Topic: Babylon 5 Starship Commander  (Read 11992 times)

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Offline Cyberkada

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Re: Babylon 5 Starship Commander
« Reply #60 on: July 05, 2008, 09:45:15 am »
Short update.
I now have started to play with turrets.  I have them rotating (yaw, pitch) and they are animated (barrel animated with smoke and flash) .  Makes capital ships dangerous ( I just have turrets on the Centauri Vorchan right now), but will add them to the EA Hyperion Class next. Have one shot that reminded me of when TIE fighters attacked the Millennium Falcon in SW:IV.  I will post another screenshot later today.
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Offline I, Mudd.

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Re: Babylon 5 Starship Commander
« Reply #61 on: July 05, 2008, 09:51:00 am »
Man ... I think I'm gettin' kinda ... hot ... lol ...

I HAVE stated that I am really looking forward to this, right?

:D

JM.

Offline Centurus

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Re: Babylon 5 Starship Commander
« Reply #62 on: July 05, 2008, 09:53:11 am »
Man ... I think I'm gettin' kinds ... hot ... lol ...

I HAVE stated that I am really looking forward to this, right?

:D

JM.

*hands Mudd a cold case of beer*  Hopefully that'll help ya out my friend.   ;D
The pen is truly mightier than the sword.  And considerably easier to write with.

Offline Spartan-039

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Re: Babylon 5 Starship Commander
« Reply #63 on: July 05, 2008, 09:56:50 am »
Better yet, give him five. *hands Mudd four more cold cases of beer*
The Greater Good can not be stopped, it can only be delayed. Submit to it and be free.

Offline I, Mudd.

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Re: Babylon 5 Starship Commander
« Reply #64 on: July 05, 2008, 10:03:30 am »
It'd be better if y'all had scotch ... specifically Dalmore ... but beer is alright, I guess.

Seriously Cyberkada ... this is looking and sounding great. Will there be a single player campaign or is it a straight multiplayer? Can missions be created easily (both single and multiplayer) ? Can't wait to see what it takes to get models in the game, when it's all said and done ...

:D

JM.

Offline Spartan-039

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Re: Babylon 5 Starship Commander
« Reply #65 on: July 05, 2008, 10:09:34 am »
I hope that we can create missions, so I can create my own version of the Alamo.
The Greater Good can not be stopped, it can only be delayed. Submit to it and be free.

Offline Centurus

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Re: Babylon 5 Starship Commander
« Reply #66 on: July 05, 2008, 10:11:38 am »
It'd be better if y'all had scotch ... specifically Dalmore ... but beer is alright, I guess.

Seriously Cyberkada ... this is looking and sounding great. Will there be a single player campaign or is it a straight multiplayer? Can missions be created easily (both single and multiplayer) ? Can't wait to see what it takes to get models in the game, when it's all said and done ...

:D

JM.

I've got a 90 year old, unopened bottle of Irish Whiskey.  Will that do?
The pen is truly mightier than the sword.  And considerably easier to write with.

Offline Spartan-039

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Re: Babylon 5 Starship Commander
« Reply #67 on: July 05, 2008, 10:19:38 am »
That probably will do for him, but I've got one that's close to 100 years old.
The Greater Good can not be stopped, it can only be delayed. Submit to it and be free.

Offline Cyberkada

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Re: Babylon 5 Starship Commander
« Reply #68 on: July 05, 2008, 08:37:22 pm »
It'd be better if y'all had scotch ... specifically Dalmore ... but beer is alright, I guess.

Seriously Cyberkada ... this is looking and sounding great. Will there be a single player campaign or is it a straight multiplayer? Can missions be created easily (both single and multiplayer) ? Can't wait to see what it takes to get models in the game, when it's all said and done ...

:D

JM.

It will be both (the game engine is client/server at its core).  I can be used for LAN and WAN games.  Missions will be easy to create - I did rip out the built-in level editor and will be replacing it with a game specific one.  My main problem is models and LOD.
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Offline I, Mudd.

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Re: Babylon 5 Starship Commander
« Reply #69 on: July 06, 2008, 02:08:18 am »
hm .... like what sorta problems?

JM.

Offline Cyberkada

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Re: Babylon 5 Starship Commander
« Reply #70 on: July 06, 2008, 11:56:13 am »
hm .... like what sorta problems?

JM.

I need at least 4 LOD per each model.

