Author Topic: WileyCoyote's WIPs - Continues to Lurk Around  (Read 619456 times)

Offline JimmyB76

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Re: My WIPs - ID4 City Destroyer now ingame
« Reply #2160 on: June 11, 2010, 02:35:46 PM »
ooooh wiley - thats so cool!
i cant wait to try it out :D

Offline Jb06

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Re: My WIPs - ID4 City Destroyer now ingame
« Reply #2161 on: June 11, 2010, 03:01:00 PM »
Looks awesome wiley!

Just had a thought... you might be able to have the weapon doors open when at red alert... would make more sense but would involve messing around with ftech quite a bit.

~Jb

Offline Lionus

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Re: My WIPs - ID4 City Destroyer now ingame
« Reply #2162 on: June 11, 2010, 03:04:17 PM »
could that be tied to MVAM.. when the weapons id deployed for firing, launch fighters simultaneously..
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Offline Jb06

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Re: My WIPs - ID4 City Destroyer now ingame
« Reply #2163 on: June 11, 2010, 03:07:22 PM »
mvam is old... ftech much better with the animation.

~Jb

Offline WileyCoyote

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Re: My WIPs - ID4 City Destroyer now ingame
« Reply #2164 on: June 11, 2010, 03:24:06 PM »
Quote
Just had a thought... you might be able to have the weapon doors open when at red alert... would make more sense but would involve messing around with ftech quite a bit.

It would be cool to have the doors open, but I might need someone to help me out with that. I thought people were still using mvam.
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Offline MarkyD

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Re: My WIPs - ID4 City Destroyer now ingame
« Reply #2165 on: June 11, 2010, 03:27:50 PM »
I smell a collabiration  :thumbsup:

 :yay:

Offline Kirk

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Re: My WIPs - ID4 City Destroyer now ingame
« Reply #2166 on: June 11, 2010, 03:51:44 PM »
Why scale the model in Max when BC can scale it through scripting? I know that's not the normal way of doing it, but it might work and require less model work after porting.

Offline metalnick

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Re: My WIPs - ID4 City Destroyer now ingame
« Reply #2167 on: June 11, 2010, 04:11:58 PM »
Cookied. Great stuff.
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Offline Jb06

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Re: My WIPs - ID4 City Destroyer now ingame
« Reply #2168 on: June 11, 2010, 06:27:02 PM »
It would be cool to have the doors open, but I might need someone to help me out with that. I thought people were still using mvam.

I'll have to refresh my memory on how to do it, but it might be possible. Its just not been done with that many doors before.

~Jb

Offline Shadowknight1

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Re: My WIPs - ID4 City Destroyer now ingame
« Reply #2169 on: June 12, 2010, 12:26:39 AM »
I thought people were still using mvam.

MVAM is good for separating, but not for stuff like model animation or warp swapping.

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Offline Billz

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Re: My WIPs - ID4 City Destroyer now ingame
« Reply #2170 on: June 12, 2010, 06:07:02 AM »
Did you try Nebula's suggestion of disabling model damage in order to achieve a more to scale size?

Either way, it looks great ingame.

I just thought, how the hell are you going to get the mothership ingame, seeing as it is huge (15 C.Ds seperate from the underside of the mothership) when compared to the City Destroyers.

That is, if you are planning to do the Mothership of course.
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Offline Bren

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Re: My WIPs - ID4 City Destroyer now ingame
« Reply #2171 on: June 12, 2010, 07:23:31 AM »
If you read a few pages back, he talks in detail about doing the mothership, and I'm pretty sure he had pictures last year of the troop transports inside his mothership model.
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Offline WileyCoyote

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Re: My WIPs - ID4 City Destroyer now ingame
« Reply #2172 on: June 12, 2010, 09:33:28 AM »
Quote
If you read a few pages back, he talks in detail about doing the mothership,
True.

Quote
and I'm pretty sure he had pictures last year of the troop transports inside his mothership model.
That will be a no- I have not built it yet.

I've sketched a possible interior for the mothership that I'm eventually going to build.
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Offline MarkyD

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Re: My WIPs - ID4 City Destroyer now ingame
« Reply #2173 on: June 12, 2010, 10:15:04 AM »
Coolio  :D

Offline 1DeadlySAMURAI

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Re: My WIPs - ID4 City Destroyer now ingame
« Reply #2174 on: June 12, 2010, 10:51:58 AM »
WOW, I really wish I had your sketching abilities. :P

Offline Villain

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Re: My WIPs - ID4 City Destroyer now ingame
« Reply #2175 on: June 12, 2010, 03:06:48 PM »
Wiley, that screenshot sums up this release perfectly. Very sharp.


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Offline Bren

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Re: My WIPs - ID4 City Destroyer now ingame
« Reply #2176 on: June 12, 2010, 06:35:03 PM »
That's like concept art from the movie itself! GREAT work!

MAN, you're a true pro.
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Offline WileyCoyote

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Re: My WIPs - ID4 City Destroyer now ingame
« Reply #2177 on: June 12, 2010, 09:41:11 PM »
Quote
That's like concept art from the movie itself! GREAT work!

MAN, you're a true pro.
You are too kind. :)

I'm still having issues with the city destroyer. The ship works great ingame since I have it overwriting the WC Doomsday Machine model. But when I make it as a unique ship, the hardpoint fails to load though it is the identical hardpoint I used before. What am I doing wrong?

At this rate, I do not think I can get these ships done by July. :(
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Offline Locke

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Re: My WIPs - ID4 City Destroyer now ingame
« Reply #2178 on: June 12, 2010, 09:49:35 PM »
Perhaps BC is reading the hardpoint as a duplicate?

With the mothership, I'd think a good idea would be to create it as a god ship so it can't be harmed AT ALL.  Or even as a planetary body that orbits Earth (or some other planet).  That way, no weird-looking damages and you don't have to worry about an explosion crashing BC.
It would be SO sweet to have a battle inside of the mothership!

Offline WileyCoyote

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Re: My WIPs - ID4 City Destroyer now ingame (kinda)
« Reply #2179 on: June 12, 2010, 09:51:25 PM »
Quote
Perhaps BC is reading the hardpoint as a duplicate?
It shouldn't when the file is renamed differently, and the older ship names inside are renamed to the new one.
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