A small(ish) but hopefully pleasing announcement...

Moderators: GSH, VSMIT, Red Devil, Commando

User avatar
TheJamsh
Bull Dog
Posts: 689
Joined: Sat Feb 19, 2011 5:49 pm

Re: A small(ish) but hopefully pleasing announcement...

Post by TheJamsh »

^ Just did that haha. Currently the window is part of the collision. I wanted it separately destructible, but the shape would make that pretty difficult to achieve.

Lots of detail to add still, I re-worked the base of the model, pinching some ideas from Jayden's new service bay (See here: http://www.moddb.com/mods/bz2-community ... bay-remake). Just bouncing some ideas off of each other.

Image

EDIT: More Progress

Image
Developer @ Stormtide
viewtopic.php?f=4&t=2350#p40547 << My UE4 Battlezone Project

ModDB - Battlezone II Unofficial Expansion Pack
User avatar
General BlackDragon
Flying Mauler
Posts: 2408
Joined: Sat Feb 19, 2011 6:37 am
Contact:

Re: A small(ish) but hopefully pleasing announcement...

Post by General BlackDragon »

do want...
Battlezone Classic Public Forums
*****General BlackDragon*****
User avatar
Zero Angel
Attila
Posts: 1536
Joined: Mon Feb 21, 2011 12:54 am
Contact:

Re: A small(ish) but hopefully pleasing announcement...

Post by Zero Angel »

How about open topside window = sniping tower?
Regulators
Regulate any stealin' of this biometal pool, we're damn good, too
But you can't be any geek off the street
Gotta be handy with the chains if you know what I mean
Earn your keep
User avatar
MrTwosheds
Recycler
Posts: 3059
Joined: Sat Feb 19, 2011 8:37 am
Location: Outer Space
Contact:

Re: A small(ish) but hopefully pleasing announcement...

Post by MrTwosheds »

Several windows, so you get a 360 degree sniping view.
I would also suggest that you avoid putting too much eyecandy type stuff, like transparencies or animations on it. The bay is often the focus of a lot of activity and is the best place to snipe from, wouldn't want to spoil peoples aim by making the game engine work really hard there.
The Silence continues. The War Of Lies has no end.
User avatar
TheJamsh
Bull Dog
Posts: 689
Joined: Sat Feb 19, 2011 5:49 pm

Re: A small(ish) but hopefully pleasing announcement...

Post by TheJamsh »

MrTwosheds wrote:Several windows, so you get a 360 degree sniping view.
I would also suggest that you avoid putting too much eyecandy type stuff, like transparencies or animations on it. The bay is often the focus of a lot of activity and is the best place to snipe from, wouldn't want to spoil peoples aim by making the game engine work really hard there.
I think you're right, it is quite high on tris at the moment (Just under 4K, but there is a LOT of optimization to be done), but a hugh proportion of that detail will disappear with the first LOD. I'm going to advise people to set their 'object detail' settings to 'medium', so that the uber-high detail meshes and the interior are only visible at around 100 meters or so. The interior itself doesn't need to be shown at all if you're far away from it. Unless of course you have a monstrous graphics card.
Zero Angel wrote:How about open topside window = sniping tower?
Could try that, some sort of roof access hatch or something. I originally wanted a full 360 degree view, but squeezing the lift into the room and a window all around was a bit too much of a squeeze. Hmm... Maybe a balcony to take in the luscious view of Mire :)?
Developer @ Stormtide
viewtopic.php?f=4&t=2350#p40547 << My UE4 Battlezone Project

ModDB - Battlezone II Unofficial Expansion Pack
User avatar
Red Spot
Attila
Posts: 1629
Joined: Mon Feb 21, 2011 6:14 pm
Location: The Netherlands

Re: A small(ish) but hopefully pleasing announcement...

Post by Red Spot »

I do suggest you place a bar in there as well, just in case we get thirsty from all that sniping ;)
User avatar
MrTwosheds
Recycler
Posts: 3059
Joined: Sat Feb 19, 2011 8:37 am
Location: Outer Space
Contact:

Re: A small(ish) but hopefully pleasing announcement...

Post by MrTwosheds »

I don't think the static polygon count would be too much trouble, its the stuff that has to get processed "live" that causes issues. Eg a transparent bay pad with animations and moving lights underneath it, then with a few units doing idle animations and emitting dust clouds parked on top of it, would cause a major amount of real-time processing to occur from certain viewpoints, as it calculated the moving lighting through the transparency, dust clouds and moving units.
I have done quite a few experimental bay models, they benefit greatly from keeping it simple.
They also work much better (pathing/collision) when the parking area is flat. I would consider sinking the parking area detail below a flat ground level collision plane. Otherwise it will possibly trap pilots and units and cause a lot of pathing calculation overhead and player irritation too.

:lol: And some nice flowers in window boxes for snipers to hide behind :lol:
The Silence continues. The War Of Lies has no end.
User avatar
TheJamsh
Bull Dog
Posts: 689
Joined: Sat Feb 19, 2011 5:49 pm

Re: A small(ish) but hopefully pleasing announcement...

