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Duncan_10158
10-09-2003, 09:27 PM
the droideka model is a projekt i am working on quite a long time, but since JA and the vehicles i got a great step forward. so now i want to show you what i am working on and bring up some questions we need to solve, so we will enjoy the droideka in future MP games.


here two pics first:

http://io.meskinaw.net/images/Droideka/droideka_06.jpg

http://io.meskinaw.net/images/Droideka/droideka_07.jpg


there are some older pics on my project site too.
http://io.meskinaw.net/droid-proj.php

the droideka is working as a vehicle in JA quite well, but there are still some things i dlike to solve.

fist, all vehicles are not turing when not moving, even there is a parameter in the .veh file. turnWhenstoped, but it seams not ot work, does somebody bring a vehicle to turn when standing?

second, when a droideka is rolling, it normaly cant shot. how could i code or add something in a file so the droideka dont fire when rolling. i thought of letting the weaponmuzzles disappear while it is in rolling animation, but how? i tried to delete it while animating, but the tag was deleted totaly. is here a good 3ds max animator who knows this detail in animation. or somebody how know an other solution.

third, shields. it would be fun if the droideka had an energyshield, there is something like that on the starship vehicles like the lamdashuttle. does somebody know how it work, and if its possible to deactivat while rolling.

fourth, toggle walking/running. does somebody know how to permanenty change the moving mode? i have set it so that when i want to walk i have to hold >shift<. in JO it was possible to use >caps lock<, does that work in JA somehow? i couldnt figure that out :(


i am planing to make the droideka very strong when standing and shoting but slow when walking. when it turns to rolling mode, it should be not able to fire and be quite vulnerable.

i dont know if this all is possible without coding the JA source, but it definitly is fun already. any comments, suggestions?

The Cheat
10-09-2003, 09:31 PM
looking very nice, cant wait for this to be released, i think the possibilities with the vehicle system are endless

Zappa_0
10-09-2003, 09:56 PM
Hye man that looks great. I cant wait until u release it so I can use it in my movies. Keep up the good work.

ObiKast
10-09-2003, 10:08 PM
Just awsome :)

The Cheat
10-09-2003, 10:11 PM
i was just wondering, would there be a way to turn the little bar off that is on the bottom? im guessing it would be like view something or something like that

DarkLord60
10-09-2003, 10:33 PM
Looks good.

El Sitherino
10-10-2003, 03:13 AM
well I have a three day weekend and no money so I'll just be spending it at home so if you want you could send it to me and i can try my hand at fixing it up some, and the turn while stop only works in SP, not MP. I don't know why they didn't add it's function in MP. Probably because most people using them would be running around like in seige when you get the speeder you'd be moving the whole time so you could win... but if you want I can try my hand at it. I've always been wanting the droideka, I remember when you started the model in JO.... wow, time flies by sometimes. anyway enough nostalgia. glad to hear it's working pretty well.

king yoda
10-10-2003, 10:19 AM
cool a droideka.keep up the good work.

t3rr0r
10-10-2003, 11:13 AM
looking great, duncan. will it be able to fire from both arms? if possible, you should try and have the blasters stagger the shots (left, right, left, right, etc.).

CraZy_B
10-10-2003, 08:43 PM
The assassin_droid in JA has a fine energy shield. It would work for the droideka as well (i think:o)if you could remove the electrical effect.

Duncan_10158
10-10-2003, 11:56 PM
Originally posted by The Cheat
i was just wondering, would there be a way to turn the little bar off that is on the bottom? im guessing it would be like view something or something like that

i dont know, i havent tried to deactivat it yet. on the other side it gives you importent information. as i have the droideka set now, it can shot about 10 seconds, the he have to recharge, its good to see that on the bars.

InsaneSith, i still need to do some more animation an bring the skin to a testable stage, but i could sent you an in work version if you realy have no money for going out this week end :)


Originally posted by t3rr0r
looking great, duncan. will it be able to fire from both arms? if possible, you should try and have the blasters stagger the shots (left, right, left, right, etc.).

in fact my droideka is fireing from four blasters on both arms. and its staggering this way upper left, upper right, lower left, lower right, upper left, upper right, lower left, lower right, etc :)
i just needed to add four muzzles, that was it.


Originally posted by CraZy_B
The assassin_droid in JA has a fine energy shield. It would work for the droideka as well (i think)if you could remove the electrical effect.

yeah, i tought of that to. i will try to extract the model and see how it works. that effect would look good. i hope its not coded somehow.

El Sitherino
10-11-2003, 01:30 AM
It would be quite an exciting experiment for me so go ahead and send it. who knows I might figure somethig out, atleast through dumbluck, ;). (atleast I'm honest :p )

t3rr0r
10-11-2003, 03:01 PM
Originally posted by Duncan_10158
in fact my droideka is fireing from four blasters on both arms. and its staggering this way upper left, upper right, lower left, lower right, upper left, upper right, lower left, lower right, etc :)
i just needed to add four muzzles, that was it.
sounds sweet.

Tesla
10-11-2003, 03:12 PM
If you want an energy shield like the Assasin Droid, wouldn't there be a line in it's NPC file which allows that shield. ?

Im going to look through all the npcs today, i just extracted the entire Assets1.pk3, thats 700+ meg wasted. :D

Tesla
10-11-2003, 03:25 PM
This is a wild guess, but put it's class as CLASS_ASSASSIN_DROID and see if that gives it a shield, i doubt it will work though. :(

El Sitherino
10-11-2003, 06:46 PM
ok well i'm looking at the games animevents.cfg file and animation.cfg file. I must say this is incredibly huge... some of it I cannot make out what it does. I'm gonna play around with some stuff in the veh file since that's the stuff i mostly know right now.
I'm wondering if there are things that i should add to the animation.cfg file for the droideka... I'm not sure, anyway I'll keep in touch with you duncan.

ATST_vehicle
{
weapon WP_BOWCASTER
weapon WP_ROCKET_LAUNCHER
weapon WP_EMPLACED_GUN
playerModel atst
playerTeam TEAM_FREE
enemyTeam TEAM_FREE
class CLASS_VEHICLE
height 272
width 80
health 3000
} hmmm perhaps it's the emplaced gun part that allows it to be aimable also... just a thought.

seks03
11-22-2003, 10:24 AM
any update duncann?


The Cheat type "cg_draw2d 0" in the console and all the HUD will disapear, and type "cg_draw2d 1" to make it reapear

Duncan_10158
11-30-2003, 11:23 AM
yeah, its time to come back to this. i have still to do the skins and make a usable verson of a deflector shield. now with the JA sdk released we can make the droideka work the way it should. is there a coder who could help me to code a new vehicle class for the droideka? if you are a coder or now somebody who could help me, contact me.

what we need to make the vehicle class to work like:
1. make to use other or all animations finish the hole sequence. now a vehicles amiation is interuped trough a new comand, it should be possible to code it so an animation have to be finished befor a new one can be executed. this to show the hole stand-to-role animation befor it can role. same with standing up.
2. make the droideka not be able to shoot while in rolling mode. thats its weakness.
3. make the deflector shield be active in standing mode and not active in rolling mode. visualy i alredy did this, but we need it be in the code. the droideka should have some shield points to protect it when standing and those points shouldnt be taken into account when taking damage in roling mode.
4. make the droideka turning when standing. also it should be possible to sett some bones of the model to follow the crosshair like it works on the ATSTs guns. this would be cool for vertical and horizontal aiming.
5. make all sounds be usable, so we can use completly new once.

it would be cool if we could set the vehilce up so it works with and without the mod, modelers can then use the vehicle in thier maps and can decide if they will use the mod and meke their maps a mod or a simple map with a not that correctly working droideka.

last but nearly most importent, if we could figure out how to rise or eliminate the vehicle number limit. this has priorety, as long as there is this limit the players out there will not realy use vehicles, cause its too much work to keep an eye on their own vehicle number or they even dont know about that.


with new vehicle classes, we can make some realy cool vehicle models now. i got some alredy on my project plan :)

seks03
12-01-2003, 04:51 AM
Awesome :eek: if you could pull this off man you would be the yoda of moding.

