.

Image
Unfortunately, these are all Train Simulator models. I'm going to have to contact the original authors and ask them for the models and textures in more universal formats.

Btw, where would the route and the stations go?

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sun Jun 15, 2008 7:03 am
by Caleb1117

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sun Jun 15, 2008 9:18 am
by Fluffy_the_ic
trainmaster611 wrote:There's a few options we can do for making a train in BF2. The most obvious is to just make a moving prop. But since units can't move with moving objects, it'll be kinda buggy and the trooper will be doing the "collision shake". If the subway goes too fast, the unit could fall through the wall.
You could possibly make them each a vehicle with the max number of seats and have them be right next to each other so it looks like they're connected.

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sun Jun 15, 2008 9:28 am
by The_Emperor
RepSharpshooter wrote: In other news, thanks to latest version of mshex, we now have a bar to relax in:

Image
Image

Still gotta make the booth seats, which you can enter like a vehicle.
That looks perfect, reminds me of Manaan in KotOR

All these ideas sound perfect, if half of them are realised this project'll be awesome

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sun Jun 15, 2008 3:44 pm
by Thunder
hey could i join?
i'll take any lot
i got a nice fancy crib model to hang in

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sun Jun 15, 2008 4:01 pm
by Hebes24
trainmaster611 wrote: Another idea is to set up a hover vehicle with all passenger seats without a pilot (is that possible?). Then you would have an invisible wall following the hover vehicle, forcing it through the tunnel (which would need collision also). This is probably the easiest and best idea.

The last idea is to set a flying vehicle with flyersplinelines and an autopilot. You would have to set the maximum and minimum flying heights to keep it in balance. In addition to some collision on the walls to keep it going to far off. Its a little bit trickier.
Those two sound like the best Ideas, especially the first one, if that kind of vehicle is possible.

This looks like a great Idea. It's too bad I can't model, or I would definitely take a lot.

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sun Jun 15, 2008 4:05 pm
by Fingerfood
Hebes24 wrote:This looks like a great Idea. It's too bad I can't model, or I would definitely take a lot.
*can't model either*
You can post pictures of maps, skins, etc.

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sun Jun 15, 2008 5:19 pm
by Grev
Um, guys, how about we make 2 threads. One a WIP, with actual work in it, and this one, for massive ammounts of ideas. We still havent decided lots of stuff. This could be the place to do it, while having a different thread for actual completed work.

Also, theres a problem with the civilian and showoff fighting side. If the fighitng unit is on one team, there'd have to be tk on at all times, and you'd get negative points. Not a good idea. I reccomend this. Each team has a gun toting unit, a lightsaber unit, and any other variation unit. Thered also be one civilian unit, or maybe 2, a guy and a girl. For side showoffing, we could resort to props. I dont think that having show off sides playable would add to the map. Just make the units props and display them in your house or a huge display area.

So heres my side idea:
Civilian (Male): Invincible
talk weapon, for personal chat with other people.
Maybe a personal build a speeder thing (like what mav wanted to do in his KoTOR beta) for 2 people, to bring people to hir house for showoffness.
Civilian (Female): Invincible
Same weapons as male
Other gun toting units
Other saber toting units.

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sun Jun 15, 2008 5:35 pm
by Taivyx
Hebes24 wrote:This looks like a great Idea. It's too bad I can't model, or I would definitely take a lot.
You don't have to, since Repsharpshooter's releasing a "starter pack" of building models you can use

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sun Jun 15, 2008 6:06 pm
by Syth
Hebes24 wrote:
trainmaster611 wrote: Another idea is to set up a hover vehicle with all passenger seats without a pilot (is that possible?). Then you would have an invisible wall following the hover vehicle, forcing it through the tunnel (which would need collision also). This is probably the easiest and best idea.

The last idea is to set a flying vehicle with flyersplinelines and an autopilot. You would have to set the maximum and minimum flying heights to keep it in balance. In addition to some collision on the walls to keep it going to far off. Its a little bit trickier.
Those two sound like the best Ideas, especially the first one, if that kind of vehicle is possible.

This looks like a great Idea. It's too bad I can't model, or I would definitely take a lot.
I thought i allready posted this, but i guess i forget to send.. whatev
Just lake it a vehicle w/ autopilot w/ many passenger slots.. maybe even hard points on the model to visabley see them, then animate it in zedit. autopilot won't conflict with the editor animation i dont think.

Re: Dynamic Map Idea (experienced modelers, please take a lot)

Posted: Sun Jun 15, 2008 6:14 pm
by trainmaster611
How do you apply ZE animation to a vehicle? The vehiclespawn object? :?