[mod/challenge]RA1N's vehi challenge. Everyone is Invited!

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PyroBlizzard




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Post by PyroBlizzard »

Agreed now when the new entity comes well all have col vehicles to put in!!!
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T1xAnton




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Post by T1xAnton »

See this is the thing. Everyone keeps talking about the NEW entity. I am going to be EXTREMELY happy when it comes out but if I hear the the words "new entity" one more time I am going to wet myself because I can't keep the little patience I got. :P
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Post by RA1N THE ELITE »

snaku's got a point. injecting proper UV maps is like pitting a 10-year old kid against chuck norris there's no contest. however I don't see how I can say someone wins. I mean technically whoever wants to join in can join in. it's not like I'm saying whoever wins get's a million dollars. this thread is basically just calling out all those with ideas for vehicles. to see what some modderz are capable of. it's no contest just a challenge.
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Post by SPADES69 »

Benjyp wrote:
Monkey Terd wrote:
Benjyp wrote: Image
I am afraid to say you are not alowed to post images containing pr0n. :P (even if it is Arbiter), there are kids on this site that most likely have some kind of weird fetish.



On topic, Both of those kickass. Good job man.

( I was kidding about the porn business.)
ohhhhhhhhhhhhhhhhhhhhhhhhhhhh i see boobies :shock:
Vehicle of destruction? Or Moblie Exotic Massage Parlor?
PyroBlizzard




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Post by PyroBlizzard »

Oh so u mean as in:

Challenge=See if you can create a vehicle!

I get it, and yeh chuck norris would defenitely win even if the kid had uber haks!
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T Beezie




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Post by T Beezie »

Finally, I finished it, so here she is my final version of TLM's "Raptor", I also included my "Covie Stinger" and "Ghost Turret". ENJOY! :D


Pics and the serenity[cuz sppf sux] :P
Attachments
Front.jpg
Front.jpg (40.3 KiB) Viewed 1457 times
Spread.jpg
Spread.jpg (42.21 KiB) Viewed 1457 times
Stinger.jpg
Stinger.jpg (38.84 KiB) Viewed 1457 times
VehiColl.jpg
VehiColl.jpg (44.61 KiB) Viewed 1458 times
BeezieValley.rar
the patch
(989.64 KiB) Downloaded 70 times
SerpentKnights





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Post by SerpentKnights »

dangggggg. dling!
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T Beezie




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Post by T Beezie »

MORE PICS :D
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Side.jpg
Side.jpg (39.53 KiB) Viewed 1441 times
Rear.jpg
Rear.jpg (36.63 KiB) Viewed 1439 times
Ghost_Turret.jpg
Ghost_Turret.jpg (41.15 KiB) Viewed 1439 times
RA1N THE ELITE




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Post by RA1N THE ELITE »

O_o! *drools*
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Post by Snaku »

Just got the new Entity and had to mess around with it. Yes, it looks like crap, but I was just messing around. This is more of a proof of concept than a real vehicle you'd want to use.

The Flying Fortress.

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What we've got here is a banshee with a wraith hlmt, with a longsword as a turret (nope--not the weap's hlm; I attached it as a turret) four tank turrets, one warthog chaingun, and one warthog guass. All the turrets work. It's kind of cool firing four tank turrets at once.
I may eventually put together a real vehicle using this concept (though I doubt I'd actually give it four tank turrets--YIKES!) but for now, thought I'd just show what I'd been able to do with new Entity.
Attachments
flying_fortress.rar
Apply to Coag. Feel free to edit it and use it if you want (though you'd probably be better off making your own from scratch).
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T Beezie




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Post by T Beezie »

Does Entity help with all the co-ord adjustment crap, (moving models)? Cuz man, that $#%* takes 4-ever.
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Post by =LiL= Squirrel »

Nice vehicles guys...they own :shock:
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Snaku




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Post by Snaku »

T Beezie wrote:Does Entity help with all the co-ord adjustment crap, (moving models)? Cuz man, that $#%* takes 4-ever.
If it does, then I must've missed it.
And as far as taking forever, yeah. Why do you think I have so few vehicles, and even fewer are actually finished. It's a freakin' pain.
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Post by ~FallenOne~ »

yea u guys r tellin me! ive been tying to get my gosh*** turret to roll over for damn near 3 days!!!!

its sad cus my vehi was gonna be SWEET.

and wait a tic DID U FIND OUT HOW TO MAKE MORE SPAWNS FOR PROJ's??!?!?!? DIES*
Last edited by ~FallenOne~ on Mon Jun 26, 2006 9:54 pm, edited 2 times in total.
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Well AI isn't easy, its not like you get 5 nerds, coke-a-cola, and a bunch of computers and 2 days later theres AI. Its more like 50 Nerds, Cocaine, and Supercomputers, then 2 weeks later you get AI.
Last edited by ~FallenOne~ on Sun Oct 15, 2006 1:38 pm; edited 1,000 times in total
Monkey Terd




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Post by Monkey Terd »

Snaku, that is a peice of art. How long did that one take?
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xzodia




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Post by xzodia »

you can add as many proj spawns as you want cause the dep is in a reflexive or an nested reflexive (cant remeber which) but anyway just add some chunks with entity :D

and if you get RTH working it will speed up the rotation process a lot :D
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Post by Snaku »

I didn't add proj spawns. I added turrets, which each have their own proj spawns. I could've made each one a different turret, but the scorpion turret is the most useful, since it can keep up with the reticle when you aim (flying vehicles take a bit of time to come about and it can be just enough to throw off your aim with a fixed weapon).
Monkey Terd wrote:Snaku, that is a peice of art. How long did that one take?
I appreciate that, but I would hardly call this art. It's nowhere near being a finished vehicle, nor do I intend to finish it. I just wanted to experiment to see what I could do, so I slapped it together. If you look closely, you'll notice that none of the turrets' spawns are placed very well, especially the warthog ones.
It only took a couple hours, most of which was experimenting with hlmt tags and forgetting that it was the default variation of the hlmt I wanted to be editing, not the mp one. Once I got it all sussed out, it only took a little while to do the chunk cloning, reference swapping, and marker placing.
Just FYI, if you add turret chunks to a hlmt, you'll want to point the new ones to different markers on the mode (unless you want it to spawn at the same place as the other turret). Preferably ones that can be moved without any negative effect on the vehicle. I used the left and right sound markers, the minigun markers, and... I can't remember what the other two were. Or... I suppose you could clone some markers and rename them.

Oh, by the way, I'm not sure why, but when you fire the tank cannons, the vehicle surges forward. Like the force from the proj's pushes it... which is supposed to be impossible. Not sure why it's happening, but if anyone wants to try to figure it out, it'd be nice to know, so we could use it intentionally for a kind of "jump jet" on a warthog or something. It could be that the force of a proj fired from one turret can affect another turret. Dunno.
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Post by The Flying Dutchmen »

what the hell. that flying fortress is amazing i just flied it. nice job 10/10 :)

edit: where would we go to reference those newly added chunks to markers? ive got the plugin from doom. but can't seem to place those vehi, by referencing them to markers. i dont know how to i ve been looking for ages. lol
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Post by RA1N THE ELITE »

cool. did you say new entity? does it have that new unicode string editor? I've been waiting for that to come out.
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xzodia




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Post by xzodia »

adding markers is a bit of theory, since noone has ever tried it but our best guess is that the string id is simply a name it has no info contained in it so it can be named to just about anything(in theroy) in practice you would prob have to use a string id that already exsited from another model
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