AdrianeMapMaker
8 years ago
Well ive done modeling and i need some help about texturing
and some little coding check hehe
UserPostedImage

About the model:
it is a capturable bombardment cannon where supposed to be captureable tech
which is done already in coding   Mortar_A2.zip (52kb) downloaded 9 time(s).   Code.zip (58kb) downloaded 9 time(s).
A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb 

UserPostedImage




Sponsor
elliesy
8 years ago
call Acidbrain ... i think he's good in texturing i saw him work
to mr hymn model ....
mr_hymn_
8 years ago
I can do it too but not as good as Acidbrain

If you look into my recent post of wall and gate. you will see my own model and texture that I am actually made by myself.
acidbrain
8 years ago
I can look into it but i am very busy with new software atm, making an ini editing application.
Oh and Mr_Hymm_, i will upload your wall soon, am busy with so many things that i forgot about those models, sorry for that, going to upload the default models and textures, i can try to create the damaged and snow textures but i really suck at it, maybe someone else is better in creating damaged and snow textures...

btw here is a sneak preview of my new software, just started with it so expect a lot of changes..:P
You can drag and drop an ini file and all the objects or particlesystems or whatever ini you load will be displayed in a root on the left panel, if you select an object in the root it will be selected in the textarea so you dont have to use ctrl-f anymore...:P
The list is in alphabetical order so your object is easy to find.
UserPostedImage

atm i feel sick so all projects are on hold...

@Adriane
Do you want that cannon to be under ground until the enemy comes within the attackrange?
It would look cool if the cannon comes from under the ground, attacks and when there are no enemies in the attack range the cannon goes under ground again...

Greetz
Panem et kirkinses
AdrianeMapMaker
8 years ago
Great Job
A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb 

UserPostedImage




elliesy
8 years ago

I can look into it but i am very busy with new software atm, making an ini editing application.
Oh and Mr_Hymm_, i will upload your wall soon, am busy with so many things that i forgot about those models, sorry for that, going to upload the default models and textures, i can try to create the damaged and snow textures but i really suck at it, maybe someone else is better in creating damaged and snow textures...

btw here is a sneak preview of my new software, just started with it so expect a lot of changes..:P
You can drag and drop an ini file and all the objects or particlesystems or whatever ini you load will be displayed in a root on the left panel, if you select an object in the root it will be selected in the textarea so you dont have to use ctrl-f anymore...:P
The list is in alphabetical order so your object is easy to find.
UserPostedImage

atm i feel sick so all projects are on hold...

@Adriane
Do you want that cannon to be under ground until the enemy comes within the attackrange?
It would look cool if the cannon comes from under the ground, attacks and when there are no enemies in the attack range the cannon goes under ground again...

Greetz

Originally Posted by: acidbrain 


.
.
.
.

Please Sir Acidbrain ... make the software like color coding for easily to identify the modders ,
more power to you and your excellence work.... i search the feature like if editing session make user save it directly .. cause when i'am using in notepad++ when i try to save it nothing changes. .. tnx


mr_hymn_
8 years ago
That awesome. I wish I could use it too.
acidbrain
8 years ago
What about this...
UserPostedImage
UserPostedImage

Greetz
Panem et kirkinses
elliesy
8 years ago
And Sir AcidBrain don't forget to Opensource code your all editor that you invented
cause you said your always busy ... and we know some of modders here are have a
background in programming ..... to improve your work fast you need the modders
.
.
.
to give a suggestions and give some good output ang look to your editors..
. and well it see what happen.....
.
.
You need help SIr Acidbrain..:D happy Modding..:D
AdrianeMapMaker
8 years ago
Wow that was so coooooooooooooooooollllllllllllllllllllllll

thanks Acidbrain

so where's the attachment?
A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb 

UserPostedImage




mr_hymn_
8 years ago
Using Nuke cannon logic isn't it.
acidbrain
8 years ago

Wow that was so coooooooooooooooooollllllllllllllllllllllll

thanks Acidbrain

so where's the attachment?

Originally Posted by: adrianemapmaker 



Made a neww texture, used the sdislab texture and copy/pasta'd the hatch stuff from the strategycenter on it, only have 2 models atm, like i said i feel like crap atm so i will try to create all conditionstates for you as soon as possible.

Using Nuke cannon logic isn't it.

Originally Posted by: Mr_Hymn_ 


Nope, used the captured state to open the hatch and show the cannon...
Here is my test code:

  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ; --- DAY ---
    DefaultConditionState
      Model              = MORTAR_A1
      TransitionKey      = DOWN_DAY
    End

    ConditionState = CAPTURED
      Model              = MORTAR
      WeaponLaunchBone   = PRIMARY Muzzle
      WeaponMuzzleFlash  = PRIMARY MuzzleFX
      WeaponRecoilBone   = PRIMARY Barrel
      Turret             = Turret01
      TurretPitch        = TurretEL
      TransitionKey      = UP_DAY
    End

    TransitionState = DOWN_DAY UP_DAY
      Model              = MORTAR_A1
      Animation          = MORTAR_A1.MORTAR_A1
      AnimationMode      = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags              = START_FRAME_FIRST
    End
  End  

Greetz
Panem et kirkinses
acidbrain
8 years ago

And Sir AcidBrain don't forget to Opensource code your all editor that you invented
cause you said your always busy ... and we know some of modders here are have a
background in programming ..... to improve your work fast you need the modders
.
.
.
to give a suggestions and give some good output ang look to your editors..
. and well it see what happen.....
.
.
You need help SIr Acidbrain..:D happy Modding..:D

Originally Posted by: elliesy 



I'll see if i put my code on github but the app is far from finished so that will take a while...


Panem et kirkinses
AdrianeMapMaker
8 years ago


Nope, used the captured state to open the hatch and show the cannon...

