A multi-turret body by Olrox

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Mysteryem
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Re: A multi-turret body by Olrox

Post by Mysteryem »

Olrox wrote:Anyway, could someone please tell me in advance if it's viable to make different propulsion models for each body? I don't mean making them different for light, medium or heavy bodies, just for super-heavies, because they are larger - would be nice to add differences between those even in the propulsions.

~Olrox
Each body can have a unique propulsion model for each propulsion type.

stats\bodypropulsionimd.txt is the file you will need to change.
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Re: A multi-turret body by Olrox

Post by Olrox »

Mysteryem wrote:Each body can have a unique propulsion model for each propulsion type.

stats\bodypropulsionimd.txt is the file you will need to change.
Nice, thanks! :D
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Re: A multi-turret body by Olrox

Post by Zarel »

Olrox wrote:Ok, thanks for suggesting - I'll change those details in the next editions.
Hmm, but I didn't get what you meant by "scaled black", could you mention some examples or a pic on what you mean by that?
I mean that the mount points should be smaller, thinner, and more subtle.
Olrox wrote:Anyway, could someone please tell me in advance if it's viable to make different propulsion models for each body? I don't mean making them different for light, medium or heavy bodies, just for super-heavies, because they are larger - would be nice to add differences between those even in the propulsions.
It's possible, but way too much work. I can think of so many better things to spend time on. :/

Hmm. I'd advocate starting work on propulsion first - four models for each, light, med, heavy, super-heavy. And then make bodies that fit into each corresponding propulsion.

Actually, I think it's more urget to get a super-heavy multi-turret Dragon body first. Can you do that?
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Re: A multi-turret body by Olrox

Post by Olrox »

Zarel wrote: I mean that the mount points should be smaller, thinner, and more subtle.
Hmm, I'll se what I can do. I didn't want to make them small because people won't mount small weapons on it, I think.
Zarel wrote: Actually, I think it's more urget to get a super-heavy multi-turret Dragon body first. Can you do that?
You mean just adapting the Dragon body so that it has distinct weapon mounts, and don't look too weird with them?

Maybe I could do that. My original idea was to add super-heavies for each existing faction and make those red things (which I hate :mad; ) dissapear. We would have 2 more options in relation to what we've got now and it would add different types of balance for the player to choose from. That would require making super-heavy bodies a bit more expensive, but available not so far in the research tree (maybe making "Boa" available as soon as you've met the prereqs to start researching Collective bodies, for example).

I know it's risky to mess with balance like that, but I personally see no good reason to have a separate "family" with a single class of bodies.

If we had a faction system we could have distinct "faction treats", like having a super-heavy for collective only, and other "special techs" for other factions. But, since we don't have that, I think it's worthy using the same balance pattern that the current bodies have, and add a new class to every "family".

I can work on propulsions first, as it doesn't require nearly as much discussion as adding new bodies does. But I'd need some final decision (wether we can have super-heavies for the 4 current families and remove dragon & wyvern or not) before spending too much time on it.

Again, I'm willing to produce content that fits your needs, but I really need to know what would that be - I do know that remaking the units and structures while mantaining the original style is something you want, and I'm already trying to improve my skills and knowledge to do so. But, does the staff members want to add new things? What new things? Whatever you want, I can provide you with graphic content.

~Olrox
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Re: A multi-turret body by Olrox

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Olrox wrote:Maybe I could do that. My original idea was to add super-heavies for each existing faction and make those red things (which I hate :mad; ) dissapear. We would have 2 more options in relation to what we've got now and it would add different types of balance for the player to choose from. That would require making super-heavy bodies a bit more expensive, but available not so far in the research tree (maybe making "Boa" available as soon as you've met the prereqs to start researching Collective bodies, for example).
Desaturate the red bodies; maybe you'll hate them less afterwards. ;)

(It's like desaturating is always the answer! Decreasing contrast might help, too.)
Olrox wrote:I know it's risky to mess with balance like that, but I personally see no good reason to have a separate "family" with a single class of bodies.
I'll rename Wyvern to "Heavy Body", since that's what it is; it's definitely no super-heavy.

Then we'd just have a two-class family instead of the regular three-class families, not too big of a difference.
Olrox wrote:If we had a faction system we could have distinct "faction treats", like having a super-heavy for collective only, and other "special techs" for other factions. But, since we don't have that, I think it's worthy using the same balance pattern that the current bodies have, and add a new class to every "family".
I think that messes with balance too much.
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Re: A multi-turret body by Olrox

Post by DarkCheetah »

ah but i dont think its possible that easily ;D but its quiet a nice idea!! ^^
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Re: A multi-turret body by Olrox

Post by theArmourer »

I like it. The black and yellow striping has to be toned down, I think the coloration otherwise is fine. Looking bad with small weapons would be nothing new, dragon and wyvern don't look very nice with small turrets, and I like the weapon platforms.
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Re: A multi-turret body by Olrox

Post by DuKe2112 »

Olrok that guide you mentioned would be very nice, so far I haven't found much coherent info about modding WZ.

