WWII Fighter

Premade map objects and sections that can be used in user maps.

Does it need more detail?

Yep. (Please tell me!)
7
24%
Naw. It's fine
22
76%
It's got too much.
0
No votes
 
Total votes: 29

Guest

Post by Guest » Sat Aug 13, 2005 1:25 am

Wheels?

hehe, Its great!

Guest

Post by Guest » Sat Aug 13, 2005 1:25 am

Wheels?

hehe, Its great!

AlliedArmour
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Post by AlliedArmour » Sat Aug 13, 2005 1:42 am

The wheels are "folded in" on the in flight shot.

Guest

Post by Guest » Sat Aug 13, 2005 2:07 am

Ahh, gotcha. :)

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Post by AlliedArmour » Sat Aug 13, 2005 2:08 am

Good! Like the pics?

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A Meteorite
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Post by A Meteorite » Sat Aug 13, 2005 2:10 am

That's just amazing! I could imagine a twist on the Airport Map by Ced...

Quick stupid question: How come it isn't shiny and rounded in bzflag? I'm pretty new to objects.
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Post by A Meteorite » Sat Aug 13, 2005 2:12 am

Oh, now you just need whizzing bullets of of your guns! That would be hard to do, though. :roll:
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Post by AlliedArmour » Sat Aug 13, 2005 2:13 am

I don't believe that BZ can do things like Gourard shading. And I don't know how to do fancy things with texture BZ. And, as I'm using a commercial program to make/render this model.

Bullets? Hmm, I could model one and try!, rockets flying...lots of fx. :)

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Post by LouMan » Sat Aug 13, 2005 2:43 am

Or you could use world weapons; guided missiles from pylons under the wings would be cool. :)

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Post by AlliedArmour » Sat Aug 13, 2005 2:44 am

That's a nice idea! Should be easy for someone to position...

Guest

Post by Guest » Sat Aug 13, 2005 10:00 am

Yes, I love them! :lol:

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Post by trepan » Sat Aug 13, 2005 10:14 am

A Meteorite:
For starters, his models doesn't have lighting normals
(most likely the converters fault).

AlliedArmor:
I'm not sure that you understand the different types of
shading commonly used in 3D graphics. I suggest that you
read some online articles on Gouraud and Phong shading
(esp. relative to OpenGL), if you want to provide informed
comments.

What BZFLag really lacks is per-pixel lighting. Even the
'Best' lighting (tesselated), is a sad substitute for texture
lightmaps, normal mapping, and shader lighting.

A 'fancy' renderer will do much more then just single pass
type shading (ray tracing, photon tracing, caustics, etc...)

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Post by BIYA » Sat Aug 13, 2005 11:50 am

Allied can you post the OBJ if you have one?

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Post by AlliedArmour » Sat Aug 13, 2005 4:02 pm

trepan:
My converter doesn't do any lighting stuff. And no - I don't know much. I could ask my brother - he's does some D3D work - I think he knows about it.

BIYA:
Sssorry,,, I uh, only can only give a .cob or .X as that's all gsL exports as. If you want something added - please tell me, I'll try.

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Post by BIYA » Sat Aug 13, 2005 11:02 pm

http://www.zdnet.com.au/downloads/0,390 ... 04s,00.htm

Did'nt download it but I think it converts cob formats to obj.

if not heres a link to awhole bunch of converters.
http://www.3dlinks.com/oldsite/software_converters.cfm[/url]

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Post by AlliedArmour » Mon Aug 15, 2005 2:10 pm

All of the ones that did .cob had a catch. Maybe I didn't try some of them - but I think I went through all. Any other suggestions?

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Post by Eragon » Sun Sep 18, 2005 4:01 am

thnx man this is awesome!!!

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Post by Eragon » Sun Sep 18, 2005 4:05 am

how do i add this to my map? i'm using BZEdit

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Post by khazhyk » Sun Sep 18, 2005 3:20 pm

Eragon wrote:how do i add this to my map? i'm using BZEdit
this is a mesh, bzedit cannot handle meshes and the devs are never planing to add meshes to bzedit
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Post by ^nightmare^ » Sun Sep 18, 2005 3:35 pm

i just wish bzedit will alow you to apply textures. Can you imagine what kind of a powerful tool that would be?!? :?
Need bzflag help? Try looking here: http://www.freewebs.com/bznightmare/map ... aghelp.htm

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Post by Eragon » Sun Sep 18, 2005 10:12 pm

then how do add this to my map using notepad

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Post by AlliedArmour » Mon Sep 19, 2005 6:17 pm

Download the map and paste ALL the code from inside it into your map, at the top. At the bottom of the pasted code you'll see this:

Code: Select all

group Body
matref Grey
end

group Glass
matref Glass
end

group Exhaust1
matref Black
end

group Exhaust2
matref Black
end

group FrontGearFrame
matref Grey
end

group FrontWheels
matref Black
end

group PropEngine
matref Black
end

group RearGearFrame
matref Grey
end

group RearWheel
matref Black
end

group Guns
matref Grey
end
Make these modifications to it:

Code: Select all

define Fighter
group Body
matref Grey
end

group Glass
matref Glass
end

group Exhaust1
matref Black
end

group Exhaust2
matref Black
end

group FrontGearFrame
matref Grey
end

group FrontWheels
matref Black
end

group PropEngine
matref Black
end

group RearGearFrame
matref Grey
end

group RearWheel
matref Black
end

group Guns
matref Grey
end
enddef
Now, whenever you want a fighter, do this:

Code: Select all

group Fighter
shift <x> <y> <z>
end
If you want to scale it:

Code: Select all

group Fighter
shift <x> <y> <z>
scale <x> <y> <z>
end
Scale and rotate MUST be BEFORE shifting.

HTH and I'm glad you like it!

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Post by TD-Linux » Mon Sep 19, 2005 8:35 pm

Your example has shift before scaling! :P

You need some normals. Try making it an OBJ, then using Wings to convert it to a bzw. Make sure to export normals.

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Post by AlliedArmour » Mon Sep 19, 2005 8:37 pm

I don't seem to need normals, but from now on my models should have them as my converter now uses them.

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Post by Eragon » Tue Sep 20, 2005 12:48 am

ok i'm not sure what you mean by shift when do i hit it?

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