Author Topic: Danangoo's DSL Showcase  (Read 12384 times)

Offline superbomb122

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Re: Danangoo's DSL Showcase
« Reply #60 on: December 19, 2019, 07:51:26 PM »
it is 100% safe to use. it won't break your computer or your game.

Been using it for about an hour now, from SketchUp to Blender to game to Photoshop and I cannot vocalise how amazing this is. I can't believe I never tried this before!

I'm assuming that due to irregular geometry that OBJ'ing .bots for tournaments isn't allowed, right?
It's perfectly legal. Kix, Tashic, Badnik, and I have all entered tourneys with OBJ bots
Phantom- OW4 quarterfinalist and PWS6 runner-up
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Everything else I've made- sh**

Delete your account smh

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Offline Danangoo

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Re: Danangoo's DSL Showcase
« Reply #61 on: December 19, 2019, 08:00:45 PM »
Great - A showcase should be forthcoming in a few days. I always assumed that the hard bit would be the sketchup/blender aspect, but it turns out that it's the skinning. Shouldn't be too difficult.

Right now all of the experimentation will be about unusual geometry.

Offline 09090901

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Re: Danangoo's DSL Showcase
« Reply #62 on: December 19, 2019, 09:22:05 PM »
just to add-on, bots that have more than 86 meshfaces usually are not be allowed due to instability/crashing
DSL-IRL is the libtard’s meta. Go drink more soylent, retard! #BLUELIVESMATTER

Offline Danangoo

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Re: Danangoo's DSL Showcase
« Reply #63 on: December 20, 2019, 04:03:17 PM »
I think I've gotten the hang of the process now - I'm also noticing that something's going wrong somewhere down the line.

The first 6 or so attempts at making a chassis produced chassis with individually colorable panels (some with more paint bleed than others), but the most recent .bots don't allow for individual panels to be colored, it turns the entire chassis template to that color.

I've not been deviating from the tutorial at all, so I'm quite confused as to why it's going belly up all of a sudden.

Offline Badnik96

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Re: Danangoo's DSL Showcase
« Reply #64 on: December 20, 2019, 06:23:00 PM »
I think I've gotten the hang of the process now - I'm also noticing that something's going wrong somewhere down the line.

The first 6 or so attempts at making a chassis produced chassis with individually colorable panels (some with more paint bleed than others), but the most recent .bots don't allow for individual panels to be colored, it turns the entire chassis template to that color.

I've not been deviating from the tutorial at all, so I'm quite confused as to why it's going belly up all of a sudden.

whose tutorial are you following and have you uv-mapped the model at all

also what program are you making .objs in?

Offline Danangoo

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Re: Danangoo's DSL Showcase
« Reply #65 on: December 20, 2019, 06:34:49 PM »
whose tutorial are you following and have you uv-mapped the model at all
also what program are you making .objs in?

I'm following Kix's tutorial at https://gametechmods.com/forums/tutorials-and-tips/making-obj-bots/

Here's an example of one of the .bots working properly with paint application ingame - the newer ones don't do this

 
wddwe.png

Offline Badnik96

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Re: Danangoo's DSL Showcase
« Reply #66 on: December 20, 2019, 07:42:31 PM »
did you uv-map the model properly?

Offline Danangoo

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Re: Danangoo's DSL Showcase
« Reply #67 on: December 21, 2019, 02:07:36 AM »
did you uv-map the model properly?

  • imported .stl
  • turned edit mode on
  • normals > UV Mapping > OK
  • Recalculate outside
  • Triangulate faces
  • Export as .obj
  • Use OBJRA2 to make .bot

Used this process every time, and never once changed any values





Offline Danangoo

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Re: Danangoo's DSL Showcase
« Reply #68 on: December 21, 2019, 01:21:25 PM »
I tried it again with my last model and it seems to have worked this time. It must've been an error in my clicking (I don't think you could blame me for making a mistake seeing how it was at 4am) 

:really_makes_you_think:

Offline Danangoo

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Re: Danangoo's DSL Showcase
« Reply #69 on: December 26, 2019, 04:47:34 PM »
Here's a showcase regarding the OBJRA2 .bots that I've been making recently. A lot of the chassis paint schemes seem quite average in some aspects, but the main objective of the test was to experiment with unobtainable geometry that the base game doesn't allow for.

