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Open The Sky Project(Images!)
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Topic: Open The Sky Project(Images!) (Read 79862 times)
fleash eater
Turrets: +25/-33
Posts: 408
Re: Open The Sky Project(Images!)
«
Reply #330 on:
January 10, 2009, 11:14:07 PM »
this has been dead forever....Ben is now developer so he has more important project.
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for Chaos info, contributing, and Community events go to
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Hendrich
Turrets: +168/-147
Posts: 879
When I visit this forum, I feel old.
Re: Open The Sky Project(Images!)
«
Reply #331 on:
January 11, 2009, 03:04:28 PM »
Which sucks....then again, there was an alternative before...
Nah. Lets just hope this project could get moving. Its too good to die.
Logged
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Made you look.
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doomagent13
Turrets: +18/-18
Posts: 506
Re: Open The Sky Project(Images!)
«
Reply #332 on:
January 12, 2009, 03:59:26 PM »
I don't care if this project is dead, I just want to know if it works. If not, then how close did it get?
Logged
Redsky
Turrets: +35/-6
Posts: 207
Re: Open The Sky Project(Images!)
«
Reply #333 on:
January 12, 2009, 07:23:52 PM »
Quote from: Hendrich on January 11, 2009, 03:04:28 PM
Its too good to die.
Thanks Hendrich.
Quote from: doomagent13 on January 12, 2009, 03:59:26 PM
I don't care if this project is dead, I just want to know if it works. If not, then how close did it get?
it didn't get very far*... It had the some things implemented, you could chose walkmode or flymode, but flymode wasn't really working that well. It was still only constant boost speed for flapping wings and not impulse as i envisioned it(rightclick=one flap). It also wasn't using all animations correctly-thay didn't differ between modes! I'm not sure also about whole flight physics model... it was kind of jet (plane) in low gravity rather than something organic.
I don't have the source - only binaries...
After all Ben left it (not officially tho), i guess ill ask him for source of what he had done already... I'm slowly going into C and found some cool websites about moding quake... so maybe even if there is no willing soul in the internet it might get finished one day - but i think it could take ages- i have to study, I'm doing the whole Tremgirl, i fool around and play trem... when will i find the time
. Maybe i will!
*don't think i say Ben was lazy or something... he has done some great job - but it needs moar MOAR!!!
And about using it in any Mod, if it was finished i would personally take care it worked for you, but its not...
Logged
Happy New Year Everybody! : signature adequate once a year.
Amanieu
Turrets: +135/-83
Posts: 647
Re: Open The Sky Project(Images!)
«
Reply #334 on:
January 13, 2009, 03:33:57 AM »
There is a patch in the pk3. I may work on this mod like I did with portal mod, but I'm a bit busy atm.
Also, RedSky, where's my portal model?
I want to get this portal mod out already.
Logged
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign
Redsky
Turrets: +35/-6
Posts: 207
Re: Open The Sky Project(Images!)
«
Reply #335 on:
January 13, 2009, 02:44:56 PM »
Quote from: Amanieu on January 13, 2009, 03:33:57 AM
where's my portal model?
I want to get this portal mod out already.
don't get mad at me, its not the model i need take care for- its the shader! And I'm useless with shaders... the model itself is nothing but two joined triangles forming square: with rotating, glowing and "flares thing"* shader(*sorry i don't remember now how it was called, it forms a sprite which will always face 'camera' (giving fake impression that it is some kind of ball)). I could make it grow when spawned but not sure how it will look with the shader-for some reasons there might be some bugs coming out. Texture is made tho (by me)... The whole effect could be like an black hole that appears as point in 3d space leading to another one. That what i thought about... But you may dislike it. Even if you want to have regular model it still should have some neat shader on it.
(its png coz' flickr dint take tga. as i look at it i think i should make e better one)
But when exporting md3 file i dint know if model should point location of its shader as its material or should it point to skin or just texture?? Model needs shader but I'm not sure if it HAS to point to it as its material or is there another way...