Ill post this on my site duncann.

Duncan_10158
12-02-2003, 03:50 PM
Thanks seks03, i hope with the help of the community we can change this vehicle limit and creat new vehicle classes. with this i hope we can make completly new animated vehicles or player models like ATTEs or ATATs. thanks again.

as soon i got the skin more or less finished i hope i can release a first beta version, so everone out there can see what i am talking about and what cool things now could get possible.

Duncan_10158
12-06-2003, 11:28 AM
It doesnt look good! there was nobody contacting me about working we me on this project. only you, seks03, helped me to search for some help, thanks. i posted a thread on vehicle limit and on new vehicle classes, but nobody at least replied. i got lots of mails as reaction on seks03 post on jedimoves.com, but none offerd to help me, all asked me if i could do something for them.

i realy doubt about working on on my JA projects, i got so much to do on my other lives work and most of the JA projects i am working on is for others asking me for help. i am not sure if it has any sense if anyone (seks03, you surly not) is thinking only on thier own project. i dont know :confused:

Zappa_0
12-06-2003, 01:32 PM
Come on people help Duncan out, show some freaking gratitude for what all he is able to do and have done. Duncun, I will talk to the AOTC TC team, im sure they have some coders and would love to have a Destroy Droid among other things you plan to make.

Usurpo
12-06-2003, 02:56 PM
Bah! You know I would help if I could! Seriously Duncan, I don't know @%$# about coding or modeling. If you need me to do a mindless task, like Beta for find reference pics, then I am most certainly in. Sorry, man.

Zappa_0
12-09-2003, 07:52 PM
Dude, if you havent seen the pics from the first page you should look now. He doesnt need to refference pics. He needs some one to help him to get the shields up and a few other things.

Usurpo
12-09-2003, 07:59 PM
Look, I was just trying to help...now, seeing as THAT didn't work, I will give you somthing I noticed. The shield is inherant to aircraft...perhaps taking a look at that coding could yield some clues. As for not firing, perhaps remove the firing tags? If that doesn't work, try changing the attack into a boost...if you figure out how to do that, then you probably could use that to turn the shields off and on as well...

NeoMarz1
12-10-2003, 12:40 AM
Originally posted by Duncan_10158
It doesnt look good! there was nobody contacting me about working we me on this project. only you, seks03, helped me to search for some help, thanks. i posted a thread on vehicle limit and on new vehicle classes, but nobody at least replied. i got lots of mails as reaction on seks03 post on jedimoves.com, but none offerd to help me, all asked me if i could do something for them.

i realy doubt about working on on my JA projects, i got so much to do on my other lives work and most of the JA projects i am working on is for others asking me for help. i am not sure if it has any sense if anyone (seks03, you surly not) is thinking only on thier own project. i dont know :confused:

Duncan, you know what the problem is? I think Jedi Academy lost alot of the modders from Outcast. Jedi Outcast had already been bled dry by the top modders... Personally I think Jedi Academy has alot to offer, and most modders would come back if they only knew. The problem is (believe it or not) your posing questions to a community that is short on "interested craftsmen". You can see this when you go to sites like "Jk2files.com"... At one time these sites hosted some fantastic work, These days you see less and less quality work. Dont feel bad though... your not the only one, currently AOTC/TC is trying to get its hands on some more talent. Id be glad to help you out a bit, but I am currently working on a few projects. As you know, most of my skills are in the skinning/modeling dept. Anyhow, I'm not trying to discourage you... Keep posting, I think the more we get this work out there, the better chance the core talent will come back. I'll keep an eye out for someone that can help. Mars out

keshire
12-10-2003, 03:33 AM
Duncan I may be able to help. But I'd also like to take a crack at making the droideka a player character. Which would give you access to all the transition animation options.

Zappa_0
12-10-2003, 05:24 AM
Marz I agree, JA has alot to offer. But the thing is we have to figure out how to use it to our advantage. The shields on a x-wing is different from a Destroyer Droid. Think Force Field. Duncan wants to do the rounded shield around the droid to make it look like the real thing as possible. Also making it a player model, it wouldnt be right. You dont wanna see Destroyer Droids with Lightsabers, Force, etc. It would only be best as a vehicle.

keshire
12-10-2003, 09:37 AM
Think Seige class. RenegadeOfPhunk wants to add it as a player character in the next Movie Battles Mod. He can code it so only certain animations are used. So no lightsabers. ;)

keshire
12-10-2003, 09:37 AM
And it would save me the time to animate someone else's Droideka myself.

Duncan_10158
12-10-2003, 11:02 AM
Zappa_0, thanks, i know most of you out there realy encourage me in going on with this project and suggesting helpfull things like you did, Usurpo, and i thanks for that. but this isnt a problem of us modelers, its more that mapper, coder and modeler doesnt help each other or doesnt take knowledge of the others work. i posted two long threads on vehicle limit and new vehicle classes on the codeing forum but but didnt get even a reply. i am dissapointed, i realy dont understand that. but i could be wrong in my point of view, the hole vehicles thing perhaps isnt that importent for a great improvment for JA, as i think it is.

back to the droideka it self, Usurpo, your right, shields are part of the aircrafts, but its working for all the vehicles in some degree. i added a shield to the droideka model and it worked, but not correctly. a part of the model is a rounded shield around the droid, so the visual part of the problem is solved. the droideka is finished as model and animation. nothing what i need to help as something to do with the modeling part, i only need to do the coding things. also not-shooting in role mode cant be solved though modeling, i tried to remove the muzzle tags, but that doesnt work. right now i am using the walker class so boost isnt possible eighter.

i made the droideka originaly as player model as you suggest it, keshire. the difference in fact isnt that big, to make it a player model we have to creat a differnt player class like we would do it for a vehicle. we could use it as a siege class, set up from the start. but the thing is coding again and i need help for that.

just to say it, the droideka is playable right now, model and animations are done. i could release it as it is now and it would work quite well BUT the first one using it in her/his siege map would do a mode for it allowing it be used as player model and correct all the code thing i am talking about. i just want to do the coding part now instead of every mod maker on thier own.

keshire, every help is welcome. did you already take a look into the vehicles classes? or also in creating as spezial player class? i can sent you my leatest version so i can take a look at it? i can sent it to everyone how wants to see what i am talking about.

let me know
Thanks for your support

keshire
12-10-2003, 11:05 AM
Sure let me take a looka t it. I'll also pass it along to RenegadeOfPhunk.

http://forums.jk2mods.com/

jmattison@scottrade.com

RenegadeOfPhunk
12-14-2003, 08:30 PM
Hey guys.

...me and Keshire are on the job ;)
I've been sent the current droideka work, and will let you know as we make progress on getting the nessesary code done to get the droideka working properly in-game...

Pipedream
12-15-2003, 04:13 AM
Nifty!

[jedi]gabrieL
12-21-2003, 08:03 AM
i am dissapointed, i realy dont understand that. but i could be wrong in my point of view, the hole vehicles thing perhaps isnt that importent for a great improvment for JA, as i think it is.

Duncan_10158 you are wrong. The best thing that happened to JA mp was vehicles support and siege mode (mp objectives). You see the gameplay of JA is almost identical to JK so it is easy to learn for new people and easy to adapt for old players. Vehicles is a new feature introduced into mp with a hole new mini-game. It also introduces a new idea of making larger maps so vehicles can be well manuvered without hurting fps to much. I am not familiar with the JA SDK yet so I haven't really found a way around the vehicles limit and the sad truth is the amount of coders in the JA comunity is very limited.