Another quick message - if anyone's got any good advice for making HQ OBJRA2 .bot skins, I'd love to hear from them below (or in DM's)! I export mine at 2048x2048 and the bleed-over from the transition from 246x246 to 2048x2048 makes it quite hard to distinguish original lines. I've had a bit of success with some designs but nothing superlative.

While trying to think of names, I had a Spotify pop-up for the new Bond film, so I decided to name them with Bond film titles.

Dr. No / From Russia with Love / Goldfinger / Thunderball

1.png


Dr. No would have easily been made in RA2's chassis creation section as a solid shape, but the central divit from which the blade of the bar spinner originates would have been impossible.

From Russia with Love doesn't look that formidable, but the overhead hammer works pretty well. It's not immediately obvious from the angle that the photo was taken, but there is a slight rise in the top layer similar to that of As Of Yet, Untitled 1's angular rise to incorporate a space for the wheels. The paint application bleeds over somewhat on the furthest front wedge because of the strangeness of the chassis.

Goldfinger has a similar chassis and functionality to its design similar to the Robot Wars contestant "Hellbent" from Series 7 with the only real difference between them being that Goldfinger has incorporated tracks into its design. Its axe isn't all that spectacular, nor does it move that fast. It's more for the aesthetic design than anything. I'm afraid that I don't see him winning any Orc Wars Tournaments (or any tournaments at all, really).

Thunderball is an odd design that I don't personally care for. I had originally tried to make it a front-bearing crusher but the chassis limitations didn't really allow for such a setup.

You Only Live Twice / On Her Majesty's Secret Service / Diamonds Are Forever

2.png


You Only Live Twice's chassis is over 86 meshfaces (somewhere around 89-92) which is a shame because it's probably the best .bot of the lot. Hits like a mule, and kicks like a sledgehammer. Or something like that. It's pretty fast, within the weight limit and can hold it's own. I might go back to the drawing board on this one, because I think it has the potential to be a good one.

On Her Majesty's Secret Service might be my favorite Bond theme/film, but it's certainly not my favorite .bot! My original intention to make it look similar to something like Frostbite's chassis didn't prove that effective, and the loss of the base mat in the bot editing section with OBJ chassis made the interior positioning of motors and the like quite an awkward job. Not a fun build, but it can hit like anything else.

Diamonds Are Forever is quite reminiscent of Scraptosaur, but only in its physicality and the fact that it's a silly design aesthetic. I don't really mind, however, as the downwards hit of its fist/hammer is great. It's quite light, but that's probably due to the armor category used to keep it within weight limits.


I have ideas for Live and Let Die, The Man with the Golden Gun, The Spy Who Loved Me and Moonraker, but nothing concrete just yet.

Offline Danangoo

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Re: Danangoo's DSL Showcase
« Reply #70 on: December 26, 2019, 07:25:52 PM »
While making Live and Let Die, I've come across a strange issue with the collision mesh of the tracks becoming all skewiff. I managed to get them completely fine with Goldfinger, but this .bot just doesn't like them at all.

Would anyone be any wiser than I am and see where I've gone wrong here?

 
20191227011706_1.jpg


 
20191227011956_1.jpg

Offline kix

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Re: Danangoo's DSL Showcase
« Reply #71 on: December 26, 2019, 07:31:53 PM »
While making Live and Let Die, I've come across a strange issue with the collision mesh of the tracks becoming all skewiff. I managed to get them completely fine with Goldfinger, but this .bot just doesn't like them at all.

Would anyone be any wiser than I am and see where I've gone wrong here?

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Tracks in DSL are fairly glitchy and they agod a lot.

Offline Danangoo

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Re: Danangoo's DSL Showcase
« Reply #72 on: December 26, 2019, 07:35:10 PM »
While making Live and Let Die, I've come across a strange issue with the collision mesh of the tracks becoming all skewiff. I managed to get them completely fine with Goldfinger, but this .bot just doesn't like them at all.

Would anyone be any wiser than I am and see where I've gone wrong here?

  [ Quoting of attachment images from other messages is not allowed ]  

  [ Quoting of attachment images from other messages is not allowed ]  
Tracks in DSL are fairly glitchy and they agod a lot.

It's strange that the glitches aren't in every .bot - oh well, wheels can fit into it nicely. I don't usually do tracked .bots, now I know why!

