the fighter isent wery--- "suting" imo... the shape of it isent wery suiting if you look @ the ship layout maybe make the fighter more like a bent wing... like the banshe from the tiberian sun game
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited June 2004
I don't really care what kind of fighter look chrono wants, since I don't want to crank on chronos style for the design <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
All I'm interested in is that it must have a VTOL look for landing since achio does not have landing strips only launch catapults to rapidly launch the fighters onboard and ofcourse landing areas <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
<b>chrono:</b> The fighter does not need to be armed, since the fighters weren't tested yet, only the onboard ION cannons and propulsion systems were before the asteroid impact happened. So I think I'm going to put a fighter in the launchbay and make it look like it was being prepeared with missile racks and other stuff needed for preperation placed arround it.
Answer, take the missiles off the fighter and add them to a trolley holding missiles upright ready for loading. Plus, if ion cannon technology has been researched I serverly doubt that these guys would be using conventional missile technology on space craft. That kinda technology is like circa, WWII.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited June 2004
true but these small fighters probably can't sustain the power needed for ION cannons, maybe the lockbeam technology on the achio defences is the answer.
That reminds me I need to place some on the exterior of achio <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited June 2004
VTOL is vertical takeof or landing like the harrier or the joint strike fighter.
just have a look on google for those to airplanes, minor changes<ul><li>The harrier has nozzles which can be aimed in the direction you want the trus to go</li><li>The JSF has a lift fan in the middle of the airplane (or at least the Lockheed model, which has been chosen for the job of building the JSF, has this)</li></ul>
sorry i didnt reply for so long kouji ive been away from modeling PC ill try and get you some updated pics when i can <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
The Banshee from the game was wery mobile, it had some kind of VTOL capacitys if you wanted to explain it had, make some kinda Fan thingy in the middel of it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> the spike ship i have seen so far is just to mutch of a rockt looks kida silly <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<b>chrono5454:</b> Looking forward to the updates, and theres no need to rush things. it's not like achio is already finished <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<b>Grizzly:</b> The spike ship is already gone btw <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> oh and the maintenance bay also had an entire facelift (bigger, darker, better?)
This week is going to be kind of hectic so my mapping will be on hold for the remainder of the week.
How's the map coming as far as Weldable things go? I think it would be kinda cool the have a weldable spot that does something other than open up doors or seal vents.
Example: Have a messed up control panel, that when "repaired" by the welder, makes lights flicker on in what are usually really dark hallways or something.
Like I said, it'd be really neat to have a weldable in the water cleansing room where you can weld it to fix the broken resource nozzle. Though it could probably unbalance the map since it would make that room a double res point <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
No screenshots yet, well I just don't like posting NONE compiled screenshots...
As to weldables, I'm a great fan of interactivity and weldables give the maps just that extra thing they need. So you'd better believe there will be lot's of welding going on in achio <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> (or at least as long as the map resrources allow me to)
I'm not quite sure a repearable resource node is possible <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> and even if it is, to reset it I think it's going to need lot's of expensive runtime entities... Also I'm not a great fan of double resource rooms. As replacement for a doubleres achio will have 2 resource node in a relative close proximaty, but not in the same room...
While I haven't tried it myself, I have read quite a number of topics about other people attempting to have a resource node you have to weld to activate, and pretty much, it's impossible. The commander can ALWAYS drop a tower onto a node, even if blocked completely. Likewise for a gorge, it seems. Being underwater doesn't seem to change this. At least according to the threads I read.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
<!--QuoteBegin-Fieari+Jun 26 2004, 02:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fieari @ Jun 26 2004, 02:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> While I haven't tried it myself, I have read quite a number of topics about other people attempting to have a resource node you have to weld to activate, and pretty much, it's impossible. The commander can ALWAYS drop a tower onto a node, even if blocked completely. Likewise for a gorge, it seems. Being underwater doesn't seem to change this. At least according to the threads I read. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> In ns_shiva I was attempting to create a node that needed to be welded open to be placed. I believe it is possible, but you need to create a very large area in which in resource node structure is invalid. Otherwise they will place it in an area in which it is valid and it will snap to the node.