I think its really a matter of time before someone will come up with it. Im looking foward to getting all your models. We run servers with an rpg map called bdc-racing-b3 (http://www.blackdeathclan.net/files/maps/bdc-racing-b3.pk3) which is just incredible for using vehicles. It is a t2_trip style map in a much bigger shape that allows new players to spawn vehicles and use them at will. It also has the size to manuver and the fps to handle it. We also use all new vehicles that have been released in pcgamemods and as soon as the vehicle limit is increased we will start creating custom vehicles.

There are mappers in our clan working in rpg-ffa-siege style maps that will 100% support spacecraft & ground vehicles.

Duncan & everyone else keep up the good work.

[jedi]gabrieL
12-23-2003, 01:05 AM
http://www.pcgamemods.com/3518/

OmniMod 2.0 with vehicle limit increased to 64 along with a lot of other nice features.

Zappa_0
12-23-2003, 03:57 AM
Hmmm I hope it works. If it does someone would probally should make it by it self. Im sure not all will want to use omnimod all the time to use the 64 vehicles allow limit.

keshire
12-23-2003, 04:33 AM
It was a simple one line change. Most mods will probably include it from now on.

Duncan_10158
12-23-2003, 12:27 PM
back to the droideka again.

the coding of the droideka is making great progresses, RenegadeOfPhunk is working on it and sent me a first recoded version. not shooting in roll mode, fold in/out animation showing and some other features are implemented and workin perfect. these new coded features will be part of the Open Jedi Project. take a look at the new vehicle classes thread in the OJP Forum:
http://www.lucasforums.com/showthread.php?s=&threadid=119505&perpage=40&pagenumber=1

as everybody knows, i am not that good at skinning and the droideka needs a skin. i have made some trys but all turnd out crap :( is here somebody how could and would like to make a skin for this model. let me know.

Duncan_10158
12-30-2003, 10:15 AM
Scouttrooper answered my call and started to skin the droideka. also here, thanks for your help Scouttrooper.

here are some first pics Scouttrooper posted on the droideka in the request forum. i post it also here so everyone can see the great progresses!

its pretty nasty to skin it very good, I just started with it here are some shots :
http://www.boomspeed.com/scouttrooper/droidekaskin1.jpg
http://www.boomspeed.com/scouttrooper/droidekaskin2.jpg
http://www.boomspeed.com/scouttrooper/droidekaskin3.jpg

as you can see, it still needs more detail on the chest parts and arms, im still figuring out how to make those "oil blur" colours better on his head and "wings",

more updates later

Zappa_0
12-30-2003, 11:41 AM
Looking good and im glad you have gotten the help you needed.

tFighterPilot
12-30-2003, 07:26 PM
Are you using shaders?

Manquesa
12-30-2003, 08:01 PM
well just spec map the whole thing, that should be all you need

IMO anyway

Duncan_10158
12-31-2003, 12:07 AM
first off, it looks fantastic!

on some of the reference pics i used the wings have holes. i didnt made those in the model to keep the polygone count low, i tried to make them as black dots on the skin. did you think of doing something like that?

some shining shader effects on the armor plates would look cool, yes. but not too much of it. as i remember most of the Federation techology looks a bit rusty, right?

the energy shield is part of the coded things. i dont know if we can another skin for it. perhaps Phunk knows if its posible to change the energy shield skin. do you think we should use another one then seen on the two pics above? i could redo the skinmap so it fits better?

Zappa_0
12-31-2003, 12:30 AM
wow those shots look awesome. Good job!

RenegadeOfPhunk
12-31-2003, 12:43 AM
I didn't code a different skin for the energy shield - I just changed the last line in the model_default.skin file:

i.e.
energy_shield,gfx/effects/shield.jpg

..if however, your talking about the effect which is played when the vehicle actually get's hit, there is this .veh parameter defined in code:

shieldShader

...with the description...

//What shader to use when drawing the shield shell

The only thing is, it's not mentioned in the template.veh example, which makes me wonder whether it's coded in right - although I checked, and this parameter certainly seems to do something in code - so it's probably worth experimenting with...

keshire
12-31-2003, 08:44 AM
New skins can be done by adding a new entry in the veh file. Just put whatever.skin for the custom skin entry.

You can stack them

droideka_plain
blah
blah
blah
custom skin = blah

droideka_rustic
blah
blah
blah
custom skin = blah_rustic.skin

then you can spawn whichever version you want.

DarkLord60
01-02-2004, 02:06 AM
Holy crap that is awesome work man great detail too!

LightNinja
01-02-2004, 09:42 AM
Wow, nice skin work!

keshire
01-02-2004, 11:04 AM
Sure more round, but at the expense of Poly's

LightNinja
01-02-2004, 11:21 AM
Scout, the screen dont apear lol =p

Duncan_10158
01-02-2004, 11:39 AM
Scouttrooper, i have taken a first look at the skin, mostly its great. but the shields are much to strong shining. they have to be just slightly visible, nearly invisible. i found a pic at SW databank, it shows what i mean:
http://www.starwars.com/databank/droid/droideka/img/eu_bg.jpg

its not realy possible to make the shields more round cause first the polycount gets high very fast on spheres and second i need for every vert on this shiled one bone so i can fold it in. the max bones for one object is 32, i could make thje shield out of two or more objects but then its not folding proberly and i geta horrible count of shield-bones. if we make the shields more transparent, i hope they wount look that cornered anymore.

the other are the holes in the wings, they look a bit too big and not symetricly on the wings. i would place them more in the middle.

i will take a closer look at it and give you more feed back. in the pk3 file more additions, could you please tell me what you changed or added. did you change the veh file or added weapons or any other effect? we have to keep the overview of all changed things, i will pass all those things you changed to RenegadeOfPhunk, so we have one newest version.

Duncan_10158
01-02-2004, 03:54 PM
Originally posted by Scouttrooper
yeah, I know.. those holes are not that great... but hey it was a beta :P, I see now how the shield got to be so when I think its done, ill put a new screenshot here :)

sorry if i sounded roud, your droideka skin looks fantastic, specialy for someone who makes skins like i made :)

tFighterPilot
01-02-2004, 06:44 PM
And so amazingly fast :eek:

LightNinja
01-02-2004, 08:42 PM
He means that he really aprreciate the skin cuz he is a skiner and he knows how much you worked (i think lol)

Duncan_10158
01-08-2004, 10:21 PM
Scouttrooper, LightNinja was right, i realy admire your work :)
i also passed the beta skin to Phunk. as soon as you think the skin could be ready we will put a droideka mod version together. it will have your skin, all the new coding and everything. we want to test and balance it, i hope you could join us with that.

about the guns, i think they shot two together, one side after the other. thats all part of the codeing stuff i didnt sent you. you will see that in the droideka mod beta version. when finaly released it will be part of OJP.



NOTE: i am tring to post this for a few days now, but somethings wrong with the thread and the hole forum. posts take very long to add or doesnt work at all.

Duncan_10158
01-16-2004, 12:12 PM
the skin is great, i think we nearly done it. with your ok, Mark, i will sent it to Phunk and we puzzle together the mod beta with everything in it. i hope we can have some beta runs this weekend on a closed sever. the droieka needs balancing and we are ready to release it as OJP vehicle.

Prime
01-16-2004, 06:07 PM
Are you going to allow skinners to make custom skins for this model? I'd love to take a crack at it :)

Pahricida
01-16-2004, 08:47 PM
man ...

so many skinners and no one offers to help me :D

just because I ain't famous :rolleyes:

tFighterPilot
01-16-2004, 09:04 PM
Originally posted by Pahricida
man ...

so many skinners and no one offers to help me :D

just because I ain't famous :rolleyes: Believe me, that's not the reason. LightNinja said the exact same thing and now...

ok, bad example...

lauser
01-20-2004, 08:00 AM
Okay this model is GREAT!! I can't wait to add it to any map!! When is it done ...when is it done...when is it done???

