new art in progress

OK, I've got the survivor crossbowman and the jeep crossbow integrated into the game. Maybe I have setup my XML wrong, but when the jeep crossbow attacks, there is a muzzle flash. Is that controlled by the xml or the kfm? Did I miss a kfm update?

Also, I forgot to bug you about the survivor settler, which just needs kids and maybe a dog.

I updated the unit request post near the start of this thread.

Tha muzzle flash is controled by aimations (Kfm/Kf) files. I think those got lost somewhere along the way. I repackaged the Jeep using Coyotes Nif and Chuggies front window with the Crossbow Bolt anim.

Rigging Punk on it next... Let's hope the transparency can survive that...

Edit: Uh, question... Why do the Punks need that ? It's a "Advanced" Fuel using Unit after all, and the don't got any refineries...
Perhaps cloning every single unit for the punks is a bit too much / boring ?
They got melee and ranged footman, riflemen and bike. I do see them using Ute's making some sense (Tho even here i think it might be too much of cloning already). But those, military units that need fuel, ressources and somewhat advanced regained tech ?
How about giving them a increased strength rifle-morotcycle instead ?
 
Tha muzzle flash is controled by aimations (Kfm/Kf) files. I think those got lost somewhere along the way. I repackaged the Jeep using Coyotes Nif and Chuggies front window with the Crossbow Bolt anim.

Thanks, I'll take a look tomorrow.

Rigging Punk on it next... Let's hope the transparency can survive that...Edit: Uh, question... Why do the Punks need that ? [...]How about giving them a increased strength rifle-morotcycle instead ?

Hm, good point. Actually in the game I have jeep and jeep rifle disabled for barbs. But I had them in my unit request list. So perhaps rigging the survivors onto the jeep rifle is the right next move. (EDIT: seZereth made the double uzi wielding guy, which doesn't have a home yet. Want to put him into the jeep for jeep rifle?)

For the ute, there is probably another discussion we could have. When I put in the unit, I ripped out the gunner and gun first so it looks "unarmed". It can be built before any small arms are available. In version 0.5 it can take a promotion to get a rifle mount. For the ute, in 0.6 I have added a "heavy armor" promotion and also an "antitank" promotion. So the weapon which is visible, could change among four types as a result of promotions.

Maybe what we want is "ute with punks and crossbow" second, that seems definitely needed. Third, maybe over to the settler and fuel truck.
 
Hm, good point. Actually in the game I have jeep and jeep rifle disabled for barbs. But I had them in my unit request list.
Then i skip the Punk Jeep and move to the Tanker for now (actually already started the tanker, while waiting for your answer on the Jeep :p)

So perhaps rigging the survivors onto the jeep rifle is the right next move. (EDIT: seZereth made the double uzi wielding guy, which doesn't have a home yet. Want to put him into the jeep for jeep rifle?)
It's on the list, but most probably not in time for 0.6 - the current survivor rifle jeep with infantrymen is a bit off but not terrible, so i have a few things i want to do first.

New ute being one of them.
It can be built before any small arms are available. In version 0.5 it can take a promotion to get a rifle mount. For the ute, in 0.6 I have added a "heavy armor" promotion and also an "antitank" promotion. So the weapon which is visible, could change among four types as a result of promotions.
I remember reading somewhere, that with BTS it's possible to make additional props display on promotions. Do you know how to acomplish this ? Or can you just switch the UTE's art, when it gains a promotion ?

Wit the UTE's main boon beeing hugely customizable via promotions, it seems to me actually displaying that customization is worth some effort.
 
Does someone know if there are event codes for turning animations ? I did not see any unit have them, but formations infos do mention "Event_Turn_Right/Left" iirc...

Might be of use for the truck, if can be done.
 
First, it will not be possible to make the dual uzi guy animate firing his uzis on a jeep. except with custom animations, which could be cool ;)

I too was thinking about giving the UTE some custom designs, since bts you can switch graphics with promotions.
like with some metal plates as armor upgrade, with a rocketlauncher on back, with a machinegun or even better with a 4 barreled flak cannon :D

Furthermore, I think the Mad max for Survivor Guardsman is a bit off, from the unit design perspective and I think it would make a much better Hero unit, either by technology or event, or a special unit you get when you have your first refinery to guard the truck ;)
And replace the rifleman with a survivor looking guy with a pumpgun.