Post by TheJamsh »

MrTwosheds wrote:I don't think the static polygon count would be too much trouble, its the stuff that has to get processed "live" that causes issues. Eg a transparent bay pad with animations and moving lights underneath it, then with a few units doing idle animations and emitting dust clouds parked on top of it, would cause a major amount of real-time processing to occur from certain viewpoints, as it calculated the moving lighting through the transparency, dust clouds and moving units.
I have done quite a few experimental bay models, they benefit greatly from keeping it simple.
They also work much better (pathing/collision) when the parking area is flat. I would consider sinking the parking area detail below a flat ground level collision plane. Otherwise it will possibly trap pilots and units and cause a lot of pathing calculation overhead and player irritation too.

:lol: And some nice flowers in window boxes for snipers to hide behind :lol:
There's no animations on the bay itself, QFMod and (I think) ZEMod had a fair few transparent parts (done via a texture like this one is) and they worked/looked pretty good (hell ZE was in 1.2, and QFMod had a lot of inefficient particle effects in it). The parking area is okay at the moment, I managed to get some AI assault tanks and walkers to get themselves there without any problems, it's not as high as it looks actually. I can tweak ODF pathing to make it a little stricter as well if needed, and the collision can always be slightly different to make navigation easier (plus I don't want to instantly double the poly count by duplicating it for the collision, even if it's not drawn by BZ2).

I won't really know the full implications of such high detail on everything until I have more stuff to play with. I'll just have to fill a map up with loads of crap and wage a big battle and see what happens. Thankfully I've got an out-of-date laptop I can test on too and figure out how a lower-spec system will handle it.
Developer @ Stormtide
viewtopic.php?f=4&t=2350#p40547 << My UE4 Battlezone Project

ModDB - Battlezone II Unofficial Expansion Pack
User avatar
Zero Angel
Attila
Posts: 1536
Joined: Mon Feb 21, 2011 12:54 am
Contact:

Re: A small(ish) but hopefully pleasing announcement...

Post by Zero Angel »

You could always LOD it to omit the interior/underground stuff at x amount of meters, and maybe use the stock service bay at >200m or so.
Regulators
Regulate any stealin' of this biometal pool, we're damn good, too
But you can't be any geek off the street
Gotta be handy with the chains if you know what I mean
Earn your keep
User avatar
TheJamsh
Bull Dog
Posts: 689
Joined: Sat Feb 19, 2011 5:49 pm

Re: A small(ish) but hopefully pleasing announcement...

Post by TheJamsh »

Zero Angel wrote:You could always LOD it to omit the interior/underground stuff at x amount of meters, and maybe use the stock service bay at >200m or so.
That's the plan, after 50 meters, remove all interior detail, after 250 meters or so, use a much lower poly model with smaller textures.
Developer @ Stormtide
viewtopic.php?f=4&t=2350#p40547 << My UE4 Battlezone Project

ModDB - Battlezone II Unofficial Expansion Pack
User avatar
General BlackDragon
Flying Mauler
Posts: 2408
Joined: Sat Feb 19, 2011 6:37 am
Contact:

Re: A small(ish) but hopefully pleasing announcement...

Post by General BlackDragon »

It's a Service bay, not a sniper tower...

We already have problems with people sitting on bays with snipers -.-
Battlezone Classic Public Forums
*****General BlackDragon*****
User avatar
Red Spot
Attila
Posts: 1629
Joined: Mon Feb 21, 2011 6:14 pm
Location: The Netherlands

Re: A small(ish) but hopefully pleasing announcement...

Post by Red Spot »

As long as the top doesnt actually service you I doubt it will ever become a problem. You may find the random enemy player landing there, but if they get of one shot they probably die soon after or get into the sniped ship, which doesnt really change anything as certain pilots already try to get some hight advantage at every corner they take.
User avatar
MrTwosheds
Recycler
Posts: 3059
Joined: Sat Feb 19, 2011 8:37 am
Location: Outer Space
Contact:

Re: A small(ish) but hopefully pleasing announcement...

Post by MrTwosheds »

It's a Service bay, not a sniper tower...

We already have problems with people sitting on bays with snipers -.-
Ahem...In strat a service bay has 2 Major functions, it gets you laser and makes an excellent sniper tower, its also sometimes useful, but a bit slower than a nice pile of pods, for servicing ships. Its role as a sniper tower is a very important part of the base defences. The Scion dower is fairly poor in this role as really only one Scion can balance on its pointy top.
If the top does not service you, then it might as well not be there.
The Silence continues. The War Of Lies has no end.
User avatar
S.cavA.rmyG.en
Sabre
Posts: 296
Joined: Fri Mar 04, 2011 3:15 am
Location: ISDF Junk Yard
Contact:

Re: A small(ish) but hopefully pleasing announcement...

Post by S.cavA.rmyG.en »

you need to put a com termal in the top.
use a small taped object.
some thing for those commanders that like to have a brake room. :geek:
4 THINGS TO REMEMBER:
1.Professionals are predictable,amateurs are dangerous
2.If you can't remember, the Big Gun is always aimed at you.
3.If it's stupid but works, it's not stupid,it's crazy.
4.Anything you do can get you killed,even if it's nothing
User avatar
MrTwosheds
Recycler
Posts: 3059
Joined: Sat Feb 19, 2011 8:37 am
Location: Outer Space
Contact:

Re: A small(ish) but hopefully pleasing announcement...

Post by MrTwosheds »

you need to put a com termal in the top.
Why?
The Silence continues. The War Of Lies has no end.
Post Reply