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Re: New 3d warships - Cruiser, Destroyer, Minesweeper

Posted: Sat Jul 06, 2013 7:10 am
by Amaris
Richcat wrote:Hi Amaris

When max 30 day trial have run out, try Gmax on turosquid it free http://www.turbosquid.com/gmax. Its based on max version 9 and was a slightly cut down version for games.
I did a mod for Gmax , a while ago, of the slitherine max 3sf exporter for it with instructions https://docs.google.com/file/d/0BzYnp9A ... sp=sharing

It can import 3ds and there are obj plugins and other available.
Ok I'll see that now ; thanks. :P

Re: New 3d warships - Cruiser, Destroyer, Minesweeper

Posted: Sat Jul 06, 2013 7:33 am
by GottaLove88s
Thanks Richcat, that's great advice! :D

Re: New 3d warships - Cruiser, Destroyer, Minesweeper

Posted: Sat Jul 06, 2013 7:38 am
by GottaLove88s
LandMarine47 wrote:Are we only using Carrier Based Airplanes? I'd be interested to have a B-17 flying around....
Hi LM, BA already provides animations that we can use for strategic bombing, eg. B17 (they're in Dieppe, remember?)

I'm just proposing that we could create extra 'air units' for the 4 new carrier aircraft, 2 fighters (Corsair & Zero), 2 bombers (Val and Dauntless/Avenger). It creates a way to make them more interesting as units, so that players can actively scout with them, can interact with (ie. discover, attack or defend against) neighbouring units, making carrier borne aircraft as vital as they were...

Re: New 3d warships - Cruiser, Destroyer, Minesweeper

Posted: Sat Jul 06, 2013 7:39 am
by Amaris
GottaLove88s wrote:Amaris... I was thinking more about how we could use our funky new 3D aircraft...

Do you remember the mod you created to permit LCT (landing craft tanks) to carry up to 3 ground units... Could we do the same with carriers? Permit each carrier to carry up to 4 aircraft units?

Each aircraft unit (eg. an IJN Zero, USN Corsair, IJN Val or USN Avenger) would start their turns with a certain number of AP points which players could use to 'fly', square by square, to scout out areas of the map, or to attack adjacent enemy units, or to transfer to a new base. Bombers enjoy more AP (range) than fighters. And all aircraft must end their turns either on a friendly carrier, or at a friendly airbase.

Fire from defending AA units (destroyers, light cruisers, whatever the US & Jap static equivalents of 88s were) reduces morale and/or removes shots from attacking aircraft, but would not affect their AP, so they can still get back to their bases (unless they're actually shot down).

That would make airpower controllable, informative (scouting), and effective (attacking adjacent units that have to be moved to)... Similar to NAM, carriers with fighter units on board, with >10 AP remaining, would protect (reduce any air assault damage to) neighbouring units within a set radius...

Theoretically is that workable?
Well, well that's possible in theoretically.

I've been experimenting in this direction:

Image

But I don't think this is a good idea to have plane unit.

First because the 64 limit unit by side. You talk about 4 planes by carrier. So for 3 carriers (Midway) you use 15 units just for the carrier.
As we want combine operation, we need to have ground forces, transports, and fleets.

Then it reminds game like Panzer General, or rather like Panzer Corps.
Where the level of abstraction is higher. At last I see things like that.
For me, BA have a smaller scale.

And finally the dogfight with plane unit don't work very well in IGOYOUGO system. Trust me. :wink:

Re: New 3d warships - Cruiser, Destroyer, Minesweeper

Posted: Sat Jul 06, 2013 7:55 am
by GottaLove88s
I see you've been experimenting!! Great minds think alike, lol...
Interesting desert scenario... Can we play MP?

Good points Alex!
Challenging conundrums to solve...
:?
My gut tells me you're right...
:oops:

But if you have time (ie. much lower priority than anything else in your life right now), please would you create four 'flying' .s4f, like your Me109 in the screenshot above, that could be used... I'd like to try something...

Richcat has suggested that we could try Gmax once your MAX licence runs out (lots of tutorials on youtube). And Tim1966 has suggested a method to tie in our aircraft to Slith attack animations (PM'ed to you).

You have a lot of us cheering your wonderful work!! :mrgreen:

Re: New 3d warships - Cruiser, Destroyer, Minesweeper

Posted: Sat Jul 06, 2013 8:00 am
by GottaLove88s
PS. Did you see the 2D Akagi flight deck attached above? Will MAX let you cut and paste 2D surfaces, and then re-scale them to paint an object?