Originally Posted by: acidbrain 


That what i need

btw do we need those so many many alias condition state that i not ever knew what is all about?
A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb 

UserPostedImage




acidbrain
8 years ago

do we need those so many many alias condition state that i not ever knew what is all about?

Originally Posted by: adrianemapmaker 



It is not that hard...
The MORTAR model is the model with no animation and the A1 model is the model where the cannon rises from the ground.
The default conditionstate is the model with the closed hatch, you start the animation on the first frame and you set a transition key DOWN_DAY
I changed the code btw.

DefaultConditionState
      Model              = MORTAR_A1
      TransitionKey      = DOWN_DAY
    End

This code is for the model when it is captured, it is the model without the animation...

ConditionState = CAPTURED
      Model              = MORTAR
      WeaponLaunchBone   = PRIMARY Muzzle
      WeaponMuzzleFlash  = PRIMARY MuzzleFX
      WeaponRecoilBone   = PRIMARY Barrel
      Turret             = Turret01
      TurretPitch        = TurretEL
      TransitionKey      = UP_DAY
    End

This state is for the transition from default to captured and it plays the animation...

TransitionState = DOWN_DAY UP_DAY
      Model              = MORTAR_A1
      Animation          = MORTAR_A1.MORTAR_A1
      AnimationMode      = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags              = START_FRAME_FIRST
    End

Greetz
Panem et kirkinses
AdrianeMapMaker
8 years ago


TransitionKey = DOWN_DAY

Originally Posted by: acidbrain 



Did your entry named "DOWN_DAY" is a hard coded or you just put by yourself

btw the zip so i can base my work to yours
A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb 

UserPostedImage




mr_hymn_
8 years ago

Wow that was so coooooooooooooooooollllllllllllllllllllllll

thanks Acidbrain

so where's the attachment?

Originally Posted by: acidbrain 



Made a neww texture, used the sdislab texture and copy/pasta'd the hatch stuff from the strategycenter on it, only have 2 models atm, like i said i feel like crap atm so i will try to create all conditionstates for you as soon as possible.

Using Nuke cannon logic isn't it.

Originally Posted by: adrianemapmaker 


Nope, used the captured state to open the hatch and show the cannon...
Here is my test code:

  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ; --- DAY ---
    DefaultConditionState
      Model              = MORTAR_A1
      TransitionKey      = DOWN_DAY
    End

    ConditionState = CAPTURED
      Model              = MORTAR
      WeaponLaunchBone   = PRIMARY Muzzle
      WeaponMuzzleFlash  = PRIMARY MuzzleFX
      WeaponRecoilBone   = PRIMARY Barrel
      Turret             = Turret01
      TurretPitch        = TurretEL
      TransitionKey      = UP_DAY
    End

    TransitionState = DOWN_DAY UP_DAY
      Model              = MORTAR_A1
      Animation          = MORTAR_A1.MORTAR_A1
      AnimationMode      = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags              = START_FRAME_FIRST
    End
  End  

Greetz

Originally Posted by: Mr_Hymn_ 



I see.. I can do the animation.
acidbrain
8 years ago
Here are the files, project is not finished yet, just to play around...:P

This is the new texture i made
UserPostedImage

Greetz   Mortar.rar (161kb) downloaded 9 time(s).
Panem et kirkinses
acidbrain
8 years ago


TransitionKey = DOWN_DAY

Originally Posted by: adrianemapmaker 



Did your entry named "DOWN_DAY" is a hard coded or you just put by yourself

btw the zip so i can base my work to yours

Originally Posted by: acidbrain 



You can make your own TransitionKey name just as long as you enter the right name in the Transitionstate...

Lets take some scaffolding as example:

  ;Default state, no model
  DefaultConditionState
    Model         = None
    TransitionKey = DOWN_DEFAULT  ;<--- Can be any name
  End

  ;Scaffolding above ground state
  ConditionState    = PARTIALLY_CONSTRUCTED
    Model           = ABPwrPlant_A6
    Animation       = ABPwrPlant_A6.ABPwrPlant_A6
    AnimationMode   = MANUAL
    Flags           = START_FRAME_LAST
    TransitionKey   = UP_DAY  ;<--- Can be any name
    ParticleSysBone = SparksS01 BuildUpBlueSpark
    ParticleSysBone = SparksS02 BuildUpBlueSpark
    ParticleSysBone = SparksS03 SparksSmall
    ParticleSysBone = SparksS06 BuildUpBlueSpark
  End

  ;When scaffolding is rising from the ground animation/transition
  TransitionState = DOWN_DEFAULT UP_DAY  ;<---DOWN_DEFAULT to UP_DAY animation/transition
    Model           = ABPwrPlant_A6
    Animation       = ABPwrPlant_A6.ABPwrPlant_A6
    AnimationMode   = ONCE
    AnimationSpeedFactorRange = 1.0 1.0
    Flags           = START_FRAME_FIRST
  End

  ;When scaffolding is going back under the ground animation/transition
  TransitionState = UP_DAY DOWN_DEFAULT  ;<---UP_DAY to DOWN_DEFAULT animation/transition
    Model           = ABPwrPlant_A6
    Animation       = ABPwrPlant_A6.ABPwrPlant_A6
    AnimationMode   = ONCE_BACKWARDS
    AnimationSpeedFactorRange = 2.0 2.0  ; play at 2x speed
    Flags           = START_FRAME_LAST
  End

Greetz
Panem et kirkinses
mr_hymn_
8 years ago

Here are the files, project is not finished yet, just to play around...:P

This is the new texture i made
UserPostedImage

Greetz

Originally Posted by: acidbrain 



I was surprised with your photoshop skills. I can do but not that good. Most likely just simply trying to make a quick textures.