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 Post subject: Star Viper V2.0
PostPosted: Sun Oct 30, 2011 11:20 am 
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Master Bounty Hunter
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The model that started it all, first animated flyer to be exported to game. Now a full 2.0 release where I completely optimized the original mesh, poly count has been reduced around 1k with no visible loss of detail. There is now a full working shadowvolume for increased performance, new collision that is accurate, new lowrez and animation system no longer using envelopes to increase performance.

If you have any suggestions for a further release PLEASE post them here: viewtopic.php?f=36&t=4015

http://www.gamefront.com/files/20943320/starviper.zip

Perhaps in the future a new side is in order to go along with this, Zann Consortium perhaps?


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 Post subject: Re: Star Viper V2.0
PostPosted: Sun Oct 30, 2011 1:16 pm 
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Jedi High Council
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Yes, I had plans on doing just that. I even started a Skipray a while back, haven't gotten far on it. But don't let that stop anyone else from making that ship, or the whole side, or whatever...

Thanks for the models :thumbs:


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 Post subject: Re: Star Viper V2.0
PostPosted: Sun Oct 30, 2011 5:12 pm 
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Master Bounty Hunter
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A skipray would be cool but with only having ion cannons, missiles and torpedoes it may not be possible to have a ion cannon in this game.


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 Post subject: Re: Star Viper V2.0
PostPosted: Sun Oct 30, 2011 5:50 pm 
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Jedi High Council
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It is possible to make a cannon that is more than a standard bolt for an ion cannon, but I would not limit the skipray to those weapons.

Speaking of which, how could I change the odf values of these starfighters in lvl form? I'd like to update to the new models, but my mod has different categories of fighters than the stock game and I'd like to be able to change parameters.


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 Post subject: Re: Star Viper V2.0
PostPosted: Sun Oct 30, 2011 6:29 pm 
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Master Bounty Hunter
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Can't help you there, this model has a different call than the v1 did, the first version was all_fly_virago where as this one is just all_fly_starviper so that it could be implemented even if someone had their own side with the old model in it. I released it like this just because I don't really like any of my stuff being edited just because I spent a ton of time making it and don't want it re-released by someone else with only a slight edit. I am however like said in the first post open to any suggestion, just keep it in the WIP thread rather than here.


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 Post subject: Re: Star Viper V2.0
PostPosted: Sun Oct 30, 2011 7:37 pm 
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Jedi High Council
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I understand, and I would not re-release or edit these models.
Would it be possible to release just the odf? It might be possible to load that from a different lvl file.


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 Post subject: Re: Star Viper V2.0
PostPosted: Sun Oct 30, 2011 8:09 pm 
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all_fly_starviper.odf
Hidden/Spoiler:
Code:
[GameObjectClass]
ClassLabel = "flyer"
GeometryName = "all_fly_starviper.msh"
[Properties]
VehicleType = "fighter"
MapTexture = "x-wing_icon"
HealthTexture = "HUD_all_xwing_icon"
VehiclePosition = "common.vehiclepositions.pilot"

MapScale            = 1.0
MapViewMin          = 750
MapViewMax          = 750

GeometryName = "all_fly_starviper"
AnimationName = "all_fly_starviper"
//FirstPerson = "ALL\allxwing;all_1st_cockpit_xwing"
//ForceMode = "1"
CollisionScale = "1.5"
CollisionThreshold = "5"
MaxHealth = "2250"

TimeRequiredToEject =   "2.5"
EjectResistance         = "0.01"
TimeTilReboard          = "1.0"

HealthType = "vehicle"

PilotSkillRepairScale = 0.02

// PathFollower Attributes
PathFollowerClass       = "all"
PathFollowerClass_CTF       = "all_flag"
PathFollowerBranchPaths     = "6"
PathFollowerBranchMaxAngle  = "60"
PathFollowerMinBranchDist   = "190.0"
PathFollowerBranchRange       = "1500"

WEAPONSECTION           = 1

WeaponName          = "imp_weap_fly_tiefighter_sc_cannon"
WeaponAmmo          = "0"