Sorry I'm psyched!!:D

Duncan_10158
01-20-2004, 10:51 PM
ok, we got everything together now. its time for the beta and balancing. we have to figure out firepower, fireing speed, shield and hitpoints, walking and rolling speed, weapon recharge and everything else. and this we can only do in MP ffa with lots of people playing.

so first, does somebody know were we could host this OJP droideka beta mod that would run for a day or two. i could host the mod but i cant for long time and my con is middle class.

everyone who would like to join the beta let me know. as soon we found a usable server, i will sent you the mod, how to use and setup and the IP and the password for the server. i hope we find some time where lots of you can join the game. we need to figure out whats the limit on this.

btw, we should use a good map to play it, one thats wide enought. i suggest 'SwoopFun V1.1' by Gigon. its a small file and it has vehicles already placed in it so we can see how they interact too. And one of the vehicles is my speeder bike :D
but i am open to suggestions.

we should test the mod for one or two days while we discuss it here. the focus is to find the right balance, so please take it serious, thanks.

tFighterPilot
01-21-2004, 10:50 AM
Why won't you just send it by email?

I'll do beta testing if you like ;)

Zappa_0
01-21-2004, 07:35 PM
I would also love to beta test for you. You can send it to JediOutcastMovies@msn.com if you dont mind.

RJW_ca
01-21-2004, 08:12 PM
Please it would really be kool to test this out--I could use this to attack my DARTH MAUL model in progress...

can you let me know when you'll be on MSN to send it to me?

RJW_ca@hot mail.com

RJW_ca "OUT"

DarkLord60
01-21-2004, 09:39 PM
First you need to update your maul project lol.

Duncan_10158
01-21-2004, 09:55 PM
i think most people didnt understand what i am asking for. i am not looking for beta testers check the droideka individualy for bugs. i am trying to find people for MP balancing. specialy someone how could host a droideka mod MP map for one or two days. if someone has a good con and is willing to run a JA droideka beta mod server, please let us know.

again, this is not bug hunting in first place, its about MP balancing. you know, those things you cant figure out in a solo FFA game. if you would like to host a game, let me know and i will start to sent out the mod to all who offerd thier help.

Azymn
01-23-2004, 09:59 PM
Hey Duncan - i PM'ed you about the droideka model.

If it's possible to make it a separate player model i'll try to set it up so that it's a selectable class, perhaps similar to what Renegade is doing for his mod. Then it won't have to be included on maps in order to be played.

The model looks great... =]

Andy867
01-23-2004, 10:10 PM
Has the model had spec textures applied to it yet, like manquesa suggested. Using certain MAX features will really help bring out the metal textures and bumps in the model. also, possible lighting effects could be used, that way the entire model wont be lit up if there is only one light source. Plus this weekend I am using my server for last minute testing on the asteroids project, but after that, I could host the Droideka for a few days for MP balancing.. (2mb download, roughly 200K upload connection). Great Model/Skin BTW.

Duncan_10158
01-25-2004, 12:56 PM
Andy867, thanks for your offer to host a server, thats what i was looking for. and the droideka has no spec textures applied, if someone would linke to do that, he is very welcome cause i dont know much about shaders.

as it looks like we found a server, its time for everyone who would like to join the beta to make a step forward.... or just post here his mail or write me a mail. the files you need for the beta will be about 5 MB big, so make sure your email cant stand that.

everyone joinig the beta is welcome to make any suggestion or send me an imrproved veh file or shader or what ever. but for the beta on the server keep the droideka files unchanged.

Thanks, everyone is welcome.

RenegadeOfPhunk
01-26-2004, 09:53 AM
Azymn,

I'm currently working on making the droideka (or any other vehicle) a selectable siege class. I'm doing this by spawning the vehicle at the same time as the player spawns, and then boarding them into it straight away.

...this means that - as far as the player is concerned - they spawned not as a normal player, but as the vehicle itself.

I've also stopped ejecting, being thrown out upon death etc. etc.

The whole thing is nearly done, and once the MBII demo is out (end of next month), I will be submitting this to the OJP.

I think trying to make the droideka work (properly) actually as a player model is going to be quite a bit of work. Since it already works as a vehicle, seems a better idea to just keep it as a vehicle - and it also makes this a very open ended feature. Any 'balanced' vehicle can be used as a siege class - which opens up a whole load of possibilities.. :)

Anyway - just wanted to let you know what I am working on so that we don't end up doing the same work twice...

btw - good to see your still around :)

Andy867
01-26-2004, 05:41 PM
Originally posted by Duncan_10158
Andy867, thanks for your offer to host a server, thats what i was looking for. and the droideka has no spec textures applied, if someone would linke to do that, he is very welcome cause i dont know much about shaders.

as it looks like we found a server, its time for everyone who would like to join the beta to make a step forward.... or just post here his mail or write me a mail. the files you need for the beta will be about 5 MB big, so make sure your email cant stand that.
Thanks, everyone is welcome.

Well I can help Beta test, host the server (no more than 6 people though), and make some spec textures for it.

UPDATE: OK, the server is up and running and Duncan should be emailing the selected beta testers shortly with the IP and all the necessary items. Look forward to seeing you all in-game

Duncan_10158
01-27-2004, 08:29 AM
The server is up now!
its time for your to let me know your mail, if you want to join the droideka beta test server! :confused:

come on, please. everyone is welcome to help testing the droideka vehicle model and mod. just let me know and and give me your mail and i will send you a mail with where to get all the needed files and IP and password for the server.

you can post you email here

join the droideka beta! Thanks.
special thanks to Andy867 for hosting the server.

seks03
01-27-2004, 09:58 AM
JediMoves.com would like to take part

Duncan_10158
01-27-2004, 10:12 AM
seks03, thanks. JediMoves.com is very very welcome.
and if you, seks03, would like to join yourself too, just drop a mail

AND

Originally posted by myself :rolleyes:
The server is up now!
its time for your to let me know your mail, if you want to join the droideka beta test server! :confused:

come on, please. everyone is welcome to help testing the droideka vehicle model and mod. just let me know and and give me your mail and i will send you a mail with where to get all the needed files and IP and password for the server.

you can post you email here

join the droideka beta! Thanks.
special thanks to Andy867 for hosting the server.

Zappa_0
01-27-2004, 10:38 AM
Yea Ive got the email, thanks again to let me have a part in this. Ill try to come this evening, I dont really have much time this morning.

seks03
01-27-2004, 07:07 PM
just got finished testing the droideka out, it worked great, the only problem with it was if you were trying to shot someone infront of you the camera view would move you in back of the droideka so that you couldnt see the target. But again other then that the droideka is amazing. The texture really looks sweet.

Hey Duncann I was wondering if you were going to release the code so other mods can use the droideka? like our JediMoves JA+ mod

And what is it that the mod does for the model, does it control the rolling?

Thanks again Duncan for letting me take part in testing the vehicle

Zappa_0
01-28-2004, 12:57 AM
Umm I have tested it out and the only main problem I see with it is when people run over you, it just automatically destories the droid. You may wanna look into that. Other then that it was awesome.

Duncan_10158
01-28-2004, 10:06 PM
seks03, the mod is needed for lot of things to make the droideka work correct. like showing the fold in/out animations, the hole shield things to be able absorb damage and visible/invisible in different stances, not shooting while in roll mode and other things. you can try to spawn the droideka without the mod and you will see the difference.

the Mod is coded by RenegadeOfPhunk for the 'Open Jedi Project'. in this mod are more things then just the droideka support. the OJP code is open source as much as i know, so everyone can use the droideka and the OJP mod code for his mods, maps or whatever.


ok, now to the droideka balancing beta itself, as i got feedback from different places:

1. the ram-damage seems to be to high, if you drive with the droideka over another player or vehicle it destroys it imediatly. there should be a damage but it shouldnt be a simple kill.