Another thing is, I somehow disliked to see a huge amount of tanks in the game report as final army. I think Tanks still should be quiet limited and should never make the other units obsolete. Further, a more rusted or improvised look could be good as well.

Do you need AT and Sam units? I could do some graphical modifications to fit the theme we already have.
 
First, it will not be possible to make the dual uzi guy animate firing his uzis on a jeep. except with custom animations, which could be cool ;)
Yep i am painfully aware of this - this is why it's on low priority for now.

I think reducing the number of tanks was on the list already. A very needed change, as otherwise all the other units are a bit meaningless.

I would like another survivor skin (or two :D) - all we have so far are used at least once already, and we need more people (Horseman, Bike Driver, Rifle Jeep Guys (Those will probably indeed be the UZI guy - but it would make him appear 3 times - as Machinegunner and on both jeeps), A new Guardian - if Max is going to be hero...). I would say horseman is the most pressing here.

Perhaps a non-punky reskin of those Football guys ?

Just a mesh in skinning pose is enought - i will need to re-rig it anyway, so you can save yourself the rigging. But you are just a lot better (an i think faster) on making good looking textures than me.
 
Yep i am painfully aware of this - this is why it's on low priority for now.

I think reducing the number of tanks was on the list already. A very needed change, as otherwise all the other units are a bit meaningless.

I would like another survivor skin (or two :D) - all we have so far are used at least once already, and we need more people (Horseman, Bike Driver, Rifle Jeep Guys (Those will probably indeed be the UZI guy - but it would make him appear 3 times - as Machinegunner and on both jeeps), A new Guardian - if Max is going to be hero...). I would say horseman is the most pressing here.

Perhaps a non-punky reskin of those Football guys ?

Just a mesh in skinning pose is enought - i will need to re-rig it anyway, so you can save yourself the rigging. But you are just a lot better (an i think faster) on making good looking textures than me.

kk

I´ve got some more Ideas for Survivors ;)
will work on them as soon as i have some time (hopefully later today)
 
I got the Tanker animated.

The Explosion is a bit disappointing - can someone tell me what the bigges explosion effect in the game is (Apart from a Nuke) ? I tried Battleship. but it was just puny (Screenshot). Using Panzer Death now, ist a bit better bit still not 100% convincing. If there is nothing bigger, i could stack them...

tankerpreviewny6.jpg


It's the shorter version. fScale 0.35 or majbe 0.38 should work nice.
The anim sould work on long variant, if has to be.

Material support Teamcolor and Damage states - but teamclor would need texture adjustment and damage map is blank for now (It does not get damaged in fury road. Is the unit going to be used somewhere ourside Fury Road ?!)

@Davidlalen
Do you know how to assign a animation sequence fot those custom actions you code in python (Activate Anim on Refueling) ? I skiped it for now, but if you know how to make it show, i will add a activate anim.
 
Here's the grounded gunship. Forgot to take a screnshot when trying it, but anyway - we all know how the gunship looks like. Just this one is on the ground with the a static rotor ...

These are the new nifs ony. Use the Gunship Animation/Texture and the same art define - with the exception of the scale - i think this one might need to be scaled a bit bigger.

The Damage States wen't MIA (Does the original Gunship display damage texture ?! I dont see them often in the game... I know it has one, but i dont see why it is gone on the grounded model...) And when dying it will diplay a explosion and then just disappear - no breaking apart and fade out.
 
Jeepers, I went to sleep for a few hours and suddenly I am a dozen posts behind!

refar said:
I remember reading somewhere, that with BTS it's possible to make additional props display on promotions. Do you know how to acomplish this ? Or can you just switch the UTE's art, when it gains a promotion ?

