AAN Training Facility

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TheJamsh
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AAN Training Facility

Post by TheJamsh »

Started work on this a few days ago, i've got some crazy building ideas for the other buildings sketched up right now. I'm trying to stay true to the ISDF/EDF design, but in this building thats fairly pointless anyway. Hopefully if the factory comes out as I have it planned it should all look 'right'. This is the design for the new AAN Training Facility. Its essentially a lot of buildings rolled into one, hence its obvious increase in size. (Serenesis also has a doubled up grid size throughout, so this building is the size of the bomber bay, then doubled up to grid size.) Serenesis buildings are twice the scale of current buildings. I feel it better represents the true scale of them, and adds the option for extra detail. They also have a ****-ton more hull capacity, so taking down bases will take much longer.

Backstory
With the birth of the AAN Mobile Infantry Unit, the training facility has been redesigned into a much more functional building. It is also considerably larger than its predecesor, but contains many sub-buildings within its shell. The building functions not only as the barracks and mess halls, but also has a fully-functional internal simulator and firing ranges, a fully-equipped hospital wing, an underground infantry armoury, an observation and mounted gun tower with gravity-lifts and a air-locked loading platform for infantry to pilot large and small vehicles.

The re-designed facility is a base all of its own. Training Facilities can be constructed away from the main base and function as fully-equipped outposts if neccesary, although their use for vehicle support is very limited. The barracks also gives infantry the ability to fire their weapons out of the building at attacking craft, so coming up on an enemy training facility, you will likely find machine-gun fire raining down on you from various positions about the building.

Certain versions of the facility come with a mounted grenade-cannon in the observation tower, which can also be used to great effect by snipers. Training facilities can withstand a prolonged attack, but against a heavy vehicular assault they are virtually defenceless.

Technicalities/Gameplay Features
So first of all, as the name suggests it functions as the training grounds. You can get inside the fully-detailed building and watch through the windows to see the simulators and weapon ranges in animated action. The windows at the bottom of the dome also look out over this area, so looking down into the building you can see the simulators from above too. The top level of the dome with the window will most likely be inaccessible, unless I can be bothered to detail the entire control center in there, and get it to the right scale. Knowing me I probably will.

You can also go right into the hospital wing, the building on the far left that looks suspiciously like the tech center towers. Getting inside the hospital area will also heal you nice and quickly. Maybe not so benefial for strat and MP, but for campaign and infantry modes its very handy. Again, the interior is fully detailed and animated (or will be).

The observation tower already has most of its interior shelled out but not detailed yet. You can get to the top level by using a shield lift, similar to the design BBB did for his buildings in FS2 (genius idea btw). In MP and selected missions the glass will be broken, and you'll be able to shoot out of it, very handy for snipers.

Its not detailed into the mesh yet, but behind the antenna and beneath the platform will be the door entrance to the underground armoury. The armoury contains a few respawning infantry weapons, and also unlocks the more advanced weapons from the full-scale armoury. Going in here also gives you access to the terminal, which you can use to set-up the loadouts on infantry created at the training facility (or 'trained'). You can return here as a soldier to collect new weapons and equipment, or re-supply your existing loadout too. In MP, you can come here to change your infantry 'class', allowing you to carry alternative weapons. (operated by the mission dll's)

You can also see that it has an animated aircraft loading bay. This is mainly for campaign purposes, and allows infantry to board larger vehicles like dropships and prison barges etc (spoiler). It can however also decrease in altitude to the first level, so that infantry can protectively board the Engager APC when it returns to collect more soldiers.

The antenna system can be upgraded separately to improve the facilties detection range too, which is useful when making it function as an outpost. The antenna can also control the Probes, extending their maximum range at the same time. Overall its a real work-horse of a building, it does a lot. Without it the Engager is relatively useless as well, as it cannot re-supply with infantry. All infantry is also created here for MP and the likes (apart from shuttle-drops).

Although its not very detailed yet, this is the main 'shell' I suppose and the overall layout. Still going to take a lot of work. I want a similar level of detail on the buildings to UT3's buildings. The idea is that the buildings 'shell' will have its own LODS, and the interior detail will be tapped and also have its own LOD's, effectively dissappearing when you are too far away to see it.