I got around this in ns_shiva by making a door smash the node dealing massive damage at frequent intervals until the node was welded open.
The simple thing would (theoretically) be to make func_nobuild targetable, with a flag of "starts on". This way one would be able to toggle the func_nobuild on or off using a relatively simple welder setup.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
<!--QuoteBegin-Cobra^+Jun 26 2004, 04:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cobra^ @ Jun 26 2004, 04:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The simple thing would (theoretically) be to make func_nobuild targetable, with a flag of "starts on". This way one would be able to toggle the func_nobuild on or off using a relatively simple welder setup. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Even that wouldn't work with the current setup. You would have to make the func_nobuild the size of the 'snap to' radius in which you can place a resource node, which is rather large. func_nobuild also doesn't prevent aliens from building if I'm not mistaken.
Making this weldable node sounds like a lot of work for a (relatively) minor feature of the map. Yes, it would be friggin' 1337 if it could be implemented, but finishing the rest of the map is probably a higher priority at this point.
You could just make it so that there is a func_damage there... dealing say... 1,000,000 damage to anything that touches it... and make it so that when you weld something it goes away... course, then... anyone that touches goes insta gib as well... ^__^()
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited June 2004
Well I'm back after a week of annoying things to do at college, but here I am <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I'm sorry to say I havent compile the latest version of the map yet since, well I didnt have the time for it so no updates yet. Only the maintenance bay has had a total makeover. And I added some arcitectural details in the hallway outside the starboard engine.
The repearable resnode allthough it is a very nice idea, I think I'm going to leave it like it is for the time being... Perhaps at a later stage I'll look into it.
<b>Raw Evil</b> hit the nail on the head that time <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
I launched ns_achio yesterday and i must say I'm really impresed!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> What can I say...pr0? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<b>Note:</b> I also updated the latest progress-layout picture check the <a href='http://www.unknownworlds.com/forums/index.php?showtopic=58601&st=0' target='_blank'><b>first post</b></a>
awww it's so beautiful, I just wait for ko to post screenshots so I can just look at them <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Great map so far, a little dark, but I love the design.
Linked here I got some screenshots of bug areas in the latest build, hope they help <a href='http://swiftspear.0x01a4.com/Achio1.JPG' target='_blank'>Ladder in water place bug</a> <a href='http://swiftspear.0x01a4.com/achio2.JPG' target='_blank'>Elevator switch wierd placement</a>
Sorry the SS are so dark, thats the way the map looked on my computer though.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Thanks, I gave the button a new location. I'll have to look into this stuck issue, let's hope I can fix it with ease <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
About the brightness. Alpha0.61 is brighter then alpha0.6, but I already increased the brightness from alpha 0.61
Comments
maybe make the fighter more like a bent wing... like the banshe from the tiberian sun game
<a href='http://www.gamesclub.at/pic/nod1.jpg' target='_blank'>http://www.gamesclub.at/pic/nod1.jpg</a>
the´hangar is wery good looking though :D
All I'm interested in is that it must have a VTOL look for landing since achio does not have landing strips only launch catapults to rapidly launch the fighters onboard and ofcourse landing areas <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
<b>chrono:</b>
The fighter does not need to be armed, since the fighters weren't tested yet, only the onboard ION cannons and propulsion systems were before the asteroid impact happened. So I think I'm going to put a fighter in the launchbay and make it look like it was being prepeared with missile racks and other stuff needed for preperation placed arround it.
That reminds me I need to place some on the exterior of achio <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
just have a look on google for those to airplanes, minor changes<ul><li>The harrier has nozzles which can be aimed in the direction you want the trus to go</li><li>The JSF has a lift fan in the middle of the airplane (or at least the Lockheed model, which has been chosen for the job of building the JSF, has this)</li></ul>
if you wanted to explain it had, make some kinda Fan thingy in the middel of it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
the spike ship i have seen so far is just to mutch of a rockt
looks kida silly <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
the rest of the mapp is awsome though !
