Author Topic: Map suggestion: yet another jump wreck space combat revisited  (Read 4790 times)

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Offline cest73

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Re: Map suggestion: yet another jump wreck space combat revisited
« Reply #45 on: February 15, 2017, 03:56:40 PM »
So the final step of export to Sandbox is hitting the right place:
%gameroot%\Game\Objects\<Objectname>\
where for our case:
%gameroot%=*\Mods\MWLL\ (a really non-existing variable - don't bother)

and for our object it wouldbe in line with ALL_Aegis_Warship?

For starters?

Further, the Sandbox doesn't apparently check for %gameroot% but actually moves relatively  from the opened map ..(TC_*)\..(Levels)\Game|Objects\*

-So one could arrange working in a directory outside the game?

1. Mimic the folders structure of the actual game mod:
 -My Maps\Levels\TC_Mothball\    <---The Aegis as an map for instance
 -My Maps\Game\Objects\...\ALL_Aegis_Warship  <--- The Aegis as the in game prop
2. Therefrom work on the details of import...
3. Once all trouble-free, publish the prop for inclusion in a future release...

note:
For an map to work properly, it seems, it needs be created in the actual game directory, and saved once. After that it can be copied to where ever and worked on?




Offline cest73

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Offline cest73

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Re: Map suggestion: yet another jump wreck space combat revisited
« Reply #47 on: February 18, 2017, 04:09:48 PM »
Dropbox link:
Aegis blender file link
and
3ds Max port of Aegis file link
and all in parts and importable to 3dsMax:
partial files of Aegis for import (wrl) archive link

some of the details where to be triangulated for proper shape conversion...

Hope now someone actually downloads it?

Offline cest73

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Re: Map suggestion: yet another jump wreck space combat revisited
« Reply #48 on: March 09, 2017, 08:55:11 PM »
Aegis for the Sandbox2 editor
this is an early teaser (pre ALPHA).

few screenshots:

Offline cest73

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Re: Map suggestion: yet another jump wreck space combat revisited
« Reply #49 on: March 11, 2017, 07:39:26 PM »
Materials about done, model about done, images to review...
Download zip for Sandbox2

TODO:
HPG array
elevators
sounds

alpha stage - test ready

pictures:

Offline cest73

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Re: Map suggestion: yet another jump wreck space combat revisited
« Reply #50 on: March 15, 2017, 12:43:15 PM »
I think I'm done with the 3d modeling of the Aegis:
Aegis.zip
The archive contains:
The 3 models:
- Aegis - a fully featured Warship with a compact K-F core and a maze of levels and platforms to wade through, with two 90m hydroponic grav decks and a landing strip of 400+meter.
- Mothball - same as above but without the Jump sail extended - as if the ship is mothballed for conservation - ready to be included on the Deep-space map :)
- Bloodlust - a fleshed out version of Aegis without internals and double faced walls - ready to be placed in the skies of a map to shed shivers down the spines or HPG messages across 50 light years away.

accompanied by the material files (to be worked on)

And source files of the art in 2.49b blnder format (*.blend) and 2k13 3dsMax format (*.max) used for the initial material edit.

I consider them public domain now on.

Offline Bill

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Re: Map suggestion: yet another jump wreck space combat revisited
« Reply #51 on: March 16, 2017, 12:38:58 AM »
Blimey sunshine, that's rather impressive eh.

Offline cest73

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Re: Map suggestion: yet another jump wreck space combat revisited
« Reply #52 on: March 17, 2017, 09:20:34 PM »
Blimey sunshine, that's rather impressive eh.
Kindest thanks, Bill, the more I treasure it because it comes from You :D
Next thing I need make some elevators for it, then I can go to the destructible light-posts.
 8)

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Re: Map suggestion: yet another jump wreck space combat revisited
« Reply #53 on: March 18, 2017, 10:15:48 AM »
As I mentioned ingame, I think this could be made into a great low(/zero)-gravity BA map. You'd stick to the ship's surface like you had magnetic boots and could jump large distances. Zero gravity would be quite problematic I imagine, and I also have no idea how the engine can handle "wall-crawling", but an experienced mapmaker could make this a fun and challenging map.

Offline Bill

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Re: Map suggestion: yet another jump wreck space combat revisited
« Reply #54 on: March 18, 2017, 12:03:54 PM »
As I mentioned ingame, I think this could be made into a great low(/zero)-gravity BA map. You'd stick to the ship's surface like you had magnetic boots and could jump large distances. Zero gravity would be quite problematic I imagine, and I also have no idea how the engine can handle "wall-crawling", but an experienced mapmaker could make this a fun and challenging map.

It's not really possible as things stand from what I know. SA_HelsGatey was going to be a zero g map from what I remember (it's was also at one point CJW's training map, but then Deathbane handed it over to the devs. Though if you've ever wondered about the description when loading, we're who it was talking about  :P)

It could well be done for an ASF exclusive map that has a Z that extends up and down. That'd be an interesting take on things.

Offline cest73

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Re: Map suggestion: yet another jump wreck space combat revisited
« Reply #55 on: March 18, 2017, 05:38:21 PM »
That's already two ideas/aspects for the art  :)
Both seem to be likeable?

I'm still brewing the thing in my mind...
 ::)

Offline cest73

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Re: Map suggestion: yet another jump wreck space combat revisited
« Reply #56 on: March 20, 2017, 10:46:10 PM »
Gentleman, be it known to whom it might concern:

The Aegis project has passed yet another milestone.

Hereby I announce that some (most) elevator animations are concluded, exported and tested in the Sandbox2 editor:

Elevators.cga
Elevators.anm

They move in the character editor, but not in game (yet!).

Stay tuned and have a nice day.

Offline Bill

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Re: Map suggestion: yet another jump wreck space combat revisited
« Reply #57 on: March 21, 2017, 09:12:31 AM »
Nice one dude, I remember that there was a map that featured working elevators at one point. It may have been tc_underground, though I'm not certain. That maybe able to help you get them working in game.

Offline Fury9er

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Re: Map suggestion: yet another jump wreck space combat revisited
« Reply #58 on: March 21, 2017, 10:11:58 AM »
That is really good stuff Cest, it looks great with the sail extended too :D

What model formats can be used in Sandbox? I do a little CAD work in emachineshop and Fusion360 but I get there are differences between CAD for games and CGI and CAD for manufacturing.

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Re: Map suggestion: yet another jump wreck space combat revisited
« Reply #59 on: March 21, 2017, 10:40:51 AM »
Nice one dude, I remember that there was a map that featured working elevators at one point. It may have been tc_underground, though I'm not certain. That maybe able to help you get them working in game.
Bill is right again. They are situated in the smallish buildings in front of the large doors that lead to the bases.