Offline Danangoo

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Re: Danangoo's DSL Showcase
« Reply #73 on: December 26, 2019, 08:01:05 PM »
Quite pleased with the final product for Live and Let Die. The painting scheme makes sense now, I had it back to front and upside down to how it's actually meant to work.

 
live and let die.png

Offline Danangoo

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Re: Danangoo's DSL Showcase
« Reply #74 on: January 02, 2020, 07:57:35 PM »
Three more lads for the pile - two newcomers, and one returning .bot with a brand new make-over!

Varangian / Armadillon / SLAM

Varangian's initial design was going to be just a mix of the sky blue/bright red extender colours, but after experimenting with covering textures I decided to stick with the lamellar texture, which gives off the impression that the shell is coated in scales (in the same way that Armadillon does). The initial design for the eyes was meant to make the .bot look angry, but I quite like the "Seriously? That's what I'm fighting?" vibes they currently give off. Its flipper allows for complete a complete offensive/defensive combination with ease. It's also quite fast, and works well as a battering ram. It's not visible from the image posted, but there is a spike at the rear. Both Varangian and SLAM are tracked robots.

Armadillon seems a bit too small, but I'm happy with its design. Its flipper allows for a great deal of reliability when it comes to self-righting.

SLAM is a complete overhaul from the original SLAM .bots. Due to the design of the previous iterations, a single hit would cause them to fly across the complete arena at considerable speed; now it only flies quarter way/halfway across the arena. If that's not progress, I don't know what is!

 
3.png

Offline MassimoV

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Re: Danangoo's DSL Showcase
« Reply #75 on: January 02, 2020, 11:43:34 PM »
Dang, very low profile

Offline [cringey name goes here]

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Re: Danangoo's DSL Showcase
« Reply #76 on: January 03, 2020, 05:09:46 AM »
flatt
please eat something that you're allergic to, in excessive ammounts
:sweat-smile: sadness anxiety insanity and chaos some people choose 1 or 2 me i choose all 4 :sweat-smile:
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Offline Danangoo

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Re: Danangoo's DSL Showcase
« Reply #77 on: January 03, 2020, 05:33:51 AM »
Dang, very low profile

Varangian is the only one that isn't very low. For height comparison, here is an image of SLAM / Armadillon up against BioHazard

 
20200103112951_1.png

Offline Danangoo

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Re: Danangoo's DSL Showcase
« Reply #78 on: February 19, 2020, 06:54:52 AM »
Long time, no update, huh? Let's go for five in one.

Golden Child / Leapfrogger / Ravenous Rat / Sarcophage & Son of Leviathan

When I was thinking of the chassis design for Golden Child, I had initially designed it to incorporate tank tracks. Due to tracks being really temperamental in RA2, I decided for 4 interior small wheels. The interlocked lifting forks on the front are enough to allow a full self-righting motion, but would have benefitted from another angled wedge to give it a bit more lift.

Golden Child.png


Leapfrogger is an example of when tank tracks aren't a complete nuisance in the design process. This .bot initially used a 4-wheel drive setup but I personally think it looks much better with tank tracks! The flipper fits snugly into a makeshift mouth, which is accentuated by the fake eyes on the sides of the tracks. This .bot is supposed to have a pair of buglike antenna at the front, but I forgot to include them before screenshotting.

 
Leapfrogger.png


Ravenous Rat is an amalgam of two previous .bots of mine (Ravenous and Retro Rat) which have come together to make something altogether less stylized and interesting. The paint application at the front was done in order to give it that retro robot style from the early 2000's. It can self-right with the hammer, but it's a bit weak and is very susceptible to spinners.

ravenous rat.png


Sarcophage is to Gravedigger what Gravedigger was to Cassius; a bit of a shameless rip-off. You can only make X amount of chassis designs, huh? There's not much to say about Sarcophage other than it's a front-hinge flipper with a little shovel on the back-end to sort of lift the enemy off the ground a bit.

Sarcophage.png


Son of Leviathan was a .bot that I thought six times I'd added to the showcase but hadn't. This is quite an old .bot and as a result doesn't look very neat. I quite like it, though. I tend to use it as a testing guinea pig for testing out new .bot files to see if they can easily flip/smash/rip apart other .bots. The idea was at first a dinosaur head with teeth, but the interior lifting mechanism didn't really allow for teeth.

Son of Leviathan.png
« Last Edit: February 20, 2020, 06:25:47 PM by Danangoo »

Offline 8bean

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Re: Danangoo's DSL Showcase
« Reply #79 on: February 19, 2020, 05:55:53 PM »
your bots look so wacky and different, also live and let die and varangian look dope
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