gametechmods
Robot Arena => Showcases => Custom Components Showcase => Topic started by: WhamettNuht on August 05, 2009, 11:31:05 AM
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Hi All
Well, i've just gotten into component modding, and here is my first component:
(https://gametechmods.com/uploads/images/89406screenshot_72.bmp)
Its not perfect, the shadows and messed up and its slightly off center from the attachment point, but i'm proud of it :D
Any comments?
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Looks good. But good lord, do you really play with a full blue background?
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Yeah, for now.
Besides, i dont mind, i LOOOOVE blue (incase you didnt know already, lol)
The pack im doing this on is the new Wild Robots series stuff.
Also, doing this, i know what Click's going through with his new DSL pack (good lord making components is tough, let alone arenas!)
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couldn't you put it in the Custom showcase?
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These are custom components, not custom bots.
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Yeah, the bots just there as a model for the component.
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Well since it is in MODIFICATIONS AND DESIGNS, will you publish them?
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SEND THAT 2 CLICK FOR DSL 3 NOW!
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Yeah, might be an idea to send it on.
Im working on another component (which may also help), but i need some help.
Does anyone know what to do with the *MESH_FACE when making a new shape/face on a component?
Put simply, im trying to make Iron Awe 6's flipper:
http://www.roamingrobots.co.uk/?pages=robot&id=1161
What im using as a base object is a large titainum sheet, i've modded it to the right size, but now i want to add the hump bit in the middle.
I've done the vertexs, but now i need to do the faces, so how do i create a new one?
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Why do you all keep posting BMP screenshots? :'(
*MESH_FACE has the following syntax, if I recall well:
*MESH_FACE faceNumber A:vertex1 B:vertex2 C:vertex3 *MESH_MTLID mtlid
faceNumber is an index, vertex1-vertex3 are the vertices the face is made of, mtlid is when you have a multi/subobjects material, keep it at 0.
Remember to add a *MESH_FACENORMAL and three *MESH_VERTEXNORMALs.
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IDK, does it matter?
Plus you cant really expect anything fancy off of me, unlike most of you lot i dont have Photoshop, just MS Paint and Paint.NET
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IDK, does it matter?
Plus you cant really expect anything fancy off of me, unlike most of you lot i dont have Photoshop, just MS Paint and Paint.NET
*MESH_FACE has the following syntax, if I recall well:
*MESH_FACE faceNumber A:vertex1 B:vertex2 C:vertex3 *MESH_MTLID mtlid
faceNumber is an index, vertex1-vertex3 are the vertices the face is made of, mtlid is when you have a multi/subobjects material, keep it at 0.
Remember to add a *MESH_FACENORMAL and three *MESH_VERTEXNORMALs.
You can save MSPaint images as jpg's or png's. And yes, it really takes a sh**load of time to load them on my connection. I think it was well over 30 seconds.
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Ok,thanks for that.
So, say if i wanted to create a square face, i would have to have like:
*MESH_FACE 0 A: 0 B: 2 C: 3 *MESH_MTLID 0
*MESH_FACE 0 A: 3 B: 1 C: 0 *MESH_MTLID 0
So that 2 triangle make the square?
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Ok,thanks for that.
So, say if i wanted to create a square face, i would have to have like:
*MESH_FACE 0 A: 0 B: 2 C: 3 *MESH_MTLID 0
*MESH_FACE 0 A: 3 B: 1 C: 0 *MESH_MTLID 0
So that 2 triangle make the square?
Just increment the index.
*MESH_FACE 0 A: 0 B: 2 C: 3 *MESH_MTLID 0
*MESH_FACE 1 A: 3 B: 1 C: 0 *MESH_MTLID 0
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Ohh yeah forgot to do that :)
Ok, thanks for clearing that up for me, i hope to get back to you with a new component soon :D
EDIT: Ok, now i need some more help :/
I've added my vertex's and my face's, but i still cant compile the component, so something must still be missing.
I know theres some more values in there, so do i need to add any more to these and what do they represent:
*MESH_TVERT
*MESH_TFACE
*MESH_FACENORMAL
*MESH_VERTEXNORMAL
And if theres anything else i need to add them can you please tell me?
Thanks
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Ohh yeah forgot to do that :)
Ok, thanks for clearing that up for me, i hope to get back to you with a new component soon :D
EDIT: Ok, now i need some more help :/
I've added my vertex's and my face's, but i still cant compile the component, so something must still be missing.