(I may only pray for the answer from the God of exporting md3 - f0rqu3)
Amanieu, you and tremfusion team are doing some great job out there! I'm really impressed!
PS: I will be busy for something like 1,5 - 3 weeks. If I'm out of touch for all this time that will mean things are going very well and i will reappear afterwards having about 1,5 week totally free and being ready to act. Hope i won't fail and disappoint you.
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Happy New Year Everybody! : signature adequate once a year.
Hendrich
Turrets: +168/-147
Posts: 879
When I visit this forum, I feel old.
Re: Open The Sky Project(Images!)
«
Reply #336 on:
January 14, 2009, 03:37:13 AM »
Quote from: Redsky on January 13, 2009, 02:44:56 PM
Sexy_shader.png goes here
Sweet, looks nice. If there isn't enough time to make some sexy effect for it, why not make it rotate for now with particles flaring out?
Logged
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Made you look.
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Redsky
Turrets: +35/-6
Posts: 207
Re: Open The Sky Project(Images!)
«
Reply #337 on:
January 14, 2009, 08:21:56 AM »
but it still needs a shader... to be half transparent on the edges... I can make shader-i just don't know how to use it in game! is coding responsible for placing shader on model or is it location of shader or maybe do model have to point to shader? some may post link like:
Search here first!
and i will hopefully will search there but not now.
I know I'm again promissing kickass comeback but i just trying to do something with my life... especially lately it became more crappy than ever. I don't even wanna kick ass comeback just a normal one... but now to study!
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Happy New Year Everybody! : signature adequate once a year.
seeeker
Turrets: +19/-5
Posts: 122
Re: Open The Sky Project(Images!)
«
Reply #338 on:
January 18, 2009, 05:14:02 PM »
would you mind if i gave it a try? (the model)
Im new at modeling as well but I might be able to do it. (reeeeallly wanna see portal mod =P)
Logged
BlackX32
Turrets: +1/-1
Posts: 62
Re: Open The Sky Project(Images!)
«
Reply #339 on:
July 16, 2010, 10:44:28 PM »
This thing hasn't been updated in forever. I just want to know if this is dead. From what it looks like it's dead. This is probably the closest Trem has ever come to having a flying alien that looks too awsome for my eyes to handle.
Logged
Pie is the food of the gods. Eat it and you will become AWSOME.
condor
Turrets: +4/-1
Posts: 64
Re: Open The Sky Project(Images!)
«
Reply #340 on:
July 17, 2010, 03:46:10 AM »
Quote from: BlackX32 on July 16, 2010, 10:44:28 PM
This thing hasn't been updated in forever. I just want to know if this is dead. From what it looks like it's dead. This is probably the closest Trem has ever come to having a flying alien that looks too awsome for my eyes to handle.
it's dead. the closest trem ever got was KORX's spitfire
Logged
Quote from: Tremulant on October 30, 2010, 10:09:11 AM
Quote from: zineddine16 on October 30, 2010, 06:11:31 AM
A guy tk me, i callvote for a mute.
Where's the logic in this, did he TK you with his words?
BlackX32
Turrets: +1/-1
Posts: 62
Re: Open The Sky Project(Images!)
«
Reply #341 on:
July 18, 2010, 05:09:10 PM »
Quote from: condor on July 17, 2010, 03:46:10 AM
Quote from: BlackX32 on July 16, 2010, 10:44:28 PM
This thing hasn't been updated in forever. I just want to know if this is dead. From what it looks like it's dead. This is probably the closest Trem has ever come to having a flying alien that looks too awsome for my eyes to handle.
it's dead. the closest trem ever got was KORX's spitfire
wish it wasn't dead this thing was awsome
Logged
Pie is the food of the gods. Eat it and you will become AWSOME.
DraZiLoX
Turrets: +24/-24
Posts: 844
Re: Open The Sky Project(Images!)
