Mobile Flak88 (Demo map)


(MadJack) #1

It’s not THAT bad :stuck_out_tongue:

Just made a Mobile Flak88 Cannon. There’s some stuff missing and frankly I don’t know if I’ll add more to it. I’m planning to use it in Ebe unless someone can come up with something better :slight_smile: That won’t bet too hard :smiley:

Oh, it’s made of brushes btw. It’s about 1800 tris. More or less.

Someone could use it and move the stands on each side and have it rolling around. shrugs

If someone is desperate enough to have it… I’ll consider it :wink:


(MadJack) #2

Got some kind of problem… When I import it as a prefab I rotate it and then the shit starts to hit the fan…

I get tons of WARNING: brush plane with no normal and then I click Brush cleanup it deletes like 25 brushes! :angry:

There are no errors when in it’s little map… Is there a way to fix that?


(MadJack) #3

sigh Got some weird stuff going on… The problem seems to be the cap of the two tubes in the front. Thing is, even if I delete those and recap the patch it will still give me caps with no normals??? Each and everytime…


(MadJack) #4

Remaking those once imported fixed it :???: Even rotating (free) worked…

Anyone can shed some light on that!?


(thegnat) #5

Hey MadJack.

The Flak looks very good.
If you want to be able to rotate it freely, you should compile it to an ASE model (without the tire-models).
Here is a link from the sticky: Converting a BSP to ASE
Good luck and keep it up!


(MadJack) #6

Woohoo! Jahaa! Thanks thegnat! It worked like a freaking rabbit-paw-pot-o-gold-over-the-rainbow-four-leaves-clover charm! :smiley:


(MadJack) #7

I decided to make the model in several parts so the legs, turrent, cannon and base can move up/down/left/right etc but it seems the origin of the parts are not right so is there a fast and easy way to fix that?

The parts are fine when moved together to form a whole but if I try to turn/move up or down it’s all relative to the origin and that doesn’t work at all.

Any help greatly appreciated.

Thanks :slight_smile:


(No1_sonuk) #8

Use multiple tags in the model.
You need 3 models: the base, the rotating gun mount, the elevating gun
On the base you have “tag_azimuth” at the azimuth rotation point.
On the mount you have “tag_azimuth” at the azimuth rotation point, AND “tag_elevation” at the gun elevation point. This model is exported with the azimuth tag at 0,0,0.
On the Gun you have “tag_elevation”, exported with tag elevation at the 0,0,0 point.

You then place all the parts in radiant as script_movers (clipped with origin brushes at the appropriate tags).
Give then scriptnames like “88base”, “88turret”, and “88gun”.

Then in your script (using the suggested names):

88base
{
	spawn
	{
		// Do stuff, maybe
	}
}

88turret
{
	spawn
	{
		wait 200
		attachtotag 88base tag_azimuth
	}

//Add turret turning stuff here

}

88gun
{
	spawn
	{
		wait 200
		attachtotag 88turret tag_elevation
	}

//Add gun elevating stuff here

}

Then, when you move the base, the turret follows, and the gun follows the turret. All faceangles are relative to the tag the mover is attached to. So, you only need to adjust the pitch angle of the gun. No matter which way the turret turns, the gun will elevate properly without you resorting to complex trigonometry to get the pitch, yaw, and roll angles right.

HTH


(capslock trojan) #9

mad jack you replied this on my topic
I don’t know how much bandwidth that would generate but I’d be willing to host it if it’s not too high. Anyone has any idea about that?

does this offer stil stand because ive got like 10 nice homemade prefabs and dont have any idee to put them on the web (that’s why i came up 4 that contest :p)
:bump:


(MadJack) #10

@ no1_sonuk, thanks a lot for the info but I think I miswrote what I really want to do is change the origin in the .ase since that would be much easier. Not just for me, but for anyone who would want to use it when I’ll make it available. Though I’ll sure keep what you’ve given me. Very nice info indeed.

@ capslock, look for my reply in the appropriate thread…


(=DaRk=CrAzY-NuTTeR) #11

???

wtf?

it looks like one of them farmer tools that looks like there cutting the crops


(thegnat) #12

If you don’t use the method no1_sonuk provided, you can place the model at the 0-0-0 (x-y-z) point in Radiant where you want its origin to be - then compile it to ASE.
No guarantee, but if I remember right, it will work. :???:

@=DaRk=CrAzY-NuTTeR: Got anything helpful to this thread? :disgust:


(MadJack) #13

Thanks again thegnat! I’ll try that in a moment and see if it works! :smiley:

As for Nutty’s comment, don’t mind him. I’ve learned to selectively read posts :slight_smile:

EDIT: Well, 2 outta 2 is pretty good thegnat! Thanks a LOT! :smiley:

I’ll make it available to the public with .map and a .bsp + script that will show how to move the feet, turret and cannon. I’ll have to use sonuk’s way to move the cannon on the X axis since the origin is used to move it up/down. Since the axis to turn the cannon is the middle of the cannon, I’ll have to temporarily attach it the turret while the turn is done then detach it.

Thanks again to both of you for the great input! Jahaa!


(=DaRk=CrAzY-NuTTeR) #14

looks ok, but make those sides smaller it looks like a crop machine, and why dose it need to be an .ase model?


(thegnat) #15

=DaRk=CrAzY-NuTTeR, you should read the whole thread.
If you make a model from brushes in Radiant, you can’t rotate it freely without having vertices snap to the grid (shapes are off) or generating brush planes with no normal (results in deleting the brush). So you have to make it a model.


(=DaRk=CrAzY-NuTTeR) #16

i did u ass hole


(thegnat) #17

Oh you’re a smart boy. I’m really impressed.


(No1_sonuk) #18

@ no1_sonuk, thanks a lot for the info but I think I miswrote what I really want to do is change the origin in the .ase since that would be much easier. Not just for me, but for anyone who would want to use it when I’ll make it available. Though I’ll sure keep what you’ve given me. Very nice info indeed.

TBH, it’d be easier for anyone else to use if it’s done properly, rather than jury-rigged the way you’re describing. The tanks in RtCW and ET have separate hull, turret, and gun models, linked together with tags. It’s a SIMPLE system that works well and is well-known.


(MadJack) #19

sonuk, I understand you point and as moving vehicle you’re completely right. As a static, unmoving cannon, having those origin already neatly aligned where the pivot point is is an added bonus since all you have to do is to use faceangles in the script, no need to use anything else (except for the cannon on a certain axis).

The origins were at something like 200 units from the components and that’s hardly convenient.

Anyway, I think that using one or the other way should be opened to the mapper and having the origin at the right place should be common practice so they can be used as is or attached to the other parts. Look at the models and their origins are where they should be.


(MadJack) #20

I tried faceangles with the .ase and though the script fires fine, it doesn’t move.

Is it me or the model2 can’t be used with a .ase? I tried what Steel Rat proposed in another thread and nothing was displayed of the .ase though it did with a md3…

There’s some mention of q3data bundled with Radiant but couldn’t find the darn thing… Anyone can help?