Tank's |
by Zerlex
on 11/23/2010 23:05, 23 messages, last message: 04/17/2011 03:06, 6797 views, last view: 04/29/2024 20:42 |
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I made these a while ago and thought you guys would find this intresting. The concept behind this was to encourage vehicles to be implemented in the game. Both tank\'s are enterable using the teleport that is placed on top of each tank.
1st Tank
http://img823.imageshack.us/img823/6590/tank2s.png
2nd Tank
http://img256.imageshack.us/img256/7263/tank1.png
Download
http://www.mediafire.com/download.php?tm8zgop438to81l
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#4: writeobj |
by LeftClicker
on 11/26/2010 05:36
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I suggest removing the floor and using /writeobj to export to an MD3 for other use.
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#5: .. |
by Zerlex
on 11/29/2010 15:57
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Sorry I do not have any intrest to import this into Blender. It seems I have trouble with z-fighting constantly... But you guys are free to experiment.
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#6: Re: writeobj |
by suicizer01
on 11/29/2010 19:09, refers to #4
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Sounds very nice but like I once tried to convert geometry of sauerbraten to an .obj-file, it doesn't seems to save the textures on the geometry :S (if it does, tell me how, please)...
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#7: Re: writeobj |
by LeftClicker
on 11/30/2010 05:34, refers to #6
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It doesn't, sadly . . . I don't know anything further than how to use the writeobj command itself.
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#8: Re: writeobj |
by SheeEttin
on 11/30/2010 06:48, refers to #6
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/writeobj also writes a material file, so any competent modeling program should be able to load textures.
Just tested metl3 in Blender (2.55), and it worked fine.
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#9: Re: writeobj |
by suicizer01
on 11/30/2010 18:08, refers to #8
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sounds nice, but how you load geometry that just has been saved as a .obj and .mtl file, into a mapmodel again that has sightable textures?
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#10: Re: writeobj |
by SheeEttin
on 12/01/2010 06:15, refers to #9
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Write a model CFG to load the textures, of course.
Each material is written as a separate OBJ group in addition to a material, which most programs, including Cube 2, interpret as separate meshes.
So, just use one objskin command per OBJ group.
Heck, you could probably write a script to automate this.
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#11: Re: writeobj |
by |ice|sub-zero|L
on 12/01/2010 09:39, refers to #10
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if it uses sauer commands (such as writeobj) then yes, you can make a script to automate it.
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#12: Awesome |
by charliegeeza
on 01/25/2011 03:11
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These look great!
Please consider uploading them to OpenGameArt so they may be found by somebody looking for tanks to put in their Free software games.
www.opengameart.org
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#13: Hmm.. |
by Enzo03
on 01/28/2011 23:43
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This reminded me of something I did. It basically was the same idea but instead of tanks I used mechs such as those from Mechwarrior, and I didn't use teleporters but rather just an area on the top of the cockpit you can simply fall into.
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#14: .. |
by Meigus
on 01/29/2011 09:07
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The thing with the objs, is the materials are linked in the materials file, not saved.
Example:
I exported a map that had only grass and the normal b/w checker.
The materials file contains this info
newmtl slot1
map_Kd packages\textures\default.png
newmtl slot2
map_Kd packages\aard\aardograss_1.jpg
In order to load the texes, I'd have to put the obj and met in the folder above packages. Since I exported the map to my e:\ and not the default folder, Blender won't find the textures
Hope that helps.
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#15: .. |
by Fischkopf
on 01/29/2011 18:29
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Looks good. Now make it drive. xD
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#16: Just a few thoughts... |
by AlternateLives
on 03/10/2011 22:56
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If you have played the "lost" SP map in Justice edition, you may remember that hovercraft that you have to jump out of at the beginning. That would be an interesting (and friggin' awesome!) drivable vehicle!
to suggest a control scheme, set it up so that you hit a key, such as [b] to 'start' it, rendering your character immoveable and setting the vehicle to your control. then to fly it, simply operate it as if you were in edit mode.
this same concept could work for tanks, except that controlling would be as if you were actually playing rather than edit mode.
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#17: Re: Just a few thoughts... |
by |ice|sub-zero|L
on 03/11/2011 01:36, refers to #16
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since your new here, i am going to cut you some slack. but i will say this, on the forum homepage there is a button that say "Older post" what you should do sometime before saying exactly what has already been said, is look at the older posts and see if this isn't something that has already been said and denied.
basically "guy", it ain't happening unless you do it.
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#18: Re: Just a few thoughts... |
by Razgriz
on 03/11/2011 13:28, refers to #17
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Maybe you should stop being so damn negative about people not doing stuff and avoid turning people down just because no one wants a hug from you.
And yea, it ain't gonna happen unless you do it. Peace.
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#19: Re: Just a few thoughts... |
by AlternateLives
on 03/11/2011 20:12, refers to #17
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Hey, I did look at the other posts on this thread, and I didn't see anything like that.
If it was in Sauerbraten code, you're talking Pig Latin to me and I don't know what you're saying!
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#21: .. |
by qwertzuiop
on 03/16/2011 10:39
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WUTS .ogz
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#22: Re: .. |
by Razgriz
on 03/16/2011 11:25, refers to #21
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are you freaking serious.
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#23: Tanks |
by T3rr4c0tt4_P!3
on 04/16/2011 01:47
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This would be a cool idea, however i think it would be awesome if someone made a Warhammer 40,000 mod and maybe you could
design the tanks.
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#24: Re: Tanks |
by |ice|sub-zero|L
on 04/17/2011 03:06, refers to #23
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Go right on ahead, no one is stopping you from making the "Warhammer 40,000 mod". I'll be waiting at the end of it with a cookie. :P
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