GreyW00lf
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10 years ago
Hello me Again,

Has anyone tried to make a Copy of the Aircraft carrier into a FLYING Object that when Spawns Circles above a players base and yet still have the Ability to land and take off it's Planes?


and only has Point defense weapons to defend it self with like say a MG
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Zatsupachi
10 years ago
Aircraft Carriers weren't meant to move in the game.

The planes will be floating around where the aircraft carrier first spawned.
And the aircraft carrier will probably not lose its ability to launch planes, but the planes will return to where the aircraft carrier originally spawned not to where the actual aircraft carrier is.

Wait until someone perfects Protoss Carrier technology in Generals, then we'll see how to implement that.
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GreyW00lf
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10 years ago

Aircraft Carriers weren't meant to move in the game.

The planes will be floating around where the aircraft carrier first spawned.
And the aircraft carrier will probably not lose its ability to launch planes, but the planes will return to where the aircraft carrier originally spawned not to where the actual aircraft carrier is.

Wait until someone perfects Protoss Carrier technology in Generals, then we'll see how to implement that.

Originally Posted by: Zatsupachi 



well then how about making a Airfield that does what the Aircraft carrier does?
Gameanater
10 years ago

Aircraft Carriers weren't meant to move in the game.

The planes will be floating around where the aircraft carrier first spawned.
And the aircraft carrier will probably not lose its ability to launch planes, but the planes will return to where the aircraft carrier originally spawned not to where the actual aircraft carrier is.

Wait until someone perfects Protoss Carrier technology in Generals, then we'll see how to implement that.

Originally Posted by: Greyw00lf 



well then how about making a Airfield that does what the Aircraft carrier does?

Originally Posted by: Zatsupachi 



Same thing will happen.
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
Annihilationzh
10 years ago

Same thing will happen.

Originally Posted by: Gameanater 


I think he means an airfield that automatically produces planes, and has planes land on the back and take off from the front.

All you need is an airfield model with all the bones of an aircraft carrier.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

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GreyW00lf
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10 years ago

Same thing will happen.

Originally Posted by: Annihilationzh 


I think he means an airfield that automatically produces planes, and has planes land on the back and take off from the front.

All you need is an airfield model with all the bones of an aircraft carrier.

Originally Posted by: Gameanater 



basically what Annihilationzh said, although I don't know the first thing to make something like this other then making a model for the airfield even then i don't know what is needed.

or if you could have a mix of planes on it.
Gameanater
10 years ago
Oh whoops I mis-understood the airfield-aircraft carrier thing as being another "flying aircraft carrier" question, my bad. Oops.
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
Annihilationzh
10 years ago

Oh whoops I mis-understood the airfield-aircraft carrier thing as being another "flying aircraft carrier" question, my bad. Oops.

Originally Posted by: Gameanater 


Everyone makes mistakes.

basically what Annihilationzh said, although I don't know the first thing to make something like this other then making a model for the airfield even then i don't know what is needed.

Originally Posted by: Greyw00lf 



A ton of bones for the model, and these modules:
  Behavior = FlightDeckBehavior ModuleTag_11
    NumRunways              = 2
    NumSpacesPerRunway      = 10

    Runway1Spaces           = RunwayStart1 Runway1Prep1 Runway1Prep2 Runway1Prep3 Runway1Prep4 Runway1Prep5 Runway1Prep6 Runway1Prep7 Runway1Prep8 Runway1Prep9
    Runway1Takeoff          = RunwayStart1 RunwayEnd1
    Runway1Landing          = RunwayLDStart1 RunwayLDEnd1
    Runway1Taxi             = Taxi2 Taxi3 Taxi4 Taxi6
    Runway1Creation         = Hanger1 Taxi4 Taxi6
    Runway1CatapultSystem   = AircraftCarrierCatapultSteamParent

