[3.1] Ultimate Scavenger AI Mod

Did you create a mod, map, music, or a tool? Present them here and earn feedback!
Note: addon requests do not belong here.
Note, everything uploaded to this forum, MUST have a license!
User avatar
aubergine
Professional
Professional
Posts: 3459
Joined: 10 Oct 2010, 00:58
Contact:

Re: [3.1+] Ultimate Scavenger AI Mod

Post by aubergine »

I'm looking for artwork, feedback/corrections and any other info relating to the new Scavenger page on WZpedia: https://warzone.atlassian.net/wiki/disp ... Scavengers - Any help/feedback greatly appreciated :)
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: Ultimate Scavenger AI Mod (for 3.1)

Post by NoQ »

Berg wrote:Scavs did not build chopper factories on tmp500 10 player map. (Moisture)
Might the reason be that they didn't find a spot for a 2x2 building in the middle of such a complicated landscape (?)
User avatar
Berg
Regular
Regular
Posts: 2204
Joined: 02 Sep 2007, 23:25
Location: Australia

Re: [3.1+] Ultimate Scavenger AI Mod

Post by Berg »

Just a slight change to make new factory model match scav vtol factory both now belong to that go getter Fred.
The archive only contains the new fred's gas and its texture.
making textures match for scav mod
making textures match for scav mod
Attachments
newscavfact.tar.gz
(318.98 KiB) Downloaded 329 times
crass
Trained
Trained
Posts: 113
Joined: 21 Mar 2012, 02:26

Re: [3.1+] Ultimate Scavenger AI Mod

Post by crass »

Berg wrote:Just a slight change to make new factory model match scav vtol factory both now belong to that go getter Fred.
The archive only contains the new fred's gas and its texture.
fredsgasvtol.png
where can I find that program to edit these models?
User avatar
Berg
Regular
Regular
Posts: 2204
Joined: 02 Sep 2007, 23:25
Location: Australia

Re: [3.1+] Ultimate Scavenger AI Mod

Post by Berg »

I use Misfit mm3d other use blender.
http://www.misfitcode.com/misfitmodel3d/
http://www.blender.org/
Im not gona go into model conversion details here this is for scav mod
User avatar
Giani
Regular
Regular
Posts: 804
Joined: 23 Aug 2011, 22:42
Location: Argentina

Re: [3.1+] Ultimate Scavenger AI Mod

Post by Giani »

Berg wrote:Just a slight change to make new factory model match scav vtol factory both now belong to that go getter Fred.
The archive only contains the new fred's gas and its texture.
fredsgasvtol.png
They look very good :D
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base
Contact:

Re: [3.1+] Ultimate Scavenger AI Mod

Post by Goth Zagog-Thou »

Yep, very good-looking stuff Berg. Well done!
User avatar
aubergine
Professional
Professional
Posts: 3459
Joined: 10 Oct 2010, 00:58
Contact:

Re: [3.1+] Ultimate Scavenger AI Mod

Post by aubergine »

Just had an idea - why not use the gas station as the model for the scav power generator? So they get oil out of the ground using a derrick in usual way, but to make use of oil they need a gas station to fill their road warriors' tanks. Or... Use it as a repair facility so scav vehicles return to the petrol station every so often to refuel... :)
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: [3.1+] Ultimate Scavenger AI Mod

Post by NoQ »

repair facility
Yeah THAT (:
Makes me want to make the next version.
User avatar
Giani
Regular
Regular
Posts: 804
Joined: 23 Aug 2011, 22:42
Location: Argentina

Re: [3.1+] Ultimate Scavenger AI Mod

Post by Giani »

It is a good idea, but what about the factory...?
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
User avatar
Berg
Regular
Regular
Posts: 2204
Joined: 02 Sep 2007, 23:25
Location: Australia

Re: [3.1+] Ultimate Scavenger AI Mod

Post by Berg »

concept robot repair arm or station
concept robot repair arm or station
User avatar
aubergine
Professional
Professional
Posts: 3459
Joined: 10 Oct 2010, 00:58
Contact:

Re: [3.1+] Ultimate Scavenger AI Mod

Post by aubergine »

It's a shame the petrol station doesn't have a repair shop on the side... If there was some way to have the repair shop big enough and the repair point inside it, vehicles would drive in to it and you'd see the blue sparky repair lights flashing through the repair shop windows... I always imagined scav repairs would be done by blokes with hammers and welding kits...?
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: [3.1+] Ultimate Scavenger AI Mod

Post by NoQ »

Mmm yeah, I also feel this one is much better than the one the Project has (:
User avatar
Berg
Regular
Regular
Posts: 2204
Joined: 02 Sep 2007, 23:25
Location: Australia

Re: [3.1+] Ultimate Scavenger AI Mod

Post by Berg »

snapshot8.jpg
snapshot7.jpg
snapshot6.jpg
Another concept repair bay
Jorzi
Regular
Regular
Posts: 2063
Joined: 11 Apr 2010, 00:14

Re: [3.1+] Ultimate Scavenger AI Mod

Post by Jorzi »

@Berg: the new gas station texture looks really nice :)
ImageImage
-insert deep philosophical statement here-
Post Reply