2. the shields are regenerating to fast. to destroy a droideka like it is now, its not that importent how many damage you do but how fast. with a rocketlancher its difficult, cause it has a low firing rate and the droideka is regenerating most of the damage. i suggest to lower the regen rate but to rise the shield hitpoints instead.

3. at close range the crosshair is coverd by the top part of the droideka. to rise the crosshair a bit should solve this problem.

4. while rolling down a higher step or falling down somewhere in roll mode, the droideka stops to turn forward in the air. could be solved by adding an in_air_animation.


you are free to comment or add more things, every suggestion is welcome. did you think the droidekas firepower is ok, isnt is to weak against a saber attack? the aiming is abit difficult, but does the firepower correct this drawback? my question is just, is an droideka against a Jedi an even match?

come on testers, give us some feedback, thanks :D

RenegadeOfPhunk
01-28-2004, 10:24 PM
All the stuff that you want to change from this feedback can be altered without any code changes. Most changes will be in the droideka.veh file.

To reduce the damage done when ramming, reduce the 'mass' parameter. (Currently at 10)

To reduce the overall shield value, reduce 'shields' (currently 100)

To adjust how fast the shields recharge, adjust the 'shieldRechargeMS' value. (Currently 1000).
Unfortunately, I can't actually remember which way you need to adjust it up or down! lol (I can't remember if that time means how long before a shield section is recharged, or whether that's how long the sheild comes back to full...)

Just experiment with it a bit -I haven't really got time at the moment to investigate that...


lol - just realised that both those possibilities mean you definetely want to increase that value to slow the shield regen!!



The crosshair thing I assume can be fixed by adjusting the camera position a bit. (I hope anyway, cos I think actually adjusting the crosshair position itself would definetley require code changes, and I'm not so sure that woudl be the best idea anyway...)

I actually purposefully stopped the roll when in the air! heh. I did it because I thought it looked a bit wierd rolling in the air - plus the scrapping sound is linked to the roll animation, so I thought it best to not have that going while your not actually scraping against anything :)

..but in anycase, you can adjust the animation used without any code changes. Just adjust the BOTH_INAIR1 anim.

...check here (http://www.lucasforums.com/showthread.php?s=&threadid=120582) for full details of my implementation...

Renegade

Duncan_10158
01-28-2004, 10:44 PM
Thanks Phunk,
with the hints you gave me, i think i can figure out how to edit the files. and experiment is my second name ;)

and your not-roll-in-air reason is good. i gone try it out, perhaps with a slower frame rate so it doesnt roll that fast in air. and without sound. i will see.

DarkLord60
01-28-2004, 11:30 PM
Do you need sounds cause I got some for the destroyer droids

Duncan_10158
01-28-2004, 11:43 PM
Originally posted by DarkLord60
Do you need sounds cause I got some for the destroyer droids

for the droideka we have all sounds, thanks.

Zappa_0
01-29-2004, 01:21 AM
Yea speaking of sounds...they sound great. Did you get them from the Episode 1 game for the PC?

RenegadeOfPhunk
01-29-2004, 02:40 AM
Yea speaking of sounds...they sound great. Did you get them from the Episode 1 game for the PC?

...nope - sampled directly from Ep I - with a bit of editing in SoundForge :)

Zappa_0
01-29-2004, 06:50 AM
Oh cool, I just figured that you got it through the game that came out in 1999, I think. There was a sound pack out from that game awhile back. Any way good job on the sounds, they sound great.

DarkLord60
01-29-2004, 03:20 PM
Those sounds in the TPM game are from the movie though. LucasArts has access to LucasFilm sound Archives.

Zappa_0
01-29-2004, 08:33 PM
Yes i know that. I was just impling that there were Droideka's in the game and would be a good place to get sounds for it. But he doesnt need sounds now.

ublazxanchat
01-30-2004, 12:15 AM
Looks awesome Duncan cant wait to u release it.
i cant view those last pictures u posted, and i really want to see how the model is coming along, so could u find a way to fix this?

:x-wing:

seks03
01-30-2004, 01:01 AM
you can check out the beta test pictures on my site. theres 8 of them

Pahricida
01-30-2004, 11:17 AM
Yeah on one of them I'm the Insane guy trying to hurt that Droideka with my tiny blaster :D

Nah seriously the model is great!

And excpept that animation bug when the Droideka is in air I didn't notice any major flaws on it.

Nice Job again!

RenegadeOfPhunk
01-30-2004, 01:41 PM
seks03,

Quote from your site:


We will be putting support for the model in of own JediMoves JA+ mod since you need a mod to have this model work right.


It would have been decent of you to at least mention the OJP in this news post, since - after all - this is where JA+ would be getting the droideka code from. (i.e. my code :D)

You kind of make it sound like JA+ would be adding support for the droideka through it's own efforts...

Duncan_10158
01-30-2004, 02:35 PM
i tried to change the things i wrote in the post above but i got problems with two things.

i wanted to lower the shield regenaration, so i raised the value for the regenerating time. its for how long it takes to regen one of this shield counter, not the hole shield. but the problem is any setting higher then 1000 has no effect. i sett it to 10000, so it would take about 50 sec to regen the hole shield, but its still takes about 5 sec like its sett to 1000. is it possible that 1000 is the max?

the second thing, the 'mass' parameter seems to have no effect on the damage done when ramming. i lowered it, even sett it to zero, but its still an instant kill. isnt the ramming damage part of the walker code we based the droideka off? or should i sett the 'mass' below zero? it looks like there is no damage parameter, but every ramming is a sertain kill.


i also saw a bug the last time i tested it, i think its a part of the OJP basic mod. suddenly the view gets in the middle of the player model in third person view. also the saber cant be used anymore. after a respawn the view is ok again, but one of these defence balls is flying around me. its strange i never took or used that ball and it doesnt dissappear any more.

RenegadeOfPhunk
01-30-2004, 04:04 PM
hmmm - well it looks like the stuff that Raven stated in it's template.veh file isn't actually true / working - at least for the walker class.

..acutally, maybe they assumed the walker class wouldn't need to use the mass parameter -as they assumed walking vehicles would never be moving fast enough to warrant it.

I don't see why they wouldn't get the shieldRegen parameter working right though :/

...oh well - I'll try and take a look at both of these this weekend. Hopefully it shoudln't be a massive deal to sort...


That last bug sounds wierd as hell! I'm positive it doesn't have anything to do with my code...! I'd ask Razor if he knows anything about that...

Andy867
01-30-2004, 07:33 PM
The seekers appear when the cheats are enabled (which is obviously needed to spawn the different vehicles). We have the same problem in Asteroids. If anything, you could raise the armor up on the droideka, or perhaps null out the mass. But I am not sure about the ShieldRegen. I just noticed that the droideka's toughness is set to zero, which might explain why it cant take a direct impact hit.. try increasing it to like 10.. Also try kicking down the shield strength, which help to control the recharge.. An A-wing, which is by far stronger than a droideka is noted for only having shield strength of 200, whereas the droideka is set for having 400 shield strength. Try lowering it to like 100 (which is more realistic, since the Y-wing has a shield strength of about 600)

seks03
01-31-2004, 12:44 AM
RenegadeOfPhunk - Were thinking of adding support, its not certain. and beside if we do use it you'll get credit for the code. that is used.

the OJP code is open source as much as i know, so everyone can use the droideka and the OJP mod code for his mods, maps or whatever.

isnt this code open source?

