[mrel] Project X Resource Tower

MausMaus Join Date: 2002-11-03 Member: 5599Members
edited September 2003 in NS Customization
Go here for the fixed version: <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=45794' target='_blank'>http://www.unknownworlds.com/forums/in...ST&f=19&t=45794</a>
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Comments

  • Cheez1Cheez1 Join Date: 2003-01-28 Member: 12900Members
    The amazing node o' suck at last! XD

    Looks really funky...
  • kms2709kms2709 Join Date: 2002-12-14 Member: 10784Members
    looks very good in hlmv. good work!
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    The clipping of the res node is completely unavoidable by the way. Maybe it could be made to look a little better with clever use of masked textures, but at this time I couldn't be bothered messing with that.
  • itsmemoitsmemo Join Date: 2003-07-17 Member: 18232Members, Constellation
    very nice resourse tower, but something is wrong with the active animation, the sides will come down and instantly come back up missing the animation in game. is it suppose to be like that?
  • Cheez1Cheez1 Join Date: 2003-01-28 Member: 12900Members
    Actually if you payattention in-game, the regular marine RT and alien RT does that as well. It'll pump, then pop right up to it's origional position. Guess it's just one of those things like how marine and alien death animations sometimes stop mid-way.
  • PFCNublarPFCNublar Join Date: 2003-04-23 Member: 15792Members
    Hmm, PURDY! I can say that it is a very nice model, and after a bit of small meddling, I'm using it. The bluish metal was a bit odd for me, and I added a few LCD screenies to the space between the numbers because it looked blank.

    However, in anyway, nicely done <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    <!--QuoteBegin--zerg_queen+Sep 1 2003, 02:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (zerg_queen @ Sep 1 2003, 02:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> very nice resourse tower, but something is wrong with the active animation, the sides will come down and instantly come back up missing the animation in game. is it suppose to be like that? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    :o

    I completely forgot that animations behave differently online and in LAN games. I only tested it on a lan.
  • itsmemoitsmemo Join Date: 2003-07-17 Member: 18232Members, Constellation
    aww so are the animations stuck like that on net games?
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    <span style='font-size:14pt;line-height:100%'><span style='color:orange'>I'm Back!</span></span>

    Anyways. My first post back. This is awesome. It's only been a week but it seems like ages. I think the texture work is great and the animations are pulled off quite nicely. Good job. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    <!--QuoteBegin--zerg_queen+Sep 1 2003, 03:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (zerg_queen @ Sep 1 2003, 03:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> aww so are the animations stuck like that on net games? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    They are for now. I'll try to fix it tomorrow, but if the problem is what I think it is, it's entirely possible it could stab the whole project in the eye. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • JynxDaddyJynxDaddy Join Date: 2002-11-11 Member: 8151Banned
    Make a custom res node :O
  • XenoHazardXenoHazard Join Date: 2003-05-05 Member: 16085Members
    Silly X Thingy! I hate to see it jump around like that.
  • CplDavisCplDavis I hunt the arctic Snonos Join Date: 2003-01-09 Member: 12097Members
    wow thats awsome, nice work
  • WarfareWarfare Join Date: 2002-10-29 Member: 1697Members
    This is awsome! I'm definantley using this one!
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    This is just totally... wow.
    Hope you get it fixed!
  • Mr_ShoeMr_Shoe Join Date: 2003-08-10 Member: 19352Members
    This looks friggin awsome. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • antifreezeantifreeze The guy with the goods&#33; Join Date: 2003-05-12 Member: 16232Members, Constellation
    Yep, its lookin good, cant wait for a fix
  • VragnorVragnor Join Date: 2003-07-22 Member: 18359Members
    If the problem is the animation going down then jumping back up..couldnt you just make the pumping action twice as fast so it only jumps a little?
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    edited September 2003
    I had two theories about the animation length:

    (1) The animation uses too many frames, and the engine loops the animation after x number of frames. That could be fixed by shortening the animation, but would make it less smooth.
    (2) The animation took too long to play, and the engine triggers the animation at set intervals, instead of using the animation loop in the model. The only way to fix this would be to speed it up.

    It's answer #2, and speeding it up looks terrible.

    Project X takes a bullet in the face.
  • antifreezeantifreeze The guy with the goods&#33; Join Date: 2003-05-12 Member: 16232Members, Constellation
    /me removes bullet.
    PLEASE GET IT FIXED, im sure you can figure it out. It dosnt matter if the animations are a bit more choppy.
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    i think the animation problems are because of NS code and not the model files. all the animation in NS is screwed up right now.
  • PFCNublarPFCNublar Join Date: 2003-04-23 Member: 15792Members
    edited September 2003
    Nooo, how...why!

    /me ponders hanging self with a length of licorice

    EDIT:
    Cut a few frames out. Only a few so it looks only a bit jumpy, but you get used to it after a while.
  • MartMart Origin of SUYF Join Date: 2002-02-26 Member: 248Members
    I have nothing negative to say about this model. It's original, it's well-made, it's well-textured, it fits in (Mostly). <b>I love it.</b>
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    Current speed, roughly:
    <img src='http://members.aol.com/dryfeld/cs/pump.gif' border='0' alt='user posted image'>

    Double speed, and already starting to look silly:
    <img src='http://members.aol.com/dryfeld/cs/pump2.gif' border='0' alt='user posted image'>

    I lost the animated gif of the triple speed one, and that's how fasst it'd have to be to not jerk. Trust me - it looks ridiculous. I'm really not sure what I can do to save the model.
  • DeronokDeronok Join Date: 2003-03-17 Member: 14613Members
    <!--QuoteBegin--Mart+Sep 1 2003, 04:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mart @ Sep 1 2003, 04:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have nothing negative to say about this model. It's original, it's well-made, it's well-textured, it fits in (Mostly). <b>I love it.</b> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yea exactly, good to see you finally finished it.
  • PFCNublarPFCNublar Join Date: 2003-04-23 Member: 15792Members
    I hope that you only interpreted my suggestion in the wrong way <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> Because if you didn't, then it is really not.

    What I mean is not changing <i>the speed</i> at which the frames are played but perhaps also helping it by <i>removoing frames</i>. THat might get it close enough to the limit without harming quality too much.
    ...
    Might <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    I halved the number of frames. But as I said a few posts up, it turns out that it's not the number of frames that's the problem - it's how long the sequence takes to play.
  • PFCNublarPFCNublar Join Date: 2003-04-23 Member: 15792Members
    Then perhaps I could make a suggestion about reanimation?

    In the time it takes for the normal RT to do its thing, do this with your res tower:
    -First, it's breathers will drop down quickly
    -Second, they will come up only to a third or a fourth of their maximum height
    -Thirdly, they will drop back down quickly
    -Rinse and repeat this method 3 times in total

    So it should go out something like this in one animation cycle:

    1 Full extention/retraction

    AND THEN

    2 or 3 one-fourth extentions/retractions

    All in one animation cycle...I hope it could possible save it...me hopes
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    Yeah, I REALLY want this!
    Hell, you could do an entire pack! Project X Frontiersmen, using the latest technology to get owned by aliens!
    ^¬_¬^
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    nice model.
    A little big.
    Is its animation just too long or what?
This discussion has been closed.