Re: New 3d warships - Cruiser, Destroyer, Minesweeper

Posted: Sat Jul 06, 2013 8:43 am
by LandMarine47
I agree with Amaris in the battle note. BA details only certain parts of a battle not the whole Event. So certain battle will unfortunatly have to be divided :( say Midway you have the Battle at sea then you move to the Island itself. I will imagine there must be a Carryover effect (is it possible on MP?) for ships and maybe aircraft. So unfortunately we can't do the entire battle in one go. Unless the 64 Limit is lifted. I doubt because to many units/carcasses tends to some epic lag and Slitherine wants a quick fast moving game even it's a user created scenario.

Re: New 3d warships - Cruiser, Destroyer, Minesweeper

Posted: Sat Jul 06, 2013 8:45 am
by LandMarine47
Amaris wrote:
GottaLove88s wrote:Amaris... I was thinking more about how we could use our funky new 3D aircraft...

Do you remember the mod you created to permit LCT (landing craft tanks) to carry up to 3 ground units... Could we do the same with carriers? Permit each carrier to carry up to 4 aircraft units?

Each aircraft unit (eg. an IJN Zero, USN Corsair, IJN Val or USN Avenger) would start their turns with a certain number of AP points which players could use to 'fly', square by square, to scout out areas of the map, or to attack adjacent enemy units, or to transfer to a new base. Bombers enjoy more AP (range) than fighters. And all aircraft must end their turns either on a friendly carrier, or at a friendly airbase.

Fire from defending AA units (destroyers, light cruisers, whatever the US & Jap static equivalents of 88s were) reduces morale and/or removes shots from attacking aircraft, but would not affect their AP, so they can still get back to their bases (unless they're actually shot down).

That would make airpower controllable, informative (scouting), and effective (attacking adjacent units that have to be moved to)... Similar to NAM, carriers with fighter units on board, with >10 AP remaining, would protect (reduce any air assault damage to) neighbouring units within a set radius...

Theoretically is that workable?
Well, well that's possible in theoretically.

I've been experimenting in this direction:

Image

But I don't think this is a good idea to have plane unit.

First because the 64 limit unit by side. You talk about 4 planes by carrier. So for 3 carriers (Midway) you use 15 units just for the carrier.
As we want combine operation, we need to have ground forces, transports, and fleets.

Then it reminds game like Panzer General, or rather like Panzer Corps.
Where the level of abstraction is higher. At last I see things like that.
For me, BA have a smaller scale.

And finally the dogfight with plane unit don't work very well in IGOYOUGO system. Trust me. :wink:
How will AA work? I imagine it will display an AT gun firing at a tank. Dogfights resemble tank duels is what I imagine. As for audio for movement/attack just the regular BA air strike audio effects.

Re: New 3d warships - Cruiser, Destroyer, Minesweeper

Posted: Sat Jul 06, 2013 8:48 am
by Amaris
LandMarine47 wrote:How will AA work? I imagine it will display an AT gun firing at a tank. Dogfights resemble tank duels is what I imagine.
No AA. :mrgreen:
It's only an internal test. And only dogfight game with only planes. :wink:
And it doesn't work properly.

Re: New 3d warships - Cruiser, Destroyer, Minesweeper

Posted: Sat Jul 06, 2013 8:53 am
by LandMarine47
Amaris wrote:
LandMarine47 wrote:How will AA work? I imagine it will display an AT gun firing at a tank. Dogfights resemble tank duels is what I imagine.
No AA. :mrgreen:
It's only an internal test. And only dogfight game with only planes. :wink:
And it doesn't work properly.
Hmph I knew BA wouldn't let you mod it that easily :evil:

Re: New 3d warships - Cruiser, Destroyer, Minesweeper

Posted: Sat Jul 06, 2013 11:36 am
by Amaris
GottaLove88s wrote: But if you have time (ie. much lower priority than anything else in your life right now), please would you create four 'flying' .s4f, like your Me109 in the screenshot above, that could be used... I'd like to try something...

Richcat has suggested that we could try Gmax once your MAX licence runs out (lots of tutorials on youtube). And Tim1966 has suggested a method to tie in our aircraft to Slith attack animations (PM'ed to you).

You have a lot of us cheering your wonderful work!! :mrgreen:
First try on zero attack animation under Gmax:

Image

Image

Image

I've (badly) copied the dive anim of the fw190.
But the zero is not positioned as it should be. :oops:

I think I need help. :roll:

Re: New 3d warships - Cruiser, Destroyer, Minesweeper

Posted: Sat Jul 06, 2013 12:42 pm
by Richcat
Hi Amaris

Glad to see your using it- its a bit cheaper, looks like Max and seems very powerful

Just PM me I'll see what I can do help.