Looking forward to the updates, and theres no need to rush things. it's not like achio is already finished <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<b>Grizzly:</b>
The spike ship is already gone btw <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> oh and the maintenance bay also had an entire facelift (bigger, darker, better?)
This week is going to be kind of hectic so my mapping will be on hold for the remainder of the week.
oh, can you show some of the uppdated work on the hangar?
Example: Have a messed up control panel, that when "repaired" by the welder, makes lights flicker on in what are usually really dark hallways or something.
Just forking out out some ideas, man. Keep it up!
As to weldables, I'm a great fan of interactivity and weldables give the maps just that extra thing they need. So you'd better believe there will be lot's of welding going on in achio <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> (or at least as long as the map resrources allow me to)
I'm not quite sure a repearable resource node is possible <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> and even if it is, to reset it I think it's going to need lot's of expensive runtime entities... Also I'm not a great fan of double resource rooms. As replacement for a doubleres achio will have 2 resource node in a relative close proximaty, but not in the same room...
In ns_shiva I was attempting to create a node that needed to be welded open to be placed. I believe it is possible, but you need to create a very large area in which in resource node structure is invalid. Otherwise they will place it in an area in which it is valid and it will snap to the node.
I got around this in ns_shiva by making a door smash the node dealing massive damage at frequent intervals until the node was welded open.
Even that wouldn't work with the current setup. You would have to make the func_nobuild the size of the 'snap to' radius in which you can place a resource node, which is rather large. func_nobuild also doesn't prevent aliens from building if I'm not mistaken.
I'm sorry to say I havent compile the latest version of the map yet since, well I didnt have the time for it so no updates yet.
Only the maintenance bay has had a total makeover. And I added some arcitectural details in the hallway outside the starboard engine.
The repearable resnode allthough it is a very nice idea, I think I'm going to leave it like it is for the time being... Perhaps at a later stage I'll look into it.
<b>Raw Evil</b> hit the nail on the head that time <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
<a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/update06292004/maint1.jpg' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/update06292004/maint1s.jpg' border='0' alt='user posted image' /></a> <a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/update06292004/maint2.jpg' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/update06292004/maint2s.jpg' border='0' alt='user posted image' /></a> <a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/update06292004/maint3.jpg' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/update06292004/maint3s.jpg' border='0' alt='user posted image' /></a>
The port Hive (the generator is still operational)
<a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/update06292004/hiveentrance.jpg' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/update06292004/hiveentrances.jpg' border='0' alt='user posted image' /></a> <a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/update06292004/hive1.jpg' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/update06292004/hive1s.jpg' border='0' alt='user posted image' /></a> <a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/update06292004/hive2.jpg' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/update06292004/hive2s.jpg' border='0' alt='user posted image' /></a>
More detail added and texture changes made:
<a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/update06292004/enginepresure.jpg' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/update06292004/enginepresures.jpg' border='0' alt='user posted image' /></a> <a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/update06292004/skylight1.jpg' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/update06292004/skylight1s.jpg' border='0' alt='user posted image' /></a>
<b>Note:</b>
I also updated the latest progress-layout picture check the <a href='http://www.unknownworlds.com/forums/index.php?showtopic=58601&st=0' target='_blank'><b>first post</b></a>
Linked here I got some screenshots of bug areas in the latest build, hope they help
<a href='http://swiftspear.0x01a4.com/Achio1.JPG' target='_blank'>Ladder in water place bug</a>
<a href='http://swiftspear.0x01a4.com/achio2.JPG' target='_blank'>Elevator switch wierd placement</a>
Sorry the SS are so dark, thats the way the map looked on my computer though.
About the brightness. Alpha0.61 is brighter then alpha0.6, but I already increased the brightness from alpha 0.61