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#1
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Hey R@S22 !
Thanks for your quick answer. OK, for the Napalm/Flame thrower, and OK for the scoped pistols. I wasn't able to figure out how it was unbalanced and graphically disproportionated. As a part of my job drive me to work a lot with 2D graphics I know how to deal with those kinds of images. But I'm a real asshole with 3D modelisation. I'll try to deal out with my brother for the crossbow. I think he could do it cause he works every day with 3D projects. The same : do you need a static or an animated 3D model for the crossbow ? As I see, for the guns, I assume that it's all static models with a kind of "fire_gun" animation on it. But for the crossbow it's different : the bow moves on when it fires. That's why I ask for the animated/static 3D model. I know that I have to create some bolts ammo for it too. Finally, do you prefer python or blender files ? 'Cause I think he works with blender but as far as I know, some python scripts are added in. Ah and how about the Heli ? Is it possible to take it from BE5 or does it has to be totally re-created ? Thanks again for your work and I hope I'd help a little for one of my favourite games with my favourite mod ! Nat
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Remember to breathe just before pulling the trigger ! Last edited by Nat_Crelk; 11-01-2010 at 02:49 PM. |
#2
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3d models for the game can only be exported using 3d Studio MAX 5 with an exporter plugin. It's the only known way to create the needed ACT files. I'm not sure one could use Blender to create it and then import the model in 3d SM to export it to that format. In any case, 3d SM 5 is needed.
As for the crossbow it would have to be a static model, adding new anims is almost impossible. The Heli would suffer from the same issue as in BE5, it would still only move fast while it travels on roads. The whole system is based on the global map TGA file which has a layer that determines speed of movement. The code for it is not available, so it isn't fixable. In BE5 we couldn't remove the random encounters either, but that can be done in 7.62, but is it worth it? I think the 3d model for a Heli is already available in 7.62, several maps has them already so it would be a matter of creating a new OBJ file for it. But since the only thing a Heli would bring is the removed random encounters, and maybe a "coolness" factor ![]() |
#3
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I'll try to deal with my brother about 3DSM.
Dunno how he feels about it. I'll see. As for the Heli, the stop-random-encounters you've mentionned was the very fact I was thinking 'bout. I mean, sometimes people want to rush out distances without beeing annoyed with random encounters. In many times I was on a rush to a hospital or to finish an ending-time quest quickly before it fails. And many times I was stopped by a 5 or 6 guys ambush that killed my suffering man or lead me to a time gap which was deadly for me. I know that we could set the random time encounter in the userconfig/Bluesunmod.ini but I thought of a middle solution : setting the random time encounter to a "normal" value AND having a solution in case of desperate need for saving/winnig time in-game directly. Effectively, this idea is a solution to "cheat" the random encounters but maybe the heli could be modified in order to balanced well that "positive" aspect ? Dunno what, a very little trunk or a very low HP or both ones for example . Something that makes the player think twice before using it. After that, I'm not trying to put you in my way of thoughts ![]() And if this hasn't convinced you, that's not grave. That is nearly your whole work I'm discussing. ![]() Thanks Nat
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Remember to breathe just before pulling the trigger ! Last edited by Nat_Crelk; 11-01-2010 at 05:18 PM. |
#4
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There was an idea mentioned some time ago regarding a Medivac system. Since I now have added a field radio, maybe it's time to implement it. I'm thinking of having something like Skyrider added, who you can call on the radio when a quick evac is needed.
This is how I would implement it: Once the player has the radio, he'll get a call on it asking for help. A sector is shown on the global map and when the player gets there and rescues Skyrider there's a constant Skyrider dialog option when using the radio. There are two ways to set up the Medivac system, either by having "favors" from Skyrider or a simple "pay-for-service" system. The Favors system would be like doing tasks for Skyrider and you gain favors. It would put a limit on how often you can use him and couldn't be exploited too much. The only issue here is the player car, will it be left behind or should it be available at the Valet. This system is only one-way and the player gets dropped off at the base. The Pay-for-service would be simple for the player, but more difficult for me, my math skills aren't that good ![]() |
#5
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That's it.
But as for the car : Could it be lefted in the sector the player is ? I mean : the player call for "Skyrider", it comes and takes the team wherever ya want and you simply left your car ? Some kind of "loosing" it ? It could be a way making the player thinking twice before using it too often ? He'll have to choose between his "full skiled-equiped-paid" merc and his car ? I think it would be hard to choose and that could be the "dark side" of that service ? Oh and I have a last question : would you agree if I find open source / copyrighted free 3D models for one or two new weaps ? Like THIS one ? And what is the exact file format / extensions I have to give you ? Thanks Nat
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Remember to breathe just before pulling the trigger ! Last edited by Nat_Crelk; 11-02-2010 at 12:23 PM. |
#6
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I'm not sure what format 3d SM 5 accepts, I never used the exporter myself. But I'll check with people that know and let you know.
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#7
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![]() Quote:
Thanks Nat
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Remember to breathe just before pulling the trigger ! |
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