(thats weird, I tried using the droid deka with my mod and it worked perfect. looks like i dont have to add support after all)

Duncan_10158
01-31-2004, 09:23 AM
Originally posted by Andy867
An A-wing, which is by far stronger than a droideka is noted for only having shield strength of 200, whereas the droideka is set for having 400 shield strength. Try lowering it to like 100 (which is more realistic, since the Y-wing has a shield strength of about 600)
compared to an A-wing the droideka should have a shield strength of 100, but then it would have the same shield strength like a player starts with. with a large shield battery a player can have up to 200 shield strength, the same as an A-wing. you see, i think we cant compare ground vehicles to flyable vehicles. the atst for ex. has an armor of 1500 and toughness of 75, so it has an effectiv armor of 6000, compared to a playermodel it can take 60 times more damage. i thought the droideka should have a strong shield and weaker armor, after the testing i even rised the shield strenght to 500 and the armor is now 200. the shield strength is somehow linked to the shield regen rate, if we lower it we might even have to rise the shield strenght again. i just think, cause the droideka is very slow when shooting and the shield is only active when standing still, it should be able to stand the direct fire for a few seconds. with shield strength 100 the droideka is destroyed with 4 to 5 shoots. i would like to rise that count to about 16 to 20. but the droideka is vulnerable without shields, there are 3 to 4 shoots ehought.

Originally posted by seks03
[B]thats weird, I tried using the droid deka with my mod and it worked perfect. looks like i dont have to add support after all[B]
it worked perfect? the droideka workes without the mod, but not like it should. for example its possible to shoot while rolling, the fould in/out animations are skiped, the shield has no effect dont give any protction, its not possible to turn when standing and the guns are not liked together to two and two.

and open source doesnt mean you dont have to give any credits ;)
to be honest i think we should share more of our work, here are to many people just thinking for them selfs. why cant we make the open source realy open? here is to much 'do ut des'!

Zappa_0
01-31-2004, 11:36 AM
Yea you all should be more openly with your work with each other. As they say two heads are better then one......well alot of head are better then one!

hermann
01-31-2004, 01:36 PM
do you remember the shield, used by admiral fyyar in jedi outcast?
i think that this would be great for the droideka - especialy cause of the effects when you hit it.
i dont know anything about editing but maybe you are able to implemet this thing for your great model

Andy867
01-31-2004, 03:26 PM
Duncan ---> Even with that Large Shield Battery, that extra 100 shields eventually ticks down to zero, leaving a person at 100 shields(assuming they havent been hit yet). And if you make the shields reflect most energy blasts, like how the space vehicles do (can repulse almost everything except the concussion rifle, the rocket launcher and like thermal grenades.

A-WingPilot
01-31-2004, 06:45 PM
Can't you make a shield that grows bak up?
so like the primary bullets of manqueasas A-Wing.

darthdoom
02-03-2004, 03:09 PM
:bdroid2: :bdroid1: :c3po: :atat: i love droids con you send me a current version of you awesome destroyer droid :rolleyes: :D because its so cool please or tell me when it'll be released, plus the list of commands and what they do. My address is: darthdoom@camshag.co.uk
ps:you are amazing you are the god of modeling so far to me

Zappa_0
02-03-2004, 07:48 PM
Darth, they are still working out the bugs so I think maybe they will release it around March sometime, maybe earlier I dont know.

darthdoom
02-04-2004, 05:54 AM
then can i go to the beta testing then



pretty plese:rolleyes:




ummm when is the BETA testing
:confused: :bdroid2:

keshire
02-04-2004, 05:58 AM
like how the space vehicles

This is in code. VH_FIGHTERS can only be damaged by heavy weapons.

darthdoom
02-04-2004, 06:08 AM
when rolling is very weak against heavy weapons
when standing is very slow but shield is reflectiv
for invinceability

i,v got a mod that let,s you scale your model in gameplay

so if you had cheats it would be awsome

an invinceable droideka "WOW"


:duel: :lsduel: :lightning :slsaber:

darthdoom
02-04-2004, 06:15 AM
why has everyone got a droideka
and you,v got a great tester for models right here
and i,m i great fan of the droideka:lurkblast :axe1: :beam2: :borg1: :jumpfire:






ps:when is the BETA testing or is it now or whatever
i just want to know because i,m interesdid
in going to the testing of an awsome model the droideka
and it woud be so cool

Andy867
02-04-2004, 06:19 AM
Darth, here is a little bit of advise that I suggest you heed.

Good things come to those who wait

And

Please dont spam this thread.

darthdoom
02-04-2004, 06:27 AM
see ya just got to go to school
for 5 hours maybe later


see ya

Duncan_10158
02-04-2004, 12:48 PM
darthdoom, we are expecting your next ;)

Andy867, i wrote this young padawan about this request to get the droideka for testing. i told him he will surly get the chance when he honestly want to work with us and stop spamig, so i dont think he will spam on.

its the shields are reflecting some laser shots, but i thought this is only a visual effect. the vehcile is taking the same damage as it the reflection would be off. i am not sure about this. the shields are just taking a sertain amount of damage befor the health gets affected. so if a fighter has 100 shiled points it needs the same count of blaser shoots to take it down like player model with full shield. if there would be something like a shield_thoughness that reduces the damage that the shield takes, then we could have shield with same point count but different strengh. like it is now we can make this difference ony by shield points. but as i said, i am not sure about this.

btw, Andy867, did you had the time to take a look at the shader for the droideka and Hailfire you told me about? those things that the shadows doesnt look strange on it?

darthdoom
02-04-2004, 03:19 PM
hi thanks for the email i sent a reply i,m realy looking forward
to seeing the advantges and the disadvantges
of a droideka in game play:atpilot: :clone: :r2d23: :snipe1:

RenegadeOfPhunk
02-04-2004, 03:27 PM
its the shields are reflecting some laser shots, but i thought this is only a visual effect. the vehcile is taking the same damage as it the reflection would be off. i am not sure about this.


No, actually blaster shots really do just bounce off the shileld - in exactly the same way they bounce of the hull of an AT-ST for example.

You can stop this bouncing by altering a parameter in the .veh file.

I believe I called it something like 'AllowDamageToShields'. This needs to be set to 1 to stop the bouncing effect.

...and I know for a fact that that parameter actually does work ;)

darthdoom
02-04-2004, 03:29 PM
sorry for the timeing i was a bit late for school

and also you know you are creating about 1000 projects
could you model a super battle droid

ps:i would refer to my self as a eager young master
i maybe small but yoda was small but he is awsome
with a light saber and he was a master but i,m not 999999999999999999999 years old
:fett:

darthdoom
02-04-2004, 03:56 PM
i,m sorry i,m a bit of a chater box i sent another email
duncan10158 please read itdeath is worshiped

Duncan_10158
02-04-2004, 04:08 PM
Originally posted by RenegadeOfPhunk
No, actually blaster shots really do just bounce off the shileld - in exactly the same way they bounce of the hull of an AT-ST for example.

You can stop this bouncing by altering a parameter in the .veh file.

I believe I called it something like 'AllowDamageToShields'. This needs to be set to 1 to stop the bouncing effect.

...and I know for a fact that that parameter actually does work ;)

thats great, so the droideka shield cant take lot more damage when people are attacking with light blasters. rockets and heavy weapons dont bounce off. great. so we i will set the droidekas shield points about the amount Andy867 suggested. the parameter i wanted to set would have been much to high. Thanks Andy and Phunk.

darthdoom
02-04-2004, 04:23 PM
i,v just try,d the droideka
but there are a couple of bugs dd like to point out
shots when rolling but i don,t mind that much but still
i,m
being honest
also i ran over alora bot and once i had done that my shield started to cange colors blue,brown ext.
but the blasters are perfect they and this is only my opinyon
give a realistick afect just the right rate of fire

also i thought you could make dirent versions with diffrent weapons but you don,t have to
just a thought


i,ll just go and play with it in diffrent maps

see ya

[Edit: hey duncan i,v heard that you made a totorial for modeling if you do can you sent it to me at nicki.myers@ntlworld.com and also ive heard about a hailfire droid are you makeing one or is it just me]

[Super Mod's Note: Please use the EDIT Button to edit posts instead of spamming the boards. This is your final notice

RenegadeOfPhunk
02-09-2004, 06:28 PM
OK - I've found and sorted the ramming problem.
I've added a vehicle parameter called:

SpeedMultiplierForRamDamage

Whatever you set this to will be multiplied by the speed the vehicle is travelling at when ramming - and this will become the ram damage caused.