Wit the UTE's main boon beeing hugely customizable via promotions, it seems to me actually displaying that customization is worth some effort.

seZereth said:
I too was thinking about giving the UTE some custom designs, since bts you can switch graphics with promotions. like with some metal plates as armor upgrade, with a rocketlauncher on back, with a machinegun or even better with a 4 barreled flak cannon

I completely agree. I know there is a python callback onUnitPromoted, which is similar to ones I have used. I can use this to switch one unit to another type. So there would be a family of ute units, only one of which is buildable, but with promotions the unit changes to another type. Those add-ons sound awesome!

So far the following promotions are specific to the ute: visibility, offroad, camouflage, weapon mount (rifle or machine gun), and in 0.6, armor and antitank. It's my goal, but maybe a hard one, that a high level ute should be able to stand up to a tank. Any cool weapons that you can mount, I will make a promotion and unit-switching for it.

seZereth said:
Furthermore, I think the Mad max for Survivor Guardsman is a bit off, from the unit design perspective and I think it would make a much better Hero unit, either by technology or event, or a special unit you get when you have your first refinery to guard the truck
And replace the rifleman with a survivor looking guy with a pumpgun.
Do you need AT and Sam units? I could do some graphical modifications to fit the theme we already have.

If we had a different survivor guardian, that would be fine. I like the idea of a hero unit. But it's not high priority for me. Similarly low priority, reskinning rebuilt tanks or infantry. I wouldn't turn down these reskins, but a heavily modified ute sounds much cooler. I had not thought of it before, but the humvee unit has a basic camouflage, maybe it could be made "cooler".

Thanks for the updated tanker and grounded gunship!
 
Do you know how to assign a animation sequence fot those custom actions you code in python (Activate Anim on Refueling) ? I skiped it for now, but if you know how to make it show, i will add a activate anim.

I will investigate. I would say to use the normal "death" trigger, since a tanker attacked by another player is captured instead. I am not sure what happens if a barb attacks a tanker, I was thinking they would capture it even if they don't have anything to use it for. Is there any other way a capturable unit can be *killed*?
 
I will investigate. I would say to use the normal "death" trigger, since a tanker attacked by another player is captured instead. I am not sure what happens if a barb attacks a tanker, I was thinking they would capture it even if they don't have anything to use it for. Is there any other way a capturable unit can be *killed*?

I am not sure - i seen settlers die animation (There is a Surrender and Die sequence for those units...) in the normal game - i think when the barb attack him, because the barbs do not have the ability to capture.

My question was aiming more at the refueling action - units that have a "non combat action" (Missionary, Great People, Spy) can have a additional "Activate" animation. I was thiking something like the Engine disconnecting form the Tanker and driving off a bit before/while disappearing.
I left that sequence out at firs, because i wasn't sure, if there is a way to display it.

EDIT:
It's not too importan tho - just a possible gimmick
 
@ Refar

did you have tried to scale the effect? made a test with the death effect (scaled to 10), looks impressive, see pic

@ davidlallen

i asked for the planes because i had the idea to make one (and wanted to know if you believe they could fit), but expect it not too soon (and Refar already did the gunship)
 

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Wow. Didn't think that would work.

So you just scaled up the dummy where the effect is attached ? Or scaled the effect itslef in its XML definition ?
 
the first, scale the dummy (works also with weapon effects and also other effects, at least in nifviewer it´s also possible to scale only one side of the effect [did it for the engine effect for the sufa - x, no idea how to scale only one side in Nifscope when not having a mesh]
 
Cool, thanks for the tip.
 
Ok, guys, I couldnt finish it, we are celebrating here and i am already drunk, but i just wanted to give you a first glance and submit my idea before i go back to the party ;)



my Idea is:

use this guy as a base for one of the survivor rflemen, give him a shotgun, place him in a group with the two uzi guy and another one wielding somthing else, loking different, and then, as soon as you have some missile tech or bonus, you can actually upgrade or promote him to either sam or AT infantry (AT will be easy to come up with, just rerigging). So, the riflemen unit will be upgraded with a bonus against tanks/vehicles or gunships (visually by the at or sam unit i create). -> instead of building a completely new sam/at unit....

what do you think?
 
He looks cool.

I think he would make a good "guardian" unit / survivor rifleman - he's somewhat older and has that "experienced" look.
 
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