    Runway2Spaces           = RunwayStart2 Runway2Prep1 Runway2Prep2 Runway2Prep3 Runway2Prep4 Runway2Prep5 Runway2Prep6 Runway2Prep7 Runway2Prep8 Runway2Prep9
    Runway2Takeoff          = RunwayStart2 RunwayEnd2
    Runway2Landing          = RunwayLDStart2 RunwayLDEnd2
    Runway2Taxi             = Taxi1 Taxi3 Taxi5
    Runway2Creation         = Hanger1 Taxi4
    Runway2CatapultSystem   = AircraftCarrierCatapultSteamParent

    HealAmountPerSecond     = 20
    ApproachHeight          = 50
    LandingDeckHeightOffset = 45.0
    ParkingCleanupPeriod    = 533  ;How often the carrier checks to move planes forward in the queue to fill empty spaces
    HumanFollowPeriod       = 333  ;Human factor for delay like a traffic jam.. takes time to react when the guy in front moves.

    ;Template of payload, and how quickly destroyed ones get replaced.
    PayloadTemplate         = AmericaJetAircraftCarrierRaptor
    ReplacementDelay        = 4000
    DockAnimationDelay      = 3000

    ;How quickly a wave of fighters can be launched.
    LaunchWaveDelay         = 3000
    LaunchRampDelay         = 667
    LowerRampDelay          = 600
    CatapultFireDelay       = 750

  End

  Behavior = ProductionUpdate ModuleTag_12
    NumDoorAnimations            = 1
    DoorOpeningTime              = 3000 ;matches the dock animation timing.
    DoorWaitOpenTime             = 33  ;add a single frame to hold the plane because there is a one frame delay before we see the new plane
    DoorCloseTime                = 0  ;in mSeconds
    ConstructionCompleteDuration = 0  ;in mSeconds
  End
  Behavior = BaseRegenerateUpdate ModuleTag_13
    ;No data
  End

or if you could have a mix of planes on it.

Originally Posted by: Greyw00lf 


Technical logic will allow that.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

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GreyW00lf
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10 years ago
so in order to make a new base model do I need the following
Gmax, Renx, and renx ui?

only problem I'm gonna run into is Texturing and how big this should be.



Edit: renx is not to be found on the website
GreyW00lf
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10 years ago

so in order to make a new base model do I need the following
Gmax, Renx, and renx ui?

only problem I'm gonna run into is Texturing and how big this should be.



Edit: renx is not to be found on the website

Originally Posted by: Greyw00lf 



ok I have renx and gmax installed and I'm used to using "Wings 3d" so if i can could i make the custom Airfield in "wings 3d' and inport it into Renx Gmax?

Zatsupachi
10 years ago
Not to shoot down anyone's hopes and dreams here.
But I did something. And I did expect this result.

skip to 0:50 for the testing.


Explanation:
-So okay, I needed to break down what is wanted to happen with this scenario.
So, I made it as simple as it is, by just making a mobile structure.

Notes:
-The Airfield model I used is eff'd up because I needed something quick and just right out edited the W3D for the Airfield from Vanilla. The reason why I needed to edit the model was to see if chaining the necessary bones to the TARMACK(meaning I had to re-bone the entire model) would make it so that the planes keep on their positions relative to where the bones are chained to.

But that wasn't what happened, the game still takes note where the bones were first positioned and the planes still land and take off from there until the Airfield is destroyed.
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Rrtaya_tsamsiyu
10 years ago
If you can get it into gmax/renx it should work. Make sure the bones transfer correctly too. Needs to be exported out of renx as a .w3d file

Edit; zat, I don't think he's wanting a mobile airfield anymore.

Side note; I bet a teleporting airfield could be made, same way as teleporting units, using a special weapon. Because it would spawn a new airfield where you are 'teleporting' to. Would mean the planes get destroyed if they're still on the ground though.
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GreyW00lf
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10 years ago


Edit; zat, I don't think he's wanting a mobile airfield anymore.

Originally Posted by: Rrtaya_Tsamsiyu 




Indeed I'm just wanting a non mobile airfield now kinda like the aircraft carrier, I've made some progress toward that.