I know theres some more values in there, so do i need to add any more to these and what do they represent:
*MESH_TVERT
*MESH_TFACE
*MESH_FACENORMAL
*MESH_VERTEXNORMAL
And if theres anything else i need to add them can you please tell me?
Thanks
AFAIK TVERTs and TFACES are unnecessary, they are for textures.
As for the FACENORMALs and VERTEXNORMALs, they represent a face and vertice's normal vector - the vector along which a face is visible. Try copypasting those from similar facing faces in your object, just replace the reference to face and vertex numbers with those you just added.
Oh, and what compiler are you using?
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The Dummee's Compiler (the fixed one, the one that Duck uses in his arena modding tutorial)
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Try to use mine next time, it will give you more descriptive and useful error messages in case your GMF file is messed up.
Decompiler: http://gmftoolkit.googlecode.com/files/GMFDec-0.15.zip
Compiler: http://gmftoolkit.googlecode.com/files/GMFComp-0.14.zip
(I have to fix the decompiler crapping out when decompiling CVERTs on multimaterial geomobjects, but you don't use that in simple components.)
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Yeah, im already using them, i tried with the compiler a little while ago, but it said closing bracket expected but found *MESH_VERTEX instead
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Yeah, im already using them, i tried with the compiler a little while ago, but it said closing bracket expected but found *MESH_VERTEX instead
That means you added vertices but forgot to increase *MESH_NUMVERTEX.
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Wow, it compiled this time (Woo, guess i had the *MESH_NUMVERTEX for the collision wrong, now im off to test (WOO!!!)
EDIT: Ok, i have it sorted out side of the game, but now i have a problem with it in the game.
When i click on the component in the botlab, it comes up error finding location, so whatever that means i have no idea (its not the .txt file, that looks correct)
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Email me the GMF file, I'll try to see what's wrong.
serge@q3k.org
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Re did most of it, and here is the result:
(https://gametechmods.com/uploads/images/35888Iron Awe 6 Replica Picture 2.jpg)
The flipper is in 2 parts, the main flipper itself (made from a titainium sheet) and the hump (made from a ram plate)
Infact most of the robot is made of my components (except for the balasts :3)
So, who should i attempt next?
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Try to make stinger
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Nope, not doing wheels yet.
New replica w/ custom components:
(https://gametechmods.com/uploads/images/63426Pug Replica Picture.jpg)
Built by a mate of mine.
The skirt hinge is edited from my front hinge burst, less power and i edited the collision vertexs on the axle of the skirt hinge so there isnt any (when it would of flipped it would raise the robot, not good)
The flipper was modded from a steel skirt.
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Sorry to double post but this is rather urgent.
Does anyone know what the *TM_ROW?'s numbers mean in the attachment points, and how to angle them ect.
Also how can i make an attachment point into one that can be attatched to something and for something to attach to it (like an extender)
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Here, Matt. I wrote and posted this a while ago. (Should have 'stickied' it or something...
Eerere: Have at it...
The 3 verticalColumns are the Arena’s X,Y,Z coordinates:
X Y Z of Arena.
.................X Y Z
*TM_ROW0 1 0 0
*TM_ROW1 0 1 0
*TM_ROW2 0 0 1
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The first 3 (0-2) horizontal Rows are the Robot/Object’s X,Y,Z coordinates/direction:
*(X)TM_ROW0 1 0 0
*(Y)TM_ROW1 0 1 0
*(Z)TM_ROW2 0 0 1
These 3 rows determines the ‘direction’ of each of the bot’s 3 X,Y,Z axes,in reference to thearena’s 3 X,Y,Z coordinates. In other terms these determine the bot’s/object’sPitch, Yaw, and Roll,withinthe arena.It tells each axis where to point within the arena at the start of the game; like the cam angles in the bot pythons. (Notice that the 2nd row (the bots ‘Y’ or vertical axis) is usually left with no x or z bias/tilt, but only 1 in the Arena’s Y axis (180degrees- ‘upright’). These numbers have an effect on one another and are therefore ‘very picky’.
I’ve got some ‘templates’ for directing bots/objects in arenas (esp. starting points for bots), so that you can start them facing square with the arena with backs against walls), or face them with backs toward each corner (diagonally).
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The 4th horizontal Row only determines the ‘location’ of the bot/object within the Arena’s X,Y,Z.
*TM_ROW0 1 0 0
*TM_ROW1 0 1 0
*TM_ROW2 0 0 1
--------
*TM_ROW3 5 3 12
Let me know if this helps...