Meanwhile, your mod file for this unit would be really helpful.

Or could someone answer these questions:
- how are the turrets psitioned?
- could you position propulsion the same way?
- is it possible to define one turret, but have two graphics for it. (similar to propulsion)
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Re: A multi-turret body by Olrox

Post by Mysteryem »

DuKe2112 wrote:Or could someone answer these questions:
- how are the turrets psitioned?
- could you position propulsion the same way?
- is it possible to define one turret, but have two graphics for it. (similar to propulsion)
Turrets are positioned by the connectors in the .pie (model) files. For buildings, weapons/system turrets correspond with the connector number. So the first turret is on the first connector (c1) and the forth turret is on the forth connector (c4) etc.

However, this works slightly differently for units. Connectors 1-3 are for non-VTOL turrets 1-3 and connectors 6-8 are for VTOL turrets 1-3. Connectors 4 and 5 appear to be ignored.

Propulsion is not controlled by connector positions, but perhaps they could be made to correspond with connectors 4 and 5, it depends what you want to do.

AFAIK, there is no way to define one turret, but have two graphics for it. It could be possible if each team had a variant of the weapon. Using team-colours you could have multiple weapons in one pie file but so that the polygons from all but one weapon will be transparent for each team colour. Now, who said that factions were impossible?! (sorry if you don't understand that, it's a bit hard to explain)
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Re: A multi-turret body by Olrox

Post by DuKe2112 »

Thanks for the clarification.
Mysteryem wrote: However, this works slightly differently for units. Connectors 1-3 are for non-VTOL turrets 1-3 and connectors 6-8 are for VTOL turrets 1-3. Connectors 4 and 5 appear to be ignored.
I had a fealing that it must have something to do with the connectors, but the numbers confused me and I couldn't find were to define which to use, thought it might be more flexible.
Mysteryem wrote: Propulsion is not controlled by connector positions, but perhaps they could be made to correspond with connectors 4 and 5, it depends what you want to do.
As I understand it, the pie files are singular and mirrored to the other side with a fixed width?
The Wyvern Halftracks look weird that way (olrox' screens), the weels are not attached.
if someone wants to implent it, maybe con4 could define position of right front wheels and con5 the right back weels, left side is mirrored.
Mysteryem wrote: AFAIK, there is no way to define one turret, but have two graphics for it. It could be possible if each team had a variant of the weapon. Using team-colours you could have multiple weapons in one pie file but so that the polygons from all but one weapon will be transparent for each team colour. Now, who said that factions were impossible?! (sorry if you don't understand that, it's a bit hard to explain)
Ok I said that rather unclear. I was thinking about possible mirroring here again (in case that were true). Like if I add one propulsion it shows up on both sides. So I would add one turret, but optically two are shown.

One other thing, the game forbids using weapons together with supports, can that be turned off or is it fixed due to different behaviour.
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Re: A multi-turret body by Olrox

Post by 3drts »

I like.... way better than the Dragon.... personally I always thought the dragon was simply too ugly to use, I didn't care much for the wyvern either.

My suggestion is to have this model replace the dragon (which currently allows two turrets, no?)
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Re: A multi-turret body by Olrox

Post by Terminator »

Very big body imho. May be add it like a new body , would be similar to Dragon (may be use it only with track propulsion for example)

p.s. sorry havn't read any posts here
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Re: A multi-turret body by Olrox

Post by Zarel »

It's a bit big... otherwise, recolor it and I wouldn't mind dropping it in to replace the Dragon.
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Re: A multi-turret body by Olrox

Post by Olrox »

Zarel wrote:It's a bit big... otherwise, recolor it and I wouldn't mind dropping it in to replace the Dragon.
Hmm, but it fits the Art Revolution nonetheless - I'll make the suggested adjustments and then provide it (together with a coherent adaptation of a replacement for Wyvern) as a replacement to the Dragon body.

If no one can come up with a good reason not to, of course ;)

I'm getting used to the modding procedures (mainly files and folders structures of the game) to better work with AR, it'll take a while but I'll get back to the development of this model.

Thanks for all the comments and suggestions so far, feel free to say whatever you see fit!

~Olrox
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Re: A multi-turret body by Olrox

Post by DuKe2112 »

hmm, olrox' body fits the name of Dragon way better than the old model. The general shape of the Wyvern is ok though, mainly needs a different color.