As you can see only a few things left to put in and that is the control tower and a few MG Nests and two more Hangers

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GreyW00lf
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10 years ago
an update for you Folks

As you can see I have the Control tower in place, two MG/Missile Emplacements (haven't made up my mind as to which yet), and as you can see 6 Hangers. (those hangers aren't built into the base model but are rather separate Buildings from the Ground)

This was made in "Wings 3D" which can export to the .3DS file type used by Gmax / Renx.


UserPostedImage 


Edit#1: only thing left to do is add in the Hanger Doors which will be a bugger to do.

Edit#2: then i will try my hand at UV mapping



....
Annihilationzh
10 years ago
Why hangars? I thought you were making an airfield/aircraft carrier hybrid. The planes on the carrier never stop in a hangar, they only sit in a queue.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
Zatsupachi
10 years ago
If I remember correctly, you can only use two of those runways.

Also check the polycount every now and then, make sure you don't go over 2400(?) or somethin.

The doors can be done:
Having them in a separate model. But placed in relative position to where the hangars are in the main model.
And having them animate to open for built planes.

If you're lazy you can ignore doors just right out though, still works.

For the defensive turrets:
A) You can have the player manually upgrade them-- via Overlord-Firebase Style.
Basically you can upgrade it to have MGs or Missile Turrets.

This means, that the W3D Module you're going to be using is W3DTankDraw.
Also, you'll have to provide spawnbones for the turrets.

Since you're using Firebase logic, you should make the turrets as "INFANTRY" and have a weapon to kill them on destruction of the airfield.

B) Or ya' know, you can have one MG and Missile Turret on different sides.
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GreyW00lf
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10 years ago

Why hangars? I thought you were making an airfield/aircraft carrier hybrid. The planes on the carrier never stop in a hangar, they only sit in a queue.

Originally Posted by: Annihilationzh 



It's more for the effect that a real airfield would have hangers plus there are dual runways due to one end being for landings and the other end for take offs and is designed to take off 2 planes at a time or land 2 planes at a time.
Or I could make it so that one Runway is for The carrier half, and make the other runway for the Normal Airfield operations.


If I remember correctly, you can only use two of those runways.

Also check the polycount every now and then, make sure you don't go over 2400(?) or somethin.

The doors can be done:
Having them in a separate model. But placed in relative position to where the hangars are in the main model.

And having them animate to open for built planes.
If you're lazy you can ignore doors just right out though, still works.

For the defensive turrets:
A) You can have the player manually upgrade them-- via Overlord-Firebase Style.
Basically you can upgrade it to have MGs or Missile Turrets.

This means, that the W3D Module you're going to be using is W3DTankDraw.
Also, you'll have to provide spawnbones for the turrets.

Since you're using Firebase logic, you should make the turrets as "INFANTRY" and have a weapon to kill them on destruction of the airfield.

B) Or ya' know, you can have one MG and Missile Turret on different sides.

Originally Posted by: Zatsupachi 



At the time of the last picture there are 10 objects/models and only (shared between them) 810 polygons, 1275 edges, 485 vertices, 11 holes according to "Wings 3d"
I'll upload it soon to see what it will be in Gmax / renx once I get the turrets made.

I like the idea of not having the doors on the models because planes do spawn in plain sight on the normal airfield plus then we can park the planes (static models if needs be) inside the hangers for better protection.

As for the Defensive Turrets I was thinking more along the lines that base starts with single barreled HMG's and can upgrade to 4 Missile tubes + and single barrled HMG on each turret (kind of like how the Humvee upgrades to have a tow missile and MG).




...
Rrtaya_tsamsiyu
10 years ago
Considering there generally aren't many airfields on the map or in view at once you would probably still be ok 10k polygons and 15 or more sub objects, although less is always better. Sub objects matter more than polygons, Generals is relatively efficient at processing polys.
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GreyW00lf
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10 years ago
Hello All,
a Little update for you
Sadly to put the 2 turrets I had to lose a few other Details due to the turrets being higher in polys then expected.



Tell me which turret do you like better
(that thing you see that looks like a missile isn't it's a Remote Control Camera)


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