AimerNodeName           = "hp_gun1"
//FirePointName         = "hp_gun1"
AimerYawLimts           = "-90 90"
AimerPitchLimts         = "-90 90"
//BarrelLength          = "1.0"

NextAimer           = "-"

AimerNodeName           = "hp_gun2"
//FirePointName         = "hp_gun2"
AimerYawLimts           = "-90 90"
AimerPitchLimts         = "-90 90"
//BarrelLength          = "1.0"

NextAimer           = "-"

AimerNodeName           = "hp_gun3"
//FirePointName         = "hp_gun3"
AimerYawLimts           = "-90 90"
AimerPitchLimts         = "-90 90"
//BarrelLength          = "1.0"

NextAimer           = "-"

AimerNodeName           = "hp_gun4"
//FirePointName         = "hp_gun4"
AimerYawLimts           = "-90 90"
AimerPitchLimts         = "-90 90"
//BarrelLength          = "1.0"

WEAPONSECTION           = 2

WeaponName          = "all_weap_fly_xwing_ptorpedo"
WeaponAmmo          = "0"

AimerNodeName           = "hp_gun5"
//FirePointName         = "hp_gun5"
AimerYawLimts           = "-90.0 90.0"
AimerPitchLimts         = "-90.0 90.0"
//BarrelLength          = "1.0"

NextAimer           = "-"

AimerNodeName           = "hp_gun6"
//FirePointName         = "hp_gun6"
AimerYawLimts           = "-90.0 90.0"
AimerPitchLimts         = "-90.0 90.0"
//BarrelLength          = "1.0"

TakeoffTime = "1"
TakeoffSpeed = "10"
LandingTime = "1"
LandingSpeed = "10"
TakeoffHeight = "1.5"
SquadronFormation = "Tri-form"
SquadronFormation = "Box-form"
ExplosionDestruct = "all_fly_xwing_sc_exp"


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "all_fly_virago_chunk1"
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 4.5 3.5"
ChunkSpeed = "17"
ChunkUpFactor = "5"
ChunkSmokeEffect = "com_sfx_smokeplume""
ChunkSmokeNodeName = "hp_smoke1"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"
PilotPosition = "hp_active"
PilotAnimation = "drive"
IsPilotExposed = "0"
ChunkBounciness = "0.45"
ChunkStickiness = "0.25"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "all_fly_virago_chunk2"
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 3.0"
ChunkSpeed = "18"
ChunkUpFactor = "4"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "all_fly_virago_chunk3"
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 4.0 3.0"
ChunkSpeed = "19"
BuildingCollision = "p_right_sphere"
SoldierCollision = "p_laser2"
SoldierCollision = "p_laser3"
OrdnanceCollision = "p_laser2"
OrdnanceCollision = "p_laser3"
ChunkGravity = "0.0 0.0 0.0"

ThrustEffect            = "com_sfx_exhaust_xwing"
ThrustAttachPoint       = "exhaust_1"
ThrustAttachOffset      = "0.673 0.124 -3.0689"
ThrustEffectMinScale        = "1.5"
ThrustEffectMaxScale        = "2.15"
ThrustEffectScaleStart      = "0.85"

ThrustEffect            = "com_sfx_exhaust_xwing"
ThrustAttachPoint       = "exhaust_2"
ThrustAttachOffset      = "-0.6753 0.0124 -3.0689"
ThrustEffectMinScale        = "1.5"
ThrustEffectMaxScale        = "2.15"
ThrustEffectScaleStart      = "0.85"

ThrustEffect            = "com_sfx_exhaust_xwing"
ThrustAttachPoint       = "exhaust_3"
ThrustAttachOffset      = "0.0126 0.2861 -2.797"
ThrustEffectMinScale        = "0.95"
ThrustEffectMaxScale        = "1.5"
ThrustEffectScaleStart      = "0.85"

ThrustEffect            = "com_sfx_exhaust_xwing"
ThrustAttachPoint       = "exhaust_4"
ThrustAttachOffset      = "0.0126 -0.2466 -2.797"
ThrustEffectMinScale        = "0.95"
ThrustEffectMaxScale        = "1.5"
ThrustEffectScaleStart      = "0.85"

