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Re: Age Building - Things to Remember
Posted: Sat Nov 02, 2013 3:17 pm
by Karkadann
Calena wrote:One thing we'll need is an idea for a gun that's built on a turret. It has to be eye level with the avatar, which normal pirate ship cannons really aren't.
The smaller one's are
I mounted this one on my Whiskey barrel
- Show Spoiler
[img]http://i306.photobucket.com/albums/nn264/Dances-with-Madness/Cannon.jpg[/img]
Its a 150 caliber
Re: Age Building - Things to Remember
Posted: Sun Nov 03, 2013 7:52 am
by Sirius
Calena wrote:One day Sirius says "it's really complicated". The next thing we know, denDwaler shows up with an outrageously cool gun and Sirius has the whole thing figured out and working

Hehehe, yeah, well, better this than saying it's easy and never manage to setup the whole thing...
Plus there are still the responders to setup, the rotation for the gun to handle, etc.
I'm still working on enhancing the whole thing, then I'll release it.
Meanwhile, if Karkadann wants to try and figure out how to do this in Max... Here is a list of things that must be done:
- Show Spoiler
First, add a collision geometry to your object. The object doesn't need to be collidable by the avatar, but it must have the "LOS only" (Line-of-Sight only) flag (probably for something called "member group").
Then, you must find how to add a Bullet Manager with the Max plugin. It's not an object modifier, so I have no idea where this could be.
In the options of this bullet manager, you have to setup a few things:
- a preshade material and a runtime material. This is the decal material.
I have no idea what's the difference between preshade and runtime, I used the same mat for both.
- target objects. These are obviously the objects you're supposed to be able to shoot (those with the LOS only flag).
- particle object. This is an emitter that will play a small particle effect when the object is shot (dust, metal splinters, etc)
This is optional, I didn't use it in my test.
- a few parameters and metrics: except for the lifespan and scale option, I have no idea what is best for these. I used Teledahn's defaults:
MaxNumVerts="1000" MaxNumIndices="1000" WaitOnEnable="0" PartyTime="0.25"
Intensity="1" WetLength="0" RampEnd="0.1" DecayStart="22.5" LifeSpan="30"
Best experiment with these until you're satisfied.
Note: without the Python file you won't be able to fire anything, so even if you find the options in Max you won't be able to check this in the game.
Or, you could export a single PRP from Max, and put this PRP in Teledahn, somewhere near the vapor gun. If you did it correctly, it should put some decals on the object you added when firing the vapor gun
EDIT: I'm not sure what we're firing exactly - is it a "small" gun with a small bullet, or is it a real canon, as there was on ships, that fire 10 cm wide bullets ?
Because if it's one like Karkadann built, it's going to cause really big decals. And we won't be able to see the bullet once fired
By the way, nice gun model too, Karkadann

Re: Age Building - Things to Remember
Posted: Sun Nov 03, 2013 11:36 pm
by Karkadann
Sounds a bit complicated for me at this point at least for me Sirius, However I did set up the cannon ball with a simple component and a animated proxy terrain pushing the cannon ball out at high speed that seemed to work pretty good, although its only got one shot, so far.................
Re: Age Building - Things to Remember
Posted: Fri Nov 08, 2013 9:36 pm
by Calena
Karkadann, I put your cutlass model in the age and I think it looks really nice. During this process, I re-sized the texture images and reduced the face count on the model by 1/3. I also converted the model to Blender format. I was wondering if you'd like me to re-post the new files for public or private download? I can easily do that.
I'm up to my eyeballs building this little age, but I've been watching what you guys are up to. I hope we get back to this project later, it looks like it could be a lot of fun!
Re: Age Building - Things to Remember
Posted: Sat Nov 09, 2013 12:57 am
by Karkadann
Sure, if any one needs a copy of it for something and aint working in Max they can download your blender version.
Public download would be great.
Thank you
Re: Age Building - Things to Remember
Posted: Sat Nov 09, 2013 1:10 am
by Karkadann
Wamduskasapa wrote:I can see that Skull sitting on the desk in my age, except that it would have the texture of Black Quartz, or maybe Clear Quartz
Sorry for the late response but I just found the link for the scull if you wanna give it a try
http://www.3dmodel777.com/Download-3d-m ... n3snCeiJ8E
Re: Age Building - Things to Remember
Posted: Sat Nov 09, 2013 2:28 am
by Wamduskasapa
Thank you Karkadann, I will definitely be adding that web site to my collection there are MANY great and usable 3d models available.
Re: Age Building - Things to Remember
Posted: Sat Nov 09, 2013 8:16 am
by Calena
The link to download the new cutlass files is here:
Karkadann's Cutlass
The file includes an .obj file, .blend file, and 3dsMax file of the cutlass object along with a separate file containing the texture images. I did not include the lighting image as that will change on each use.
Thanks for the offer of the skull, Karkadann. Modeling decent low poly skulls is still outside my skill level. I've only recently gotten serious about improving my modeling skills with truely organic objects. I had a difficult enough time figuring out how to make the low poly hat

, but I got it! Fortunately, I had already found a skull mesh that was low poly at blendswap dot com. Interestingly enough, the skull model is credited to "Corvus". I wonder if that's our Corvus?
Skull Scene
I'm making good progress on this little age, but there's still so . much . to . do! I haven't even started on sfx or wiring it yet. How many days till Christmas

?
Re: Age Building - Things to Remember
Posted: Sat Nov 09, 2013 9:47 am
by Acorn
wow, this is looking really great!
Re: Age Building - Things to Remember
Posted: Sat Nov 09, 2013 12:04 pm
by Dulcamara
Yes thats right.
It is wonderfull
