Tf With New Deploy Animation

Heavy_DHeavy_D Join Date: 2002-12-14 Member: 10816Members
<div class="IPBDescription">Another enhanced NS model</div> <i>The G-510 Golgotha Turret Construction Factory is a retrofitting of the existing G-509 unit. The major modification is the addition of two servo motors to the inner ends of the unit's arms, along with the decoupling of the portions of the pistons. This facilitates a new storage pose, whereby an unbuilt turret factory makes much more economical use of space, as requested by the TSA quartermaster commission. Battlefront uptake has been good, with reports from infantrymen that the change in appearance is also a useful visual aid during intense battles.</i>

Have you ever been confused in battle as to which turret factory is built and which isn't? Or do you just like over complicated deploy animations in your marine buildings? Then do we have the model for you! The original turret factory model has a bit of an animation when it's built, but it's not very big, and from a distance looks pretty much the same. So I had a go at making something more complex, which involved hacking apart the front half of the TF. It took me about 6 hours to set up the model right and animate it, and then two weeks struggling with gmax to make the bones work correctly. It was a useful learning experience anyhow, I'm sure now I could create this again in a fraction of the time.

Technical note: I changed the entire set of bones for the TF, so I had to redo all the animations and the hitboxes. The hitbox changes aren't too bad, but they won't match up with the original model, not least because of the animations. So in the interests of fairness don't use this model if you're running a server.

No screenshots, because it pretty much looks like the original turret factory, and you'll only notice the difference if you watch the animations. And for that you might as well just download the thing and give it a try...so without further ado, the download link:
<b><a href='http://people.pwf.cam.ac.uk/~ajd70/b_turretfactory.zip' target='_blank'>b_turretfactory.zip</a></b>

Comments

  • Mr_CharismaMr_Charisma Join Date: 2003-01-26 Member: 12748Members, NS1 Playtester
    I like it. The easier it is to determine between unbuilt and built structures the better in my opinion.
  • ToboldTobold Join Date: 2003-06-16 Member: 17405Members
    really like it, smooth animation.
  • RatonetwothreetwooneRatonetwothreetwoone Join Date: 2004-03-23 Member: 27504Members
    hmph not really workin for me.. theres no model when i open it up in the model viewer.. oh well...
  • Heavy_DHeavy_D Join Date: 2002-12-14 Member: 10816Members
    <!--QuoteBegin-Ratonetwothreetwoone+Jun 25 2005, 02:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ratonetwothreetwoone @ Jun 25 2005, 02:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hmph not really workin for me.. theres no model when i open it up in the model viewer.. oh well... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Could it be that you opened the wrong file in the viewer, b_turretfactoryt.mdl? That one only contains the texture info, rather than the model. You could also try copying both files to your ns/models folder(after backing up the originals) and seeing whether it shows up ok ingame. Otherwise, I'm kinda stumped, as I did test the uploaded version for visibility...
  • RatonetwothreetwooneRatonetwothreetwoone Join Date: 2004-03-23 Member: 27504Members
    nah i opened the right file.. didnt test it ingame though.. might work... meh..
  • Fatal_ErrorFatal_Error Join Date: 2005-01-15 Member: 35840Members
    Excellent animation, truly spotty, chap. You should honstly have the dev team take a look at this, it might just get into 3.1.
  • MantaManta Join Date: 2005-01-12 Member: 35056Members
    I like it. Useful, simple, and noticeable.
  • sargeysargey Join Date: 2005-06-07 Member: 53325Members, Constellation
    I'll just say what i want to say and what everyone else had said, i like.. i like. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
  • EndEnd Join Date: 2003-11-11 Member: 22566Members, Constellation, Reinforced - Shadow
    nice work Heavy D
    so are you going to work on the Phase Gate
    so you can se if it is build or unbuild?
  • Fatal_ErrorFatal_Error Join Date: 2005-01-15 Member: 35840Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    so you can se if it is build or unbuild?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I'd say look for the pretty sparkles coming out from the top and the glowing. Just saying.
  • Parasit3Parasit3 Join Date: 2005-06-17 Member: 54034Members, Constellation
    sweet <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • Heavy_DHeavy_D Join Date: 2002-12-14 Member: 10816Members
    <!--QuoteBegin-End+Jun 25 2005, 07:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (End @ Jun 25 2005, 07:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> nice work Heavy D
    so are you going to work on the Phase Gate
    so you can se if it is build or unbuild? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I've already made a phase gate that does just that, and you can download the model <a href='http://people.pwf.cam.ac.uk/~ajd70/b_phasegate.zip' target='_blank'>here</a>. The problem is....it doesn't work. The standard phase gate doesn't have any animations at all, so I don't know how to make these sequences work ingame. I did make a suggestion in I&S that the feature should be added, but you'll have to wait until 3.1 to see if it makes it in. For now this is just a piece for show to look at with a model viewer.

    Having said that, some odd stuff does happen when you use this model in game, so it's not totally unresponsive to adding animations. For example, when you build it, the animation doesn't play, but when you recycle it does. Which of course means it only opens when it should close, but hey. If you recycle/kill one phase gate, then the second one will also play the animation and open. So maybe I've just not named/set up the animations right yet - if anyone knows how to do it, please tell me!

    Oh, and the reason you'd want a deploy animation(besides the cool factor) is that the sparks and the glow tell you when <b>two</b> phase gates are built. If the gate doesn't glow, it could be unbuilt or just have no destination. If the destination did exist then got killed you'd have sparks but no glow, so I'll admit the use is limited. But there you go.
  • ChubbieboiChubbieboi Join Date: 2002-12-23 Member: 11408Members
    I like the TF very smooth animation, gonna be using it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    and that Phasegate the IRIS is a kool idea, I like the animation as well, very smooth and clean <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    Yummy. I'd definatly use it if it wasnt for consistency..
  • TykjenTykjen Join Date: 2003-01-21 Member: 12552Members, Reinforced - Shadow
  • DrfuzzyDrfuzzy FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Members
    External textures = <span style='color:red'>BAD</span>
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    <!--QuoteBegin-Drfuzzy+Jun 27 2005, 08:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Drfuzzy @ Jun 27 2005, 08:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> External textures = <span style='color:red'>BAD</span> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Why?
  • SnappyCrunchSnappyCrunch Join Date: 2004-08-03 Member: 30328Members, Constellation
    There used to be a good reason to use external textures, and it had to do with hardware limitations which don't really exist anymore. I don't remember the exact reason.

    Nowadays, all external textures do is make you angry when you try to view a model from inside an archive.
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