Re: New 3d warships - Cruiser, Destroyer, Minesweeper

Posted: Sat Jul 06, 2013 3:46 pm
by Amaris
Well I'm still a beginner but I play with my new toys :mrgreen: :

Image
Image
Image

In the same animation file, I put 2 planes to try to make a raid.
Ideally I would make animation a dogfight with several aircrafts.
A little more work. :mrgreen:

Re: New 3d warships - Cruiser, Destroyer, Minesweeper

Posted: Sat Jul 06, 2013 5:21 pm
by GottaLove88s
Very cool!! Am away from Mac using an ancient low res iPhone, so can't see super clearly but from what I can zoom in to view, your concept of a 2 fighter raid looks much nicer than the usual single aircraft strafe & bomb! Those 3d flight models not bad, eh? ;-)

Did u get a chance to resize the warships? Can't wait to get mapping!! :-)

Pls apologise to Mme Amaris from all of us...

Re: New 3d warships - Cruiser, Destroyer, Minesweeper

Posted: Sun Jul 07, 2013 10:45 am
by Amaris
I tested the turrets:

Image

A small problem in the rotation. :mrgreen:

The center of rotation is always the center of the unit?
How to change it for the turret rotates on itself?

Re: New 3d warships - Cruiser, Destroyer, Minesweeper

Posted: Sun Jul 07, 2013 11:29 am
by GottaLove88s
New Scenario: The Island

Ok guys... To create a playable, alpha test using some of our new toys, I'm going to knock up a simple little scenario where the Japanese control a small island with two airfields. The IJN has positioned a defensive fleet nearby... The USN is approaching with a large invasion fleet, including two Essex class carriers.

So long as the Japs control at least one airfield, they can use their aircraft bonuses. So long as USN has at least one carrier, they can use their aircraft bonuses... If they're in testable shape, we'll deploy Amaris' seriously cool new Zero and Corsair 'raid' animations. If not, we'll temporarily use the Fw190 and Typhoon and swap 'em out for Zeros and Corsairs in a future update.

For ground units, we'll borrow Junk2Drive's excellent Jap units, and hopefully add more if we can discover 'em... I've PM'ed J2D but it looks like he's off the grid at the moment...

Any suggestions, let us know... But remember that this will be a very simple alpha test, just to check that that all of the new objects/animations can work in combination play... So please don't expect any hidden subs yet, ok...

ETA (playable alpha): 2 weeks (ish)

:mrgreen:

Re: New 3d warships - Cruiser, Destroyer, Minesweeper

Posted: Sun Jul 07, 2013 11:32 am
by GottaLove88s
Amaris wrote:The center of rotation is always the center of the unit?
How to change it for the turret rotates on itself?
Turrets: Definitely possible for warship turrets to rotate off centre. The turrets on the Fairmile_B and MGB models do this.
Pip, Sorry, help! How can we rotate off centre turrets? :?

Re: New 3d warships - Cruiser, Destroyer, Minesweeper

Posted: Sun Jul 07, 2013 12:15 pm
by Amaris
I found how to set a pivot point in MAX:

Image

:mrgreen:

Re: New 3d warships - Cruiser, Destroyer, Minesweeper

Posted: Sun Jul 07, 2013 6:44 pm
by LandMarine47
Amaris wrote:I found how to set a pivot point in MAX:

Image

:mrgreen:
I can see you have some icon garbage like in the Dieppe Alpha. What icon do you plan on using?

Re: New 3d warships - Cruiser, Destroyer, Minesweeper

Posted: Sun Jul 07, 2013 9:11 pm
by morge4
GottaLove88s wrote:New Scenario: The Island

Ok guys... To create a playable, alpha test using some of our new toys, I'm going to knock up a simple little scenario where the Japanese control a small island with two airfields. The IJN has positioned a defensive fleet nearby... The USN is approaching with a large invasion fleet, including two Essex class carriers.

So long as the Japs control at least one airfield, they can use their aircraft bonuses. So long as USN has at least one carrier, they can use their aircraft bonuses... If they're in testable shape, we'll deploy Amaris' seriously cool new Zero and Corsair 'raid' animations. If not, we'll temporarily use the Fw190 and Typhoon and swap 'em out for Zeros and Corsairs in a future update.

For ground units, we'll borrow Junk2Drive's excellent Jap units, and hopefully add more if we can discover 'em... I've PM'ed J2D but it looks like he's off the grid at the moment...

Any suggestions, let us know... But remember that this will be a very simple alpha test, just to check that that all of the new objects/animations can work in combination play... So please don't expect any hidden subs yet, ok...

ETA (playable alpha): 2 weeks (ish)

:mrgreen:

Woo hoo...can't wait!