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Messages - HereticBlue
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421
« on: January 24, 2014, 05:21:04 PM »
I would be if the skin worked, since i saw the line up of robots due to appear in the last series it became my favourite robot from series 7. Wish a motor either side of the disc, it is realistically powerful and can throw other robots out of the arena if angled correctly.  In other news, the only component I have managed to export with the skin so far. I tried the same technique afterwards and it didnt seem to work. Either way I know it is something a lot of members want, Tornado's wedge.
422
« on: January 22, 2014, 03:17:40 PM »
I'm bloody getting there! just tried exporting Xterminator's shell and it works completely... The skin on the other hand!...
423
« on: January 14, 2014, 11:02:55 PM »
Cheers Trov, a massive thanks to you for finding the scripter. I've got one last issue with the model now...  I've managed to get the model into the game, although i haven't a clue how to skin it. But when i click attach the game crashes entirely. Its just problem after problem isn't it, so close as well! This is the decompiled GMF incase it helps http://speedy.sh/4zrNf/morg.gmfThanks again and sorry about all this. Adam
424
« on: January 08, 2014, 01:28:56 PM »
Sorry to double post but I am admittedly getting impatient. Because the links in Serge's tutorial are expired, I found Dummy's reference model in the downloads section of the forum but being unable to track down his export script, I have substituted it with Slider Export Script for 3DSMax5. Now with these tools being used and following Serge's tutorial I have got quite far, although after exporting the gmf, the tutorial states that i should have a text file appear but nothing appears anywhere on the drive. I cant really ignore this as I apparently need it for creating the attachment points, so once again help?  Before anyone asks, the random purple box is the collision mesh, It's just a wedged box for the time being in an attempt to keep things simple  Thanks, Adam
425
« on: December 30, 2013, 06:21:28 PM »
Hadn't noticed the link to his Wiki page before although Dumee's export script and the reference model's download links are either expired or unavailable and they are not available in the download section of this forum.
426
« on: December 27, 2013, 12:59:53 PM »
Hello I've created shells and components using SketchUp Pro and saved them as 3ds files, I opened them in 3ds Max 8, used RBCollection1 to create attachment points and exported them as FBX then converted them using Leadwerks FBX2GMF converter but this doesn't work. I know that the GabrielMax plugin doesn't work for my version of 3ds Max but I cannot find a viable version If anyone either has 3DS 4.2 to 5.1 and they're willing to send it to me that would be brilliant, I'm assuming that I would have better luck using them rather than the later versions. If not then can someone please advise me how to get this damn thing working.  Cheers. Adam
427
« on: December 26, 2013, 12:58:17 PM »
yay.. Spawn Again is one of my favorites
It is a nice looking robot, just its poorly unreliable. Oh yeah? Well they're my hometown heroes, yo! 
I might have lost a little bit of respect for you  Blame 'the only way is essex.'  Looking forward to the arenas.
Cheers, so am I... lets just hope they work! I'm getting bored of this now, creating bodies but not being able to export them! Here's Wild Thing & Steel Avenger, two essentials for a RW pack. 
428
« on: December 22, 2013, 08:24:09 PM »
Absolutely superb work on the Replicas Resetti, as usual putting great use to already existing components, I wish that I had the patience to do that! Keep it up mate. lol thats sick. the only way that could even be better is if you gave the ramplates a yellow border.
Took a while for me to be arsed but I've done it!  Like Raging Morg, Toon Raider & Mighty Mouse utilize Wham's Roaming Robots AI pack components, so credit to him for them. what I have done is reskinned the components and incorporated them into a new body. First off, being a Geordie myself I thought it was only right that I had a bash at Toon Raider.     Iron Awe 7 was made from using the rear of the chassis as the base, letting the robot tumble into position as the fight starts and the flipper is made from two reskinned 'kevlar sheets.'   I have AI'd a few of these replicas and they're impossible to beat, mainly due to the low ground clearences. Before anyone asks for any of these replicas I must warn you, I use use a daft amount of custom components to create these, alot being my own .txt's. If there are enough requests then I'll upload a Robot Designs & component pack but be warned... there's a bloody lot! And if its of any interest I have made another pair of replica components to be imported into the game. https://gametechmods.com/forums/index.php?topic=15064.0Cheers, HB
429
« on: December 22, 2013, 04:23:28 PM »
Excellent. It didn't lag too much when I tried it with Vlad, so hopefully it should be alright.
Robochicken and Iron Awe look fantastic too, I must say. They should be great once they're in the game. :D
Cheers mate, its just getting them into the game first, otherwise my work will count for nothing and failure is not an option for me! What are you making these in and can they be exported to RA2?
I use Skeptchup Pro and export the files to 3ds. I use this successfully for creating products for shapeways (3d Printing) so it should work for the game, although this might be a bit of an optimisitic view. Since Wham still hasnt responded to my messages, I've decided to track down 3DS Max myself with the built in GMF exporter. Sadly i havent had much luck in doing this so far so if anyone either knows of a reliable download or has the program and are willing to send me the file then please get in touch. Cheers. In other news just to keep the thread from dying, I have created Spawn Again's shell & flipper.  I have also been attempting to create the Roaming Robots, Oil Rig and Steelworks arenas although they're still in a rough state so I wont post pictures just yet. Thanks Have a good Christmas. HB
430
« on: December 22, 2013, 04:09:24 PM »
I previously used Piratebay religiously (is it even wise to admit this a public forum?) but Sky broadband have now blocked all torrenting sites, hence why I'm asking for an alternative. Sorry it seems I'm being awkward, it just seems to be bad luck I guess. I cant stand being one of those members who has promise new content for the game and not produced it. To show evidence that i am producing something I have created 3ds models already using Sketchup Pro, there's just this hurdle to overcome. https://gametechmods.com/forums/index.php?topic=15064.0If anyone does know of an alternative source or are willing to reupload the program after downloading it themselves