I'm using hitboxes for damage, so I need low-poly collision meshes as well.  basically, I'm doing the programming and scripting and don't have time for the models. (many need conversion from my previous effort that I stopped due to too many dead ends with multi-player and network code)  I did fix my turret problems - game was crashing when main ship was destroyed.  The turrets do follow the SSD of the ship *pretty much* except in the Z-axis.  I might restrict them to +45 pitch max and -0 degrees pitch minimum (projectiles keep hitting the ship the turret is mounted on - I might try a arming delay so that the round fired can clear the ship ), and the turret looks funny past about 45 degrees.

Again, my main problem is models ( I have a php guru working on the in-game web reporting interface, an a couple of 2D artists.)  and I HATE MilkShape. Houdini looks sweet, and has a fbx importer/ Torque .dts exporter - and its only $99.
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Offline Spartan-039

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Re: Babylon 5 Starship Commander
« Reply #71 on: July 06, 2008, 12:16:45 pm »
Uh...................could you repeat that, in simple terms please.
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Offline Cyberkada

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Re: Babylon 5 Starship Commander
« Reply #72 on: July 06, 2008, 10:32:09 pm »
Uh...................could you repeat that, in simple terms please.

OK, here goes.

Each model should have 4 Levels of detail. (LOD0 to LOD3).
I am using hitboxes to resolve projectile collisions. (forward, aft, starboard, port, and primary).  SFB six (7) hitboxes are possible - the 7th being excess damage. 

Some ships - depending on hullsize - fighters have only primary hull and one hitbox, capital ships have 5 hitboxes.

Weapons hardpoints are (usually) turret-based.  The turrets need to be able to rotate and elevate.  This follows the weapons arc on the SSD.  Some weapons like phasers are "faked" turret-based to allow for firing in 3D.

basically, I need modelers.

I will "bone" the model - adding hardpoints for lights, weapons, smoke and debris emitters prior to inclusion in-game.

Each model should have a color, normal (bump) and spec skin.

break models will (should) be animated as well.

Or did I just confuse everyone ever more?

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Offline Spartan-039

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Re: Babylon 5 Starship Commander
« Reply #73 on: July 07, 2008, 08:32:13 am »
No, you cleared up a whole bunch of techno stuff that I didn't understand. Too bad I can't help out, 3D modeling is something I can't do to well. But I could act like a tester of some sorts.
The Greater Good can not be stopped, it can only be delayed. Submit to it and be free.

Offline Cyberkada

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Re: Babylon 5 Starship Commander
« Reply #74 on: July 08, 2008, 08:15:45 am »
No, you cleared up a whole bunch of techno stuff that I didn't understand. Too bad I can't help out, 3D modeling is something I can't do to well. But I could act like a tester of some sorts.

Basic testing REAL SOON NOW.  Feature creep is a killer to releasing the beast.

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Offline Cyberkada

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Re: Babylon 5 Starship Commander
« Reply #75 on: July 26, 2008, 08:04:02 pm »
Sorry for the delay.  In the process of relocating from Manila to my new job as a Game Programming and Math Professor at NHTV-Breda in the Netherlands.

Stay turned for new updates....
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Offline Cyberkada

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Re: Babylon 5 Starship Commander
« Reply #76 on: July 29, 2008, 10:33:52 am »
I think I figure out the youtube thing.  Here is test footage. 

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Offline Tus-XC

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Re: Babylon 5 Starship Commander
« Reply #77 on: July 29, 2008, 12:21:30 pm »
cooll, though you might want to add some bank, yaw, and pitch into the movements instead of keeping the ship fixed in the center of the screen (maybe 15-20 deg max on either side).
Rob

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Offline Cyberkada

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Re: Babylon 5 Starship Commander
« Reply #78 on: July 30, 2008, 08:03:03 am »
cooll, though you might want to add some bank, yaw, and pitch into the movements instead of keeping the ship fixed in the center of the screen (maybe 15-20 deg max on either side).

That's just a fighter.... but I will...  Thats just the fixed 3rd person camera (and I do mean fixed).  I have the advanced camera resource loaded - 10 cameras - but disabled.  1st person works, but I have to work on the 3D cockpits...

I was just happy to get the turrets working...  Lifespan with invincible mode < 15 sec.

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Offline Cyberkada

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Re: Babylon 5 Starship Commander
« Reply #79 on: August 14, 2008, 07:47:13 am »
OK, development will recommence... I just got my system in Holland from the Philippines...

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Babylon 5: Severed Dreams
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