// SPARK

DamageStartPercent = "85"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_exhaust1"

DamageStartPercent = "75"
DamageStopPercent = "15"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_exhaust1"

DamageStartPercent = "65"
DamageStopPercent = "5"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_exhaust3"

DamageStartPercent = "55"
DamageStopPercent = "5"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_exhaust3"

// SMOKE

DamageStartPercent = "75"
DamageStopPercent = "35"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_exhaust1"

DamageStartPercent = "65"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_exhaust1"

DamageStartPercent = "55"
DamageStopPercent = "15"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_exhaust3"

DamageStartPercent = "45"
DamageStopPercent = "5"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_exhaust3"

// FLAME

DamageStartPercent = "35"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_exhaust1"

DamageStartPercent = "25"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_exhaust1"

DamageStartPercent = "15"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_exhaust3"

DamageStartPercent = "5"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_exhaust3"



ChunkVelocityFactor = "0.15"
DamageEffectScale = "1"
ChunkUpFactor = "0"
DamageInheritVelocity = "0.75"
ChunkGravity = "0.0 0.0 0.0"

ChunkVelocityFactor = "0.15"

EnergyBar = "80"
EnergyAutoRestore = "7.5"
EnergyBoostDrain = "20"
EnergyTrickDrainSingleTap = "15"
EnergyTrickDrainDoubleTap = "30"
FirstPersonFOV = "52"
CockpitTension = "22"

PitchRate               = 1.25
PitchFilter             = 6.0
PitchFilterDecel        = 6.0
PitchBuildupMultiplier  = 1.0
TurnRate                = 1.0
TurnFilter              = 6.0
TurnFilterDecel         = 6.0
TurnBuildupMultiplier   = 1.0

BankAngle = "0.8"
BankFilter = "3.5"
LevelFilter = "1.5"
LevelFilterLanding = "5"
RollRate = "3.15"
//PCPitchRate = "15"
//PCSpinRate = "15"
//PCTurnRate = "25"
EyePointOffset = "0.0 3.0 2.0"
TrackCenter = "0.0 4.0 -8.5"

FOVEFFectMinCamOffset3rd = "0.0 2.0 10.0"
FOVEFFectMaxCamOffset3rd = "0.0 4.0 -18.0"

TiltValue = "5"

AimTension              = "20.0"// 8.5 How far from the center of the screen will the reticule move.  Low is further from the center.

MoveTensionX            = "2.3"
MoveTensionY            = "2.3 10.0"
MoveTensionZ            = "4.25"


BlurEffect = "0.9"
BlurStart = "40"
FOVEffect3rd = "90"

FOVEffect1st = "90"
Acceleraton = "50"
MinSpeed = "35"
MidSpeed = "70"
MaxSpeed = "95"
BoostAcceleration = "80"
BoostSpeed = "150"
TrickRollSpeed = "6"
TrickFlipSpeed = "6"
TrickSideRollStrafeSpeed = "30"
TrickFlipCameraDetach = "0.24"
TrickSideRollCameraDetach = "0.48"
TrackOffset = "0.0 2.0 6.0"
AimerYawLimts = "-90.0 90.0"
AimerPitchLimts = "-90.0 90.0"
AimerYawLimts = "-90.0 90.0"
AimerPitchLimts = "-90.0 90.0"


ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "hp_trail1"
//ContrailAttachOffset = "-3.4348 -6.9833 -4.4209"
ContrailEffectMinScale = "0.2"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "hp_trail1"
//ContrailAttachOffset = "-3.4348 -6.9833 -4.4209"
ContrailEffectMinScale = "0.2"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "hp_trail2"
//ContrailAttachOffset = "3.4348 -6.9833 -4.4209"
ContrailEffectMinScale = "0.2"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "hp_trail2"
//ContrailAttachOffset = "3.4348 -6.9833 -4.4209"
ContrailEffectMinScale = "0.2"
ContrailEffectMaxScale = "0.8"


ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "hp_trail3"
//ContrailAttachOffset = "3.4348 6.9833 -4.4209"
ContrailEffectMinScale = "0.2"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "hp_trail3"
//ContrailAttachOffset = "3.4348 6.9833 -4.4209"
ContrailEffectMinScale = "0.2"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "hp_trail4"
//ContrailAttachOffset = "-3.4348 6.9833 -4.4209"
ContrailEffectMinScale = "0.2"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "hp_trail4"
//ContrailAttachOffset = "-3.4348 6.9833 -4.4209"
ContrailEffectMinScale = "0.2"
ContrailEffectMaxScale = "0.8"


DamageStartPercent = "50"
DamageStopPercent = "30"
DamageEffect = "com_sfx_smokeplume_sc"
DamageAttachPoint = "hp_smoke_1"

VOUnitType              = 9
EngineSound             = "all_fly_awing_engine_parameterized"
TakeoffSound            = "all_fly_awing_take_off"
LandSound               = "all_fly_awing_airbrakes_on"
HurtSound               = "imp_weap_ord_exp_lg"
DeathSound              = "imp_weap_ord_exp_lg"
VehicleCollisionSound   = "com_veh_collision_lg"
TurnOnSound             = "all_fly_awing_turn_on"
TurnOffSound            = "all_fly_awing_airbrakes_off" //Played when the flyer turns off
TurnOffTime             = "1.5" //Time it takes to turn off the flyer (in seconds)
TurningOffSound         = "all_fly_awing_turn_off" // Played when a soldier leaves the flyer
//Cockpit1stPersonSound   = "all_inf_com_space_chatter" // Sound which is triggered every frame when the player is in first person mode.
//Cockpit3rdPersonSound   = "all_inf_com_space_chatter" // Sound which is triggered every frame when the player is in third person mode.
BoostSound              = "all_fly_awing_shift_up_property 0.11 1"
BoostSound              = "all_fly_awing_shift_up_property 0.53 1"
BoostSound              = "all_fly_awing_shift_up_high_property 0.66 1"
BoostSound              = "all_fly_awing_shift_down_property 0.17 0"
BoostSound              = "all_fly_awing_shift_down_property 0.9 0"
TrickSound              = "all_fly_awing_roll" //Played when the flyer performs a roll
FlipSound               = "all_fly_awing_flip" //Played when the flyer performs a flip
TurnOffTime             = "1.5".
AllMusic                = "all_vehicle"
ImpMusic                = "imp_vehicle"
FoleyFXGroup            = "metal_foley"
ProximityMinDist        = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist        = "100" // Distance from target where proximity parameter of engine is 1.
//Acceleraton = "50"
//BoostAcceleration = "80"
//MinSpeed      = "35" = .23
//MidSpeed      = "70" = .47
//MaxSpeed      = "95" = .63 Contrails at .69
//BoostSpeed    = "150"= 1.0


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 Post subject: Re: Star Viper V2.0
PostPosted: Sun Oct 30, 2011 8:10 pm 
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Jedi High Council
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Joined: Wed Mar 25, 2009 4:15 pm
Posts: 2309
Location: RSD Achilles
Projects :: The 153rd Legion
Games I'm Playing :: WarThunder-WoT-SWTOR
Xfire: kinetosimpetus +steam
Thanks :D


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 Post subject: Re: Star Viper V2.0
PostPosted: Mon Oct 31, 2011 7:23 am 
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Master of the Force
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Posts: 6022
Location: Duckburg, Germany
Projects :: RAS Prosecutor
yay, my favourite fighterdesign! did you envelope the shadowvolume or does it have multiple pieces?


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 Post subject: Re: Star Viper V2.0
PostPosted: Mon Oct 31, 2011 6:34 pm 
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Master Bounty Hunter
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Posts: 1494
Multiple parts, there are no envelopes at all. I forgot to also mention that I changed the overall angle of the wings, if you notice when they are closed they sit more horizontal, much like the blueprint image out on the net.


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