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Thanks, but what i really wanted to of known (sorry if i didnt make this clear) is how to angle them aswell.
So, would pitch be how high or low the attachment point is, yaw how tired it is (havent got a clue for that one) and roll the angle?
How would i make point 1 on a titainium sheet face 45degrees forward (towards the right side of the component, the other side where attachment point 3/ side is)
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Ok, Matt, NP. Here it is spelled out, practically:
A chart of some template examples. GMF_formatting (http://www.madiaba.gametechmods.com/GMF_formatting.rar)
I'll catch you on MSN if this is not enough.
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After a lot of work, here is the outcome:
(https://gametechmods.com/uploads/images/80828Tilly 2 Evo.jpg)
The flipper is 3 custom components :)
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(https://gametechmods.com/uploads/images/47381smalluberhappy.PNG)
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that is awesome work Wham
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You're getting good at this. I'm not going to need any HW replicas for DSL (after I make the existing replicas their proper weight classes, there will be a great overabundance of HW's) but if you ever make some LW's or MW's, I am quite confident you could get them to DSL-quality.
I got your PM and I agree the tooth would make a nice addition to DSL3. Couldn't hurt at least. Just needs a bit of skin work, which wouldn't be too difficult.
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Cool, thanks :D
I would try some LWs and MWs but its who to do is the problem, but i will try one :P
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(https://gametechmods.com/uploads/images/47381smalluberhappy.PNG)
Try..... GRAVITY!
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Will you just shut the heck up?
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Try.....OF COURSE NOT HES LRA2
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Anyone ELSE have a request?
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I would like to see the Warhead dome and maybe the arms.
http://www.youtube.com/watch?v=2YKnrj01Ra8&feature=related
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You do know that the War Head dome, arms and body are all in the AU BB AI Pack?
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Why don't you try doing Hunter?
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Well, i have done one, but i guess i could have another go (the last ones a bit crappy)
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Great Bots! :)
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Thanks, if you all go on my you tube channel, then you'll find i have new replica vids coming out.
http://www.youtube.com/user/WhamettNuht
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How about Kenny's Revenge, he has those 2 odd looking discs.
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Yo WhamettNuht. I think you should show everyone your Ripper EVO replica, In my mind it has to be your best work.
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I think you COULD try gravity.
Please can you do him?
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It has already been f***ing done before.
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SHOW ME A PIC THEN.
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If you want to take a shot at Mr. Self Destruct, I can send you detailed drawings of the parts. Whole thing's been modeled in Solidworks so I should at least be able to send something vaguely useful.
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LRA2, use the dang search bar.
(http://i7.photobucket.com/albums/y288/SqueakyYugi/Gravity.jpg)
Gravity, a Dutch robot with an incredibly powerful flipper. It's like Dantomkia on steroids, with a flipper whose power is matched only by that of Wheely Big Cheese
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Tada!
(https://gametechmods.com/uploads/images/64208RR Replica Splash 2.jpg)
https://gametechmods.com/uploads/images/43235RR Replica Compilation.jpg
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Tada!
(https://gametechmods.com/uploads/images/64208RR Replica Splash 2.jpg)
https://gametechmods.com/uploads/images/43235RR Replica Compilation.jpg
:o
bump
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try ziggy
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Try Botzilla
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that's amazing work Wham, is that an AI pack or just bots ? also is that Dantomkia from the robot wars AI pack or did you rebuild it ?
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@Joe: Well, its all work for the AI pack im working on.
That Dantomkia is one i rebuilt, even the arm has had some work done to it.
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Try Botzilla
look at sonny-resetti's showcase. There is one there.
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sorry for the bump but what program/software did you use for the custom components.
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hey i made replicas of little patience and hunter
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The only ones you can make components for RA2 are 3D Max 4-5 and if I heard correct, trough some tweaking you can do it with 3D Max 8 too.
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ok then im not sure if ill be able to do custom components as i cant get it anywhere online.
unless some one was kind enough to give me a copy of it.
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Well, you could use Notepad and the like, but you could say it's pretty high maintenance. Still haven't added or removed polygons to this date.
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as said before there is more to component making then just having 2D studio max from my knowledge
editing it notepad is a easy way to go, starts off rather confusing but once you get the hang of it you can make all kinds of things :-D
try the beetle bros website for more help
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Has Hard Cheese been made?
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Sonny Resetti made one. It's either in his old replica showcase or the Pay Tribute with Replicas, I can't remember which.