For the moment, I've set the droideka value to 0.1.

So this means that when the droideka is travelling at full roll (speed 500), 50 pts damage will be inflicted.
If the droideka is walking (speed 125), then 13 pts damage will be inflicted.


Did you still need me to look into this shield recharge issue Duncan? From your last post, it sounds like there may be something you realised which means the shield is OK now...?

Duncan_10158
02-10-2004, 11:00 AM
RenegadeOfPhunk, Yeah, it would be good if you take a look into the shield regenatrating thing. Andy867 was right in not setting the droideka shield points to hight, but the shield regen should take about 10 to 15 seconds from empty to full. now it takes about 2 to 4 seconds to regenerate it full, whats to fast in my oppinion. with a rocket launcher you cant destroy a droideka if its shields are regenerating that fast.

it lools like the shield regen has a max setting of 1000, if you could change that to 10000 or make it somehow work like its 10000. Thanks

RenegadeOfPhunk
02-10-2004, 11:15 AM
OK mate - I'll sort it out tonight :)

RenegadeOfPhunk
02-10-2004, 07:13 PM
OK - I've sorted the recharge thing.

...1000 ms is now REALLY slow - I reakon you want it around 100ms or so, but that's just a guess...

...I'll check this stuff in to the OJP respository shortly...

Duncan_10158
02-11-2004, 11:18 AM
Originally posted by RenegadeOfPhunk
OK - I've sorted the recharge thing.

...1000 ms is now REALLY slow - I reakon you want it around 100ms or so, but that's just a guess...

...I'll check this stuff in to the OJP respository shortly...

i am not sure if i understand you right, you think 1000 ms is to slow to regenerate the shield? thats a second, right? you want to have it regenerate faster?

i thought of slower regen, so it takes about 15 seconds to regen the shields from zero to full. if you could add a parameter that alows a wide range of regen, from very fast (less then 1 second to full) to very slow (minutes to regen the shields full).

RenegadeOfPhunk
02-11-2004, 12:46 PM
the ShieldRechargeMS setting determines how long it takes to recharge one point of shield power. (At least, it will do with my new, fixed code. In base JKA, it doesn't do anything like what it should do...)

...so if the shield is - say - 100 points, and you want to recharge the shield - from empty to full - in 10 seconds, you'll want to set ShieldRechargeMS to 100 (10 shield pts. per seond)

..if your shield is 200 pts, you'll need to set it to 50ms (20 shield pts. per second)

...basically, my fix will allow you do what your wanting to do :)

Duncan_10158
02-11-2004, 01:29 PM
thats perfect, thanks! :D

Prime
02-11-2004, 03:27 PM
Prime rubs his hands with glee.

Duncan_10158
02-17-2004, 01:15 PM
RenegadeOfPhunk, did you already put all the code togheter? if so, i would realy like to put all our things together so we get the final version and can send it to OJP for release. we can do the release as we discussed it once.

also to all the others that took part on the beta testing and balancing, if you got anything (moded veh files, shaders or what ever) in work for the droideka, please let us know now!

Andy867, you wrote me that you perhaps would try to do a shader or bumpmaping effect for the droideka, how about it?

i would like to come to a final version of the droideka befor next monday when i leave for about two weeks. you know this droideka is now about 14 months old and its starting to talk and making its first steps!

RenegadeOfPhunk
02-17-2004, 02:10 PM
The code is ready, I just need to submit it to the OJP - I'll do that tonight...

Duncan_10158
02-20-2004, 12:12 PM
Originally posted by RenegadeOfPhunk
The code is ready, I just need to submit it to the OJP - I'll do that tonight...

Phunk, if you already submited the code to the OJP, thats great! could you please also send me your veh file with the new parameters so i can put the finished model together. i sent it back to you as the final version and we can submit it to the 'OJP Vehicles' release. if you could give me also some kind of access to the source code of the droideka code changes like we discussed it, would be great.

RenegadeOfPhunk
02-22-2004, 10:19 AM
Yes, the code is submitted to the OJP.
...talk to Razor about getting a new build done, and about the source code. (I believe he is going to release the source code at the same time as the mod itself)

I think the .veh file you have will be the best to use. Just make one change and one addition:

Change ShieldRechargeMS to 100

and add the line:

SpeedMultiplierForRamDamage 0.1

And that will sort both the problems (when you have the new code of course...)

Altus_Thrawn
02-22-2004, 11:19 AM
Good stuff there.

tFighterPilot
02-22-2004, 12:21 PM
I'm on to you, you wanted to raise your post count to 1000!

I'm doing it also

Neverhoodian
02-22-2004, 06:18 PM
...And why are you bringing this up in the Showcase forum? And in two threads, no less?

DarkLord60
02-22-2004, 07:07 PM
Originally posted by tFighterPilot
I'm on to you, you wanted to raise your post count to 1000!

I'm doing it also

:COUGH: Spam

tFighterPilot
02-22-2004, 07:11 PM
Originally posted by Neverhoodian
...And why are you bringing this up in the Showcase forum? And in two threads, no less? Because I have 18 posts and a custom title

I'm a freak :(

El Sitherino
02-22-2004, 09:30 PM
Originally posted by tFighterPilot
Because I have 18 posts and a custom title

I'm a freak :( http://www.boomspeed.com/insanesith/OWNED.gif

anyways, keep up the good work guys. Nice coding job Renegade.:D

Duncan_10158
03-09-2004, 01:19 PM
Ok, i am back. lets finish this project and release the droideka!

Phunk, the code is submited to the OJP, right? as soon i got an answer form Andy (about the bump mapping, he wrote me he made a good one for the droideka) i will puzzle everything together and submit the vehicle model also to the OJP.

if racorace could give me the outcutt for only the droideka mod codes, i would release it as a independent download for other mods to incorporate too. i am doing this for everyone who wants to use it :)

lets release it!

Duncan_10158
03-10-2004, 12:19 PM
The Droideka model and MOD is in fact finished, i just added the bump mapping which Andy made. so the model is done, the code by Phunk for a correct working droideka is done too and submited to OJP. as soon RacorAce from OJP get the droideka model part, he can put everything together and release a new version OJP_vehicles with the droideka.

i asked Phunk and RacorAce, if they give me the open source code part of only the droideka vehicle support. i would like give every mod the possibilety to add droideka support, i made this for everyone to use. i dont want the droideka being exclusivly part of one mod, i think it belongs to everyone using it. thats the reason i worked with OJP, its also thire main idea.

Here are also some new pictures:

http://io.meskinaw.net/images/droideka/droideka_08.jpg

http://io.meskinaw.net/images/droideka/droideka_09.jpg

http://io.meskinaw.net/images/droideka/droideka_10.jpg

tFighterPilot
03-10-2004, 12:38 PM
Sweet!

I saw the droideka in some JK movie I downloaded from PCgamemods.

Lightning
03-10-2004, 05:13 PM
Originally posted by Duncan_10158
i asked Phunk and RacorAce, if they give me the open source code part of only the droideka vehicle support. i would like give every mod the possibilety to add droideka support, i made this for everyone to use.

Good i can't wait try it out. When do you think you can upload it to pcgamemods.com? At the end of the week?

Andy867
03-10-2004, 06:12 PM
For those curious about what Duncan was referring to when I made the bump map textures, I have provided 2 pictures of Manquesa's A-Wing. Included is just the A-Wing loaded with all its textures with no bump mapping or specular textures, and also the A-Wing with bump mapping and limited lighting (course I would do more work to make it look more like in Asteroids Mod, but this is just an example) As you will see, bump mapping really helps bring out the metallic looks of a model.

http://videostrategy.jediknight.net/comic/pictures/no_spec.jpg

http://videostrategy.jediknight.net/comic/pictures/awing_bump.jpg

Lightning
03-10-2004, 07:38 PM
Originally posted by Andy867
Included is just the A-Wing loaded with all its textures with no bump mapping or specular textures, and also the A-Wing with bump mapping and limited lighting As you will see, bump mapping really helps bring out the metallic looks of a model.


