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			| D-meat 
					Joined: Wed May 30, 2007 6:37 pm
 Posts: 50
 Location: capdenac (12) & Roubaix (59) - FRANCE
   |   The Mortar Module I made this module this afernoon, and I have a project for it, To add a Big cannon actor to add inside. The cannon would have different type of weapons: Grenades/Mortar, Incendiary charges, Flak, MINES ! ... My goal was to make a grenade launcher turret which would shoot  beyond the walls of the bunkers. Since the AI can't do that job yet, it would only be human controlled. But since I SUCK at coding and i'm a bit better at spriting, I'm looking for a nice person to help me in my task. Aslo, I am quite busy in real life, so I prefer spending my spare time on things that I like, which is not exporing code. Even if CC code is quite simple... So, before we start anything else, I also drew a few concepts for the graphics of the cannon, and I let you tell me which one is the best    I also added the scripted bunker module which is aleready fully useable in your games. [UPDATE !] I Closed the poll after quite a week now, all the most actice members seem to have voted. And Its N°3 who wins ! I'll start working on it as soon as I want, which means today or tomorrow. [IPDATE² !] The Canon sprite is done !  still the ammo and shells to do. not much    I'll contact Elpolodiablo for the coding.
 
 Attachments: 
			File comment: The mortar module to place in your map.
		
			
				 Mortar Module.rte.rar [57.27 KiB]
			
			Downloaded 287 times
 
 
    							Last edited by D-meat on Sun Sep 02, 2007 10:53 am, edited 4 times in total. | 
		
			| Thu Aug 23, 2007 8:44 pm | 
					
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			| Falcon X 
					Joined: Thu Aug 09, 2007 6:37 pm
 Posts: 889
 Location: Not Jewtown.
   |   Re: The Mortar ModuleThats a nice Bunker, you should make a base with the same style as that 
 
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			| Thu Aug 23, 2007 8:48 pm | 
					
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			| Levelx 
					Joined: Tue Jul 31, 2007 11:25 pm
 Posts: 81
   |   Re: The Mortar ModuleWow, so the cannons gonna take up the whole bunker?    Anyway, I like the base of #7, and the gun of #3.
 
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			| Thu Aug 23, 2007 8:59 pm | 
					
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			| D-meat 
					Joined: Wed May 30, 2007 6:37 pm
 Posts: 50
 Location: capdenac (12) & Roubaix (59) - FRANCE
   |   Re: The Mortar ModuleWell yeah, I'ts supposed to be a big thing. I planned on mortar-like attacks because horizontal aiming isn't possible with this module and such a big cannon, and because I don't see much grenade lauche mods these days ^^
 and about a pack of bunker modules like this one... well i'll see if I have other Ideas, but I tried to stick as much as I could to the original style without stealing the original material/texture.
 
 
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			| Thu Aug 23, 2007 9:03 pm | 
					
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			| Orindell 
					Joined: Wed Mar 21, 2007 10:15 pm
 Posts: 440
 Location: Dublin, Ireland
   |   Re: The Mortar ModuleYeah a Pack of Bunker Modules in that style would be grrrrreat! 
 
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			| Thu Aug 23, 2007 11:28 pm | 
					
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			| robowurmz 
					Joined: Thu Aug 16, 2007 10:09 am
 Posts: 163
   |   Re: The Mortar ModuleAll the guns look really great. Maybe you should implement them all and give them strengths/weaknesses, like Heavy Firepower, but High Cost and Low Damage Threshold. 
 
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			| Fri Aug 24, 2007 7:46 am | 
					
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			| D-meat 
					Joined: Wed May 30, 2007 6:37 pm
 Posts: 50
 Location: capdenac (12) & Roubaix (59) - FRANCE
   |   Re: The Mortar ModuleHey, it's a nice idea. I'll see, Let's have only one for the beginning   for the time being, it seems that #3 is at the head of the charts. I'll let the poll one week, to be sure.
 
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			| Fri Aug 24, 2007 8:41 am | 
					
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			| Orindell 
					Joined: Wed Mar 21, 2007 10:15 pm
 Posts: 440
 Location: Dublin, Ireland
   |   Re: The Mortar ModuleD-Meat, What ever happened to the WW2 Bunker Map? 
 
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			| Fri Aug 24, 2007 12:15 pm | 
					
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			| D-meat 
					Joined: Wed May 30, 2007 6:37 pm
 Posts: 50
 Location: capdenac (12) & Roubaix (59) - FRANCE
   |   Re: The Mortar ModuleI still got it, and the latest version is still on the forum, "scene making" section. But I'ts build 14, and it's not interresting to play with build 17 (I think...) having only 2 big bunker modules in one map isn't as fun as plenty XD But if you want it converted, or want to convert it yourself, go ahead  
 
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			| Fri Aug 24, 2007 3:52 pm | 
					
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			| ProjektTHOR Banned 
					Joined: Tue Feb 27, 2007 4:05 pm
 Posts: 2527
   |   Re: The Mortar ModuleYea, I'd much rather custom bunker modules  
 
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			| Fri Aug 24, 2007 4:02 pm | 
					
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			| AlphaCommando 
					Joined: Wed May 02, 2007 10:27 pm
 Posts: 514
 Location: Eating ice cream at Graeter's
   |   Re: The Mortar ModuleI like #5, it seems the most millitary-like of the whole group, and this idea is brilliant, can't wait. 
 
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			| Fri Aug 24, 2007 4:04 pm | 
					
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			| Stickman 
					Joined: Thu Dec 14, 2006 1:33 am
 Posts: 95
 Location: ^ In my bomb shelter.
   |   Re: The Mortar Modulecool idea...I like #2 
 
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			| Sat Aug 25, 2007 10:52 pm | 
					
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			| 3 solid 
					Joined: Wed Mar 28, 2007 9:02 pm
 Posts: 1639
 Location: Somewhere. Nowhere.
   |   Re: The Mortar Module7 or 2.
 Or a heavy version (7) and a lighter version (2) each with different weapons.
 
 ..But if I had to choose, I'd say 2.
 
 
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			| Sun Aug 26, 2007 1:10 pm | 
					
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			| Daman 
					Joined: Fri Jan 26, 2007 3:22 am
 Posts: 1451
   |   Re: The Mortar ModuleI like two because it looks like it'd be a stationary mech.
 
 As a side note, you are a god at spriting. Where did you learn to sprite how you do? Do you have any tips on dithering/shading? Or outlines/color choice?
 
 
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			| Sun Aug 26, 2007 10:39 pm | 
					
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			| Lord Tim 
					Joined: Fri Apr 27, 2007 4:55 pm
 Posts: 1178
 Location: America!
   |   Re: The Mortar ModuleDaman3456 wrote: I like two because it looks like it'd be a stationary mech.
 
 As a side note, you are a god at spriting. Where did you learn to sprite how you do? Do you have any tips on dithering/shading? Or outlines/color choice?
Yeah, I'd like to know what program you used. Looks like it was done with Photoshop.
 
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			| Sun Aug 26, 2007 10:57 pm | 
					
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