«
Reply #342 on:
July 18, 2010, 10:32:38 PM »
Quote from: BlackX32 on July 18, 2010, 05:09:10 PM
Quote from: condor on July 17, 2010, 03:46:10 AM
Quote from: BlackX32 on July 16, 2010, 10:44:28 PM
This thing hasn't been updated in forever. I just want to know if this is dead. From what it looks like it's dead. This is probably the closest Trem has ever come to having a flying alien that looks too awsome for my eyes to handle.
it's dead. the closest trem ever got was KORX's spitfire
wish it wasn't dead this thing was awsome
There is flying alien: spitfire, in KORX server. Like condor said!
Logged
jackmcbarn
Turrets: +0/-0
Posts: 12
Re: Open The Sky Project(Images!)
«
Reply #343 on:
December 09, 2010, 03:01:32 PM »
I know this is a necrobump, but...
I have this working in GPP, called Flying Alien Test Server in the master server list. I've completely redone the flight physics and the weapon loadout, so it should be much easier to use now. Also, it can go upwards now instead of just falling slower.
Logged
Developer of the
Foe All-in-one mod
DraZiLoX
Turrets: +24/-24
Posts: 844
Re: Open The Sky Project(Images!)
«
Reply #344 on:
December 09, 2010, 05:58:31 PM »
Quote from: jackmcbarn on December 09, 2010, 03:01:32 PM
I know this is a necrobump, but...
I have this working in GPP, called Flying Alien Test Server in the master server list. I've completely redone the flight physics and the weapon loadout, so it should be much easier to use now. Also, it can go upwards now instead of just falling slower.
It's funny.
Logged
jackmcbarn
Turrets: +0/-0
Posts: 12
Re: Open The Sky Project(Images!)
«
Reply #345 on:
December 09, 2010, 07:47:11 PM »
What's funny?
Logged
Developer of the
Foe All-in-one mod
freezway
Turrets: +10/-12
Posts: 196
Re: Open The Sky Project(Images!)
«
Reply #346 on:
December 10, 2010, 05:30:10 AM »
seems a little awkward still... Its a little glitchy.. But keep at it, its coming along nicely
Logged
WoGoMo
Turrets: +5/-5
Posts: 84
Re: Open The Sky Project(Images!)
«
Reply #347 on:
December 10, 2010, 06:43:57 AM »
pretty cool. i just tried it today. i guess this could potentially be used against jettards.
so now we have alien bat-tards.
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Celestial_Rage
Turrets: +120/-8
Posts: 623
Re: Open The Sky Project(Images!)
«
Reply #348 on:
December 10, 2010, 07:05:31 AM »
I would be more inclined to call them "bugtards"
Logged
"The reports of my death are greatly exaggerated" ~Mark Twain
WoGoMo
Turrets: +5/-5
Posts: 84
Re: Open The Sky Project(Images!)
«
Reply #349 on:
December 10, 2010, 01:31:38 PM »
One comment though about the server. It's laggy and constantly in devmap mode. Perhaps if you could make it non-devmap it would be more worthwhile testing. The temptation to "/noclip", "/god" and "/give all" is just too great.
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jackmcbarn
Turrets: +0/-0
Posts: 12
Re: Open The Sky Project(Images!)
«
Reply #350 on:
December 14, 2010, 03:59:29 PM »
You shouldn't get the alien equivalent of jettards with this, because if it ever isn't going fast enough (at least 400 ups currently), it falls out of the sky. Regarding devmap, I have that off now, but I set g_freeFundPeriod to 1.
EDIT: I've just released a new version of the mod. Among the changes are that the HP of the flier has been reduced to 60, and a melee attack will now always disable the jetpack of anyone it hits.
«
Last Edit: December 14, 2010, 04:28:23 PM by jackmcbarn
»
Logged
Developer of the
Foe All-in-one mod
Redsky
Turrets: +35/-6
Posts: 207
Re: Open The Sky Project(Images!)