Hey if you would really over do that it would look a little cartoonish:rolleyes:

RenegadeOfPhunk
03-10-2004, 08:52 PM
Welcome back Duncan :)


i asked Phunk and RacorAce, if they give me the open source code part of only the droideka vehicle support. i would like give every mod the possibilety to add droideka support, i made this for everyone to use.


Indeed - this is the main idea behind OJP.

I believe Razor is going to be releasing all the source code with the mod itself (not in the same file, but at the same time).
And quite honestly, this is the best way to get the droidkea code. I've carefully marked all my changes for the Droidkea - so all anybody would have to do is a search for one word and they can find all the parts to change.
It will be very easy to merge the code from OJP to other mods.


btw Duncan - do you know about a problem where other players viewing a droideka (i.e. players not actually riding it themselves) seeing the shield colours 'inverted'? i.e. to the player riding it, the shield looks light blue, but other players see the shield as dark blue / black..?
I'm just wondering if it's a problem specific to MBII... :/

Andy867
03-11-2004, 12:43 AM
Originally posted by Lightning
Hey if you would really over do that it would look a little cartoonish:rolleyes:

Well like I said, that Bump mapping job was with very little lighting, with proper lighting, it would look 20x better in terms of appearance.

keshire
03-11-2004, 04:33 AM
All this code isn't just exclusive to the Droideka. It's overall improvements to the walker vehicle class. So its useable by all vehicles.

Zappa_0
03-18-2004, 12:21 AM
Any new updates on the droideka?

Duncan_10158
04-19-2004, 11:57 PM
Originally posted by Zappa_0
Any new updates on the droideka?
Yes, Open Jedi Project released a beta of its next version, so with this mod loaded the droideka, which you can d/l on my site, uses the support of the improved walker vehicle class. this makes the droideka work as it should. here is the link to OJP site:
http://ojp.jediknight.net/

download is under Distributions, >OJP Basic [BETA 1] 0.0.5< or >OJP Enhanced [BETA 6] 0.0.2< both should have the improved walker vehicle class included.

and you can get the droideka on my site, i just redone the hole site so i hope you take a look at it anyway ;)
here is the link:
http://io.meskinaw.net/

the mods are both beta versions, so take a close look and feedback here or in the OJP Forum (http://www.lucasforums.com/forumdisplay.php?s=&forumid=542) is very welcome, thanks.

tFighterPilot
04-22-2004, 02:32 PM
Sweet!

Phunk, when I try to walk backwards, it only go backwards if I first turn around in place.

EDIT: it doesn't happen anymore, so forget it

Neo_Knight
04-28-2004, 05:10 AM
Duncan_10158, is there a droideka model version which includes a death animation ?

At the Forcemod III project, we tested it and when you kill him, his body remains upright, that s a bit weird.

Otherwise you did a great job and i m looking forward to your next vehicles like the ATAT or the sebulba s pod. :D

Duncan_10158
04-28-2004, 06:24 AM
Originally posted by Neo_Knight
Duncan_10158, is there a droideka model version which includes a death animation ?

At the Forcemod III project, we tested it and when you kill him, his body remains upright, that s a bit weird.
This version includes a death animation, check in Modview.
i dont know why its not showing, perhaps it has something to do with a mod, but when i tried it, it always worked. take also a look into animation.cfg, perhaps something got wrong there.

btw, did you try the droideka in OJP mod or in another or an unmoded map?

tFighterPilot
04-28-2004, 06:27 AM
The death animation worked well for me, although the flames made it hard to see it :p

tFighterPilot
04-28-2004, 06:50 AM
For a side note, do you think it would be possible for the droideka to open doors? Cuz it's rather irritating to need to exit the droideka to open a door.

Doomie
04-28-2004, 07:04 AM
can't find server :eek: :confused: :(

keshire
04-28-2004, 07:06 AM
Ya, OJP still needs some of the vehicel improvements that Renegade made but hasn't ported yet. For the best droideka experience try out the Movie Battles 2 beta.

tFighterPilot
04-28-2004, 07:06 AM
Originally posted by Doomgiver
can't find server :eek: :confused: :( duh

You need to make a server, or solo. :rolleyes:

Neo_Knight
04-28-2004, 07:57 AM
Originally posted by Duncan_10158
This version includes a death animation, check in Modview.
i dont know why its not showing, perhaps it has something to do with a mod, but when i tried it, it always worked. take also a look into animation.cfg, perhaps something got wrong there.

btw, did you try the droideka in OJP mod or in another or an unmoded map?

I've checked the model, yeah i've got a death anim too. Dunno why, when we're using it in Forcemod III, it doesn't work.

Maybe because it's not a vehicle but the player himself ?

We've got several others ja crashes with the droideka>http://forums.mt-wudan.com/viewtopic.php?t=27&start=20

Azymn
05-04-2004, 12:29 AM
Originally posted by keshire
Ya, OJP still needs some of the vehicel improvements that Renegade made but hasn't ported yet. For the best droideka experience try out the Movie Battles 2 beta.
Neo_Knight - keshire is absolutely right. Phunk implemented the droideka model as it was intended - as a vehicle. There are a TON of cool animations he made for it that you can't see b/c of problems with loading it as a player model in FM3. Try out MB2 and see for yourself - Duncan did an amazing job.

Duncan_10158
05-04-2004, 04:50 AM
thanks Azymn, amazing is what MB2 and FM3 are doing with the droideka.

cause the droideka is not a simple vehicle it depends very much on a code that supports improved walker class vehicles. it is possible to use the droideka similar as a player model, as phunk told me it works that the droideka is spwaned at the same time as the player model an and already in the vehicle and cant cant exit it. it works then like a player model but isnt in fact.

its very importent to share the code for the droideka between the different mods. if one mod makes a great improvement it should be possible for the others to use it too. the droideka can be a hugh crash cause if the code isnt working right, so to share the code is in everyones interesest. i know i cant order you to share your work with others, but its my philosophie that everyone can use my work in her/his mod, map or whatever. so i please you as creator of the droideka to share the code, thanks.

Zappa_0
05-04-2004, 07:06 AM
I like what Azymn did with it in his Force Mod III class as a playable model. Its really nice so far.

MadCow1989
05-22-2004, 12:37 PM
hmm Duncan is there a way the Droideka Could be an NPC with AI i mean Not a vehicle Like a Npc lol

that attacks

Zappa_0
05-22-2004, 01:16 PM
I would imagine that it can be done.

tFighterPilot
05-22-2004, 03:06 PM
Check the thread at the JA Modeling forum

keshire
05-23-2004, 01:04 AM
Also renegade's improved walker class code is freely available. Its part of the OJP code base. As well as he should be making some more improvements. If you have any suggestions track down the various vehicle threads on the OJP board.

heavy
08-18-2004, 09:17 AM
after reading this threats i think i`m right here,

cause, since weeks i search for technical drawings (like top/side views) of the robots and starships from StarWars Films, to build up my own in MAyA - model and animate them.

every day i search the net but i dont find anything yet...

do U have some tipps were i can find technical drawing stuff?

Books/online etc.???
i bought the book TheArtofStarWars by VazCotta and its interesting but not enough.
i need better stuff.

{xg}darthVADER
08-18-2004, 09:22 AM
dont dig up old threads make a new one in the correct forum

heavy
08-19-2004, 10:06 AM
and can U help me?

tFighterPilot
08-19-2004, 10:51 AM
Post it in the modeling forum and you'll get more help