W40k:Tau U-P-D-A-T-E !!!!
Author |
Message |
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: W40k:Tau U-P-D-A-T-E !!!!
@Vagyr Read this and thisIt's essentially firing rounds in a stream to make beams of rounds. The problem used to be that there was only one round, but then we figured out how to make wide lasers. Hence widelaser. Now I personally think that the fusion blaster would make a nice burst widelaser... also, can you make a copy of the stealth rail rifle just with the heavy rail rifle sprite, they're based off the same thing, but when I went to recolour I went "screw it" and redid the whole thing.
|
Mon Mar 30, 2009 11:58 am |
|
|
vagyr
Joined: Sun Jan 11, 2009 10:54 am Posts: 365
|
Re: W40k:Tau U-P-D-A-T-E !!!!
does the fusion blaster work like this? ok... so you mean than it will fire 2 beams. 1 from the upper "gunbarrel" and 1 form the lower. the deathray will be added... it is what i wanted to do but with less lag(i made a similar thing but it lagged the hell out of my computer and it was not powerfull) also are we going to open a new thread? if yes can we open it in Mod Releases? it is big and with a lot of contence so why not. AND PLEASE UPDATE THE FRONTPAGE!!! 16 more downloads! this is crazy! 16 more users downloaded the ancient version of the mod...
|
Mon Mar 30, 2009 12:06 pm |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: W40k:Tau U-P-D-A-T-E !!!!
vagyr wrote: does the fusion blaster work like this? ok... so you mean than it will fire 2 beams. 1 from the upper "gunbarrel" and 1 form the lower. the deathray will be added... it is what i wanted to do but with less lag(i made a similar thing but it lagged the hell out of my computer and it was not powerfull) No, what I think it should be is a normal round with its shell, firing forward, both from the top barrel and one pixel below each other. Then the tracer will be the same, but just below the normal round and shell. Set the fire rate really high and have decent trail lengths and you have what appears to be a laser beam. Just add a muzzleflash to cover the bit where the lasers come from and you have yourself a working widelaser.
|
Mon Mar 30, 2009 12:16 pm |
|
|
vagyr
Joined: Sun Jan 11, 2009 10:54 am Posts: 365
|
Re: W40k:Tau U-P-D-A-T-E !!!!
ok... i am going to try it. will try both ways and will possibly upload both ways.
|
Mon Mar 30, 2009 12:19 pm |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: W40k:Tau U-P-D-A-T-E !!!!
Fiiiine, I'll make a new thread asap. Once I get Grenade's blessing...
|
Mon Mar 30, 2009 12:24 pm |
|
|
vagyr
Joined: Sun Jan 11, 2009 10:54 am Posts: 365
|
Re: W40k:Tau U-P-D-A-T-E !!!!
or make him update the thread... this is getting ridiculous...
|
Mon Mar 30, 2009 12:30 pm |
|
|
Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
|
Re: W40k:Tau U-P-D-A-T-E !!!!
I just figured out how to make a wide beam weapon, and I suggest it be used for the fusion blaster.
Round = AEmitter (recoil skip) emision = TDE TDE - -Fuse delay 1 -Orient to velocity = 1.0 -Gibs = particles, at 1 pixel vertical intervals.
The result, a vertical wall of particles, aligned perpendicular to the barrel of the gun. I'm gonna do this to make a Slaanesh noise marine just for fun... I need to practice.
But first, I have to fix that rail-gun.
|
Tue Mar 31, 2009 3:51 am |
|
|
Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
|
Re: W40k:Tau U-P-D-A-T-E !!!!
Rail gun sprite fixed Code works. Next step is to create a sound. I'm sick of using the default DoW sounds, its lazy, and i'm sick of it.
It will be 2 unique sounds, a firing sound, and a unique impact sound specific to the weapon (IE the shot impacting will make a sound on top of the wound sounds, which will be ungodly loud anyway due to the shear number.
Next I will create a slaanesh Noise marine based off of a picture i have someone on 4chan's /tg/ did.
I will use the multi-particle wide nul-beam of the sonic cannon, to create the wide beam of the fusion blaster AFTER i have it working. After making the noise marine I should be feeling more comfortable with sprites and will be willing to *attempt* the XV-88-2 which is gonna be a huge project, much larger than I intended. Unfortunately due to the size of it (the .rte for it alone will probably be several MB on its own) I don't suggest going into crisis suits as far as XV8s.
I do however suggest someone makes the XV-22, as its smaller than an XV8, and more fitting to CC, and can still be made to use all the battlesuits weapons. I will also note that Burst cannons and larger MUST NOT BE USABLE BY ANY VANILLA ACTORS OR FIRE WARRIORS!
This is critically important as they are heavy, vehicle only weapons, which means that the stealth suit must be larger than a firewarrior by about 5-10 pixels in hight, and have attachables on its body that can break off. The result is that it will be a highly detailed and stylized stealth suit, that is believable to have weapons that the fire warrior can't use, namely the burst cannon and larger. This also means that it will be way heavier, AND have a stronger jet-pack than any other unit, so much so that without a super heavy weapon like a burst cannon, the use of a jetpack will probably launch it off the map, because its designed to easily lift that large weight.