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MrTwosheds
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Re: AAN Training Facility

Post by MrTwosheds »

Nice! one small problem I can see, bz2 buildings are very fussy about their dimensions, obviously they need to fit the terrain, and be exactly 32x32 or 64x64 etc etc.
But what you may not realise is that whatever its size, it needs flat baseplate around it (or bare terrain), not less than exactly 8.000000.
If it were only 7.990000, vehicles will not be able to navigate between or around the buildings and will get stuck.
Learned that the hard way.
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TheJamsh
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Re: AAN Training Facility

Post by TheJamsh »

yeah thats no problem, I've added terrain__h plates to it as well and worked from those.
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Zax
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Re: AAN Training Facility

Post by Zax »

Hi res armory :)
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MrTwosheds
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Re: AAN Training Facility

Post by MrTwosheds »

It does not look like it has 8.000000 of clear area around it, vehicles need a gap of not less than 16.000000 between buildings or they will get stuck on the collisions.
If a powergen was built next to it, vehicles would not be able to drive between the two buildings, but they would still try to...They will not drive up those nice slopes that meet the edge, they will try to avoid them and hit the other building.
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TheJamsh
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Re: AAN Training Facility

Post by TheJamsh »

ohhh now I see what you mean, that seems like it could become an annoyance... Do ODF tunnels aid it in anyway?
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MrTwosheds
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Re: AAN Training Facility

Post by MrTwosheds »

Not really, tunnels would tell units that they can drive into/through the building rather than round it.
Just scale it all down a bit and extend the base plate edge out until it has 8.000000 clearance all around it, like all the stock bz2 buildings.
Its more than an annoyance in game, it will trap vehicles in your base.
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S.cavA.rmyG.en
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Re: AAN Training Facility

Post by S.cavA.rmyG.en »

TheJamsh wrote:ohhh now I see what you mean, that seems like it could become an annoyance... Do ODF tunnels aid it in anyway?
yes but it is better to set it so AI see it as a wall to go around then to set tunnels on all the parts right I mean the AI are not going inside why mess with it.
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TheJamsh
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Re: AAN Training Facility

Post by TheJamsh »

S.cavA.rmyG.en wrote:
TheJamsh wrote:ohhh now I see what you mean, that seems like it could become an annoyance... Do ODF tunnels aid it in anyway?
yes but it is better to set it so AI see it as a wall to go around then to set tunnels on all the parts right I mean the AI are not going inside why mess with it.
He's talking about the edge of the building. The terrain__h plate needs to extend 8 units out from the rest of the building
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Zero Angel
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Re: AAN Training Facility

Post by Zero Angel »

TheJamsh wrote:ohhh now I see what you mean, that seems like it could become an annoyance... Do ODF tunnels aid it in anyway?
ODF tunnels can help, but probably not in the way you want them to. They are designed to be pretty sophisticated though. Like if you want the unit to be able to path through certain parts of the structure but avoid others.

In your case since the geometry of the building extends throughout the whole base plate which means that if two similar buildings were side by side, there would be no place for AI ships to 'squeeze' through (ie: like how it squeezes between power generators) and that can make unit pathing a nightmare especially if the base is all cluttered up with buildings.

The building looks promising, however, for something like what EPIC is trying to do. If you were to submit it to Slaor for the EPIC project, he could make it bigger and then I could make ODF tunnels for it so that infantry and ships will path through it correctly.

It might also have to be 8x8 (Recycler Building size) so that the tunnel data can be more detailed, or 16x16 if you're feeling particularly bold and want to make it into a massive prop.
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TheJamsh
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Re: AAN Training Facility

Post by TheJamsh »

At the moment its four times the size of the bomber bay, its not for EPIC Mod, but i''ve decided to use larger grid sizes as well (but not 6x like epic, only 2x for me).

So long as you use nice big terrain textures, the ships don't feel slow or anything (im using 2048*2048 regardless). IMO thats what the original scale of BZ should be, but BZ2's terrain system is a bit limited i guess, and you can get all sorts of nasty shapes. I wish we could change the orientation of the terrain triangles in places too
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