«
Reply #351 on:
December 19, 2010, 04:18:48 AM »
Quote from: jackmcbarn on December 14, 2010, 03:59:29 PM
EDIT: I've just released a new version of the mod. Among the changes are that the HP of the flier has been reduced to 60, and a melee attack will now always disable the jetpack of anyone it hits.
Well, I'd be damned, you actually did it, son.
No, seriously I'm impressed, gliding physics work. You did great job on that. Flight still needs some tweaking.
I think you could get rid of ascending and descending (aka.
jump
and
crouch
) in favour of this set up:
Right now,
forward/backward acceleration
works only in horizontal plane. Instead this commands could take
vertical camera angle
into consideration so you'll accelerate exactly in the direction you'd be looking at (though lift and gravitation still are applied)
Right now, there is a
lifting force
that is somehow divided into one that is keeping alien from falling down and another one for rising (pressing and holding 'jump'). How about combining those two into into one
passive
force that can also be used for rising aka falling with negative speed? This also it leaves 'jump' command free and you don't even begin to understand how much I miss
regular jump
in flight mode
Even right now ascending with
'crouch'
command isn't that useful. Looking downwards works quite the same way, so why not
make flight mode a default one as opposed to wallwalk mode
, this way it will a lot easier to switch between the two in the heat of the battle.
In short, ascending and descending controlled by camera angle, speed and acceleration, while 'jump' is still used for jumping and 'crouch' used for toggling between modes (wall-walking mode and flight mode).
All in all the experience is still fun, haven't tried it in actual game though. Especially, with turning it feels right. Anyway I'm still here(could you believe that?), and I could do some animations etc., or just send you last .blend file. Great job so far my friend.
Thanks and good luck!
«
Last Edit: December 19, 2010, 04:55:26 AM by Redsky
»
Logged
Happy New Year Everybody! : signature adequate once a year.
CreatureofHell
Turrets: +429/-123
Posts: 2351
Ash Nazg Durbatulūk, Ash Nazg Gimbatul.
Re: Open The Sky Project(Images!)
«
Reply #352 on:
December 19, 2010, 12:50:03 PM »
Redsky!!!! Come back to us!!!
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Quote
<Timbo> posting on the trem forums rarely results in anything good
jackmcbarn
Turrets: +0/-0
Posts: 12
Re: Open The Sky Project(Images!)
«
Reply #353 on:
December 20, 2010, 09:31:22 PM »
Quote from: Redsky on December 19, 2010, 04:18:48 AM
Quote from: jackmcbarn on December 14, 2010, 03:59:29 PM
EDIT: I've just released a new version of the mod. Among the changes are that the HP of the flier has been reduced to 60, and a melee attack will now always disable the jetpack of anyone it hits.
Well, I'd be damned, you actually did it, son.
No, seriously I'm impressed, gliding physics work. You did great job on that. Flight still needs some tweaking.
I think you could get rid of ascending and descending (aka.
jump
and
crouch
) in favour of this set up:
Right now,
forward/backward acceleration
works only in horizontal plane. Instead this commands could take
vertical camera angle
into consideration so you'll accelerate exactly in the direction you'd be looking at (though lift and gravitation still are applied)
Right now, there is a
lifting force
that is somehow divided into one that is keeping alien from falling down and another one for rising (pressing and holding 'jump'). How about combining those two into into one
passive
force that can also be used for rising aka falling with negative speed? This also it leaves 'jump' command free and you don't even begin to understand how much I miss
regular jump
in flight mode
Even right now ascending with
'crouch'
command isn't that useful. Looking downwards works quite the same way, so why not
make flight mode a default one as opposed to wallwalk mode
, this way it will a lot easier to switch between the two in the heat of the battle.
In short, ascending and descending controlled by camera angle, speed and acceleration, while 'jump' is still used for jumping and 'crouch' used for toggling between modes (wall-walking mode and flight mode).