For me it means making 2 weapons, with sounds and sprites, and 1 complex actor, before my XV-88-2, And it means that between ALL OF YOU, we need to re-do the stealth suit, sure it's nice, but its to small/light/brittle. It means re-sizing it, and then making sure that the burst cannon and fusion blaster, are Sized to match the larger than current stealth suit and between the 3 or 4 of you that are active, gives me double your workload anyway (per man)
I am so glad I'm feeling motivated.
---EDIT--- Woops I forgot the upload, here it is. Also, I've renamed my XV-88-2 folder XV88.Rte.Inactive to disable it, because I can't have to many .rtes or the game crashes alot. at 10 non vanilla RTEs it crashes within an hour. i dropped 3 mods off this way to start working on new stuff. Also if I ever re-release tradestar.rte again, I will include the noise marine and rail rifle FYI.
And so since i'm not working on it, Here's what I have for the XV-88-2. Its only the rail gun and sprite so far.
|
Tue Mar 31, 2009 4:17 am |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: W40k:Tau U-P-D-A-T-E !!!!
Rail rifle - Whut. I have the Rail rifle sprites, I posted them, I even listed most of the offsets for them...Anyway, term break is coming up for Australia. Which means that there will be sprites. Lots of sprites. And as I just recently figured out that I could read a .ini file about as easily as an MX *shudders* article *coughrightbeacausearticlescanbearticlesevenwithoutanyformofproperjournalism* coding. Lots of coding.
|
Tue Mar 31, 2009 10:40 am |
|
|
Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
|
Re: W40k:Tau U-P-D-A-T-E !!!!
I'm trying to base content for use on fire-warriors off of vanilla content. That rail rifle is way bigger than a flack cannon, and is probably longer than the rocket launcher. the rail rifle sprite I posted is the same size as the flack cannon, which if you've ever seen a real gun that fires flack, you know its HUGE, and probably the same size as what a rail rifle would be. Yes your sprite is fantastic, but thats unfortunately the size that the fusion blaster and plasma rifle should be closer to (shorter but just as tall...?) Aside from various size issues those are fantastic, don't get me wrong, i'm just trying to make sure that its all to scale, and I know that huge weapons on normal actors get REALLY BUGGY... also the sonic cannon for the Noise marine is working fantastically but not quite as planned (Overpowered, to fast, etc). I haven't made the sounds for the rail rifle from scratch just yet because i'm kind of unsure how to make it sound. I wanted some sort of light metal on metal scraping and some sort of low, low, base BWAMP with it, like i dunno a 60Hz Sine wave (or lower), but I dont have any samples to use for that. If you want to do a rail rifle thats somewhere between sizes of the one i posted and the one you did, that's fantastic, I honestly think yours is way to big, and mine's way to small, we need some sort of happy medium.
|
Tue Mar 31, 2009 11:29 am |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: W40k:Tau U-P-D-A-T-E !!!!
Err.... buggy how exactly? The weapon dropping can be rectified by increasing jointstrength... Point is, I think I'll add a single switch in my release's Index.ini to change between canon and fully practical if you feel it's utterly necessary...
|
Tue Mar 31, 2009 11:36 am |
|
|
Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
|
Re: W40k:Tau U-P-D-A-T-E !!!!
411570N3 wrote: Err.... buggy how exactly? The weapon dropping can be rectified by increasing jointstrength... Point is, I think I'll add a single switch in my release's Index.ini to change between canon and fully practical if you feel it's utterly necessary... I'm trying my best to get an inbetween. When I have a huge weapon, its always inaccurate, especially while moving, like shooting up while aiming left kind of off. especially with anything using an AEmitter or something as a recoil skip. and as for joint strength to fix them from droping things, no, you put the main hand and support hand closer together, in vanilla actors it can't be more than 5-10 pixels apart (forgot the exact number) However to display, Here is a single bmp, showcasing your rail rifle, my rail rifle, and between then, I started tampering with yours cause it was better, to make it smaller, but not enough to lose detail. Attachment: Scale and compare.bmp
|
Tue Mar 31, 2009 11:42 am |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: W40k:Tau U-P-D-A-T-E !!!!
Miles_T3hR4t wrote: When I have a huge weapon, its always inaccurate, especially while moving, like shooting up while aiming left kind of off. especially with anything using an AEmitter or something as a recoil skip. and as for joint strength to fix them from droping things, no, you put the main hand and support hand closer together, in vanilla actors it can't be more than 5-10 pixels apart (forgot the exact number) Err..... okay, I don't get any of those bugs... but I suppose we could do a practical version and a canon version instead... though I'm pretty sure it's joint strength increase to avoid dropping... can we get some more experienced advice on this?...
|
Tue Mar 31, 2009 11:58 am |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: W40k:Tau U-P-D-A-T-E !!!!
it is jointstrength. if the hands are too far apart the support hand just doesnt hold the weapon anymore, and its dependent on the stance/sharpstance offsets anyway.
|
Tue Mar 31, 2009 12:13 pm |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: W40k:Tau U-P-D-A-T-E !!!!
Geti wrote: it is jointstrength. if the hands are too far apart the support hand just doesnt hold the weapon anymore, and its dependent on the stance/sharpstance offsets anyway. Great, thanks. I'll revise the Stances to have the hands no more than 8 pixels away from each other and up the jointstrength...
|
Tue Mar 31, 2009 12:32 pm |
|
|
|
Who is online |
Users browsing this forum: No registered users |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum
|
|