cyborg APC (Ground Cyborg Transport)

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whippersnapper
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Re: A wish, granted. (Ground Cyborg Transport)

Post by whippersnapper »

.

Post your .Pie XboxJosh and I'll cut a slice - have a look.... maybe it just needs a dollop of whip cream. ;)

Regards, whip :ninja:
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Re: A wish, granted. (Ground Cyborg Transport)

Post by XboxJosh »

OK, here's the dysfunctional pie....
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drtrans.pie
(335 Bytes) Downloaded 376 times

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Re: A wish, granted. (Ground Cyborg Transport)

Post by Corporal Punishment »

First of all: I like the Idea of having APCs. Here's my two cents on it: The point in having APCs in the real world is that vehicles are faster than men. In WZ, cyborgs can keep pace with just about anything. Giving players a reason for using such ground transports would involve slowing cyborgs down in relation to vehicles.
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Re: A wish, granted. (Ground Cyborg Transport)

Post by whippersnapper »

.

Hmmm.... how did you generate that .pie ? 3ds 2 pie converter ?

First - there was no file type referent for the texture page in the .pie - putting it in is no big deal but the problem runs deeper.

There's scant info at all in the .pie: 4 points and 4 polys ! ? That just doesn't compute looking at your Blender cap.

- whip :ninja:
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Re: A wish, granted. (Ground Cyborg Transport)

Post by XboxJosh »

:( HMM... perhaps it's my pipeline....

My Blender does not come with a .3DS exporter (My guess is that it was discontinued, I have Blender 2.49a)

SOOO, I export to DXF, import the DXF into Google SketchUp, then export as 3ds....
(kinda crazy)

But if you know where I could get a 3ds exporter, it could be better........
whippersnapper wrote:Hmmm.... how did you generate that .pie ? 3ds 2 pie converter ?
Yes.
whippersnapper wrote:there was no file type referent for the texture page in the .pie
In SketchUp there was no texture; that could be the problem.

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Re: A wish, granted. (Ground Cyborg Transport)

Post by whippersnapper »

.

Don't use Blender myself (use True Space 7.6) but do use Sketch-up as part of my FVM-Cinematic creation pipeline (along with TS).

Curious - how come you just don't use Pie Slicer for WZ - it's real easy to learn.

I'm sure XANAX (and quite a few others, come to think of it) uses Blender as his primary 3D app and Pie Slicer as a supplemental corrective and his .Pies work perfect. Maybe he could advise you on his pipeline as it works straight to in-game just fine and I can also work with his .pies in Pie Slicer and 32EW.. maybe shoot him a brief PM.
Corporal Punishment wrote:First of all: I like the Idea of having APCs. Here's my two cents on it: The point in having APCs in the real world is that vehicles are faster than men. In WZ, cyborgs can keep pace with just about anything. Giving players a reason for using such ground transports would involve slowing cyborgs down in relation to vehicles.
There is truth in all that so it would be foolish to argue those points.... however, it is NOT the whole truth - certainly not in the SF game world year of 2100+ and what can be made credible via Hard Sci Fi tropes. I can definitely make 2100+ WZ APC's viable without scaling back Borg propulsion. But seeing is believing and when hard-shell Turtles start seeing their lovely crafted fortress bases being ripped to shreds from the inside-out then your PoV will, maybe, have to be re-considered - or not. In the greater scheme of things it's not of any real consequence one way or another as far as I can see.

And btw - that last scenario I just painted was NOT for an APC full of Borgs (though I could do that too) but rather a Scav APC for my buff Seven Nations Scav Faction - you can see my .Pie WIP for said Scav APC in my last post in the "War School" thread. xD

Regards, whip :ninja:
.
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Re: A wish, granted. (Ground Cyborg Transport)

Post by zoid »

Corporal Punishment wrote:First of all: I like the Idea of having APCs. Here's my two cents on it: The point in having APCs in the real world is that vehicles are faster than men. In WZ, cyborgs can keep pace with just about anything. Giving players a reason for using such ground transports would involve slowing cyborgs down in relation to vehicles.
Rebalancing the game to make cyborgs slow would be difficult, but Super Cyborgs are already slow enough to take advantage of transports. A hovering transport could also ferry borgs across lakes.
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Re: A wish, granted. (Ground Cyborg Transport)

Post by XboxJosh »

OK, I've decided to post the .3DS here, in case anyone else wants to try their hand at converting it.
(Use texture page 15)

@Devs:
If licensing is required, CC0 will work fine.
-and-
if someone could please retitle the thread 'Cyborg APC', it would be greatly appreciated.
Thanks!
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[The extension 3ds has been deactivated and can no longer be displayed.]


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Re: cyborg APC (Ground Cyborg Transport)

Post by XboxJosh »

Anybody? Any luck?

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Re: cyborg APC (Ground Cyborg Transport)

Post by Mysteryem »

XboxJosh wrote:Anybody? Any luck?
I opened it in Carrara, this is all I got:
Image
I'm confused.
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Re: cyborg APC (Ground Cyborg Transport)

Post by XboxJosh »

O_o maybe we have some conflicting 3ds versions here, SketchUp reads it just fine...

I'm installing the new version of Blender today, I'll see if the exporter from there works better...

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Re: cyborg APC (Ground Cyborg Transport)

Post by XboxJosh »

Success! ... kinda... :stressed:

Due to some great advice by XANAX (thanks btw :D ), I've been able to semi-successfully export my .PIE from Blender.

However, the exporter seems to choke up on the textures.

stderr.txt says something about texture heights; though I have no idea what it's talking about

.PIE, stderr, and .RPT attached
Attachments
drcytran.pie
(14.84 KiB) Downloaded 371 times
stderr.txt
(34.29 KiB) Downloaded 360 times
warzone2100.RPT
(34.16 KiB) Downloaded 364 times

Alias: Cipher[SSC]

System Specs:
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SYSTEM MEMORY: 4 GB (2 x 2GB, DDR2)
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Re: cyborg APC (Ground Cyborg Transport)

Post by Mysteryem »

XboxJosh wrote:Success! ... kinda... :stressed:

Due to some great advice by XANAX (thanks btw :D ), I've been able to semi-successfully export my .PIE from Blender.

However, the exporter seems to choke up on the textures.

stderr.txt says something about texture heights; though I have no idea what it's talking about

.PIE, stderr, and .RPT attached
I don't know what's up with the stderr.txt, but I found a problem with the .PIE itself:
rhfjdjejd[1].png
It's HUGE
The sizes of 1 tile in-game:
rhfjdjejds[1].png
"...If pure awesomeness were bricks, this would be the Great Wall of China...
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Re: cyborg APC (Ground Cyborg Transport)

Post by XboxJosh »

Yeah, I knew it was huge; thought I'd fixed that (I scaled it by 0.001 in Blender but apparently that wasn't enough :P )

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Re: cyborg APC (Ground Cyborg Transport)

Post by XANAX »

XboxJosh wrote:Yeah, I knew it was huge; thought I'd fixed that (I scaled it by 0.001 in Blender but apparently that wasn't enough :P )
import a unit for comparison it help

oh also, anything scaled in object mode will not scale when exported
scale in edit mode


plus select the object in object mode, then go to edit mode and select everything, go back to object mode & export
it stops the normals from flipping on you
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