All in all the experience is still fun, haven't tried it in actual game though. Especially, with turning it feels right. Anyway I'm still here(could you believe that?), and I could do some animations etc., or just send you last .blend file. Great job so far my friend.
Thanks and good luck!
Thanks for your feedback.
Using vertical camera angle for lift control was actually one of my original ideas for flight. However, I found two problems with it. One, which would be relatively easy to fix, is that I want the flier to fly like an airplane, meaning it can't fly straight up. The bigger problem is that you would have trouble aiming the acid bombs, since you couldn't look up or down without having your lift change.
As for having regular jump in flight mode, the airplane analogy I've been trying to use doesn't allow vertical takeoffs. So, I set jumpMagnitude to 0 and added code to cause automatic takeoff if you're going fast enough.
I assume you mean descending with crouch, rather than ascending. Also, if you're going fast enough, looking down won't make you descend. You say you want flight mode to be the default. Do you mean when you evolve to the flier, you start in flight mode? I'm not sure how this would make it any easier to change between modes in battle.
If you could add a "tongue lash" animation (not my idea, I forget whose idea it was) as an attack, so it seems believable for it to have quite a long-distance and wide melee attack, I'd appreciate it.
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Developer of the
Foe All-in-one mod
freezway
Turrets: +10/-12
Posts: 196
Re: Open The Sky Project(Images!)
«
Reply #354 on:
December 21, 2010, 03:49:58 AM »
anywhere i can get the source?
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UniqPhoeniX
Spam Killer
Turrets: +66/-32
Posts: 1376
Re: Open The Sky Project(Images!)
«
Reply #355 on:
December 21, 2010, 10:40:15 AM »
Use camera pitch, but only change direction when at least 1 arrow key is pressed, otherwise allow looking 60 degrees to any side (past that change direction).
Flying up should be possible, but would reduce velocity, and with too low velocity the player will fall.
Holding jump should enable flight mode (constant forward acceleration, speed limited only by drag (increases with velocity ^ 2)). Pressing jump should jump/slightly increase altitude.
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Ingar's NetRadiant
jackmcbarn
Turrets: +0/-0
Posts: 12
Re: Open The Sky Project(Images!)
«
Reply #356 on:
December 21, 2010, 03:47:36 PM »
Source is at
http://jackmcbarn.no-ip.org/tremulous/gpp-ots/svn.diff
UniqPhoeniX: You're almost always pressing at least one "arrow" key, W. And if I do a 60-degree window, you won't have any precision movement. I already do what you said for flying up. Lift decreases if you try to fly too sharply up, and if you try to fly straight up, you get zero lift. I like your idea about jump; I'll try to set something like that up in the next beta.
«
Last Edit: December 21, 2010, 03:51:02 PM by jackmcbarn
»
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Developer of the
Foe All-in-one mod
x234r
Turrets: +0/-6
Posts: 13
Re: Open The Sky Project(Images!)
«
Reply #357 on:
December 21, 2010, 07:56:51 PM »
Korx already has a flying creature.
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ME!!!!!!!!!
+
=BOOOMMQ!!!!!
Save the hovel!!
swamp-cecil
Turrets: +80/-163
Posts: 770
http://www.grangersba.com/repo/base/
Re: Open The Sky Project(Images!)
«
Reply #358 on:
December 22, 2010, 12:44:49 AM »
Quote from: x234r on December 21, 2010, 07:56:51 PM
Korx already has a flying creature.
this is a lot more epicer. i you open up the spitfire skin it looks so terribly made.
Logged
Quote from: DraZiLoX on December 28, 2010, 11:31:28 AM
Quote from: Repatition on December 28, 2010, 02:30:30 AM
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.
UniqPhoeniX
Spam Killer
Turrets: +66/-32
Posts: 1376
Re: Open The Sky Project(Images!)
«
Reply #359 on:
December 22, 2010, 05:54:55 AM »
But you could choose between precision flying (including camera pitch) and flying straight & shooting at humans.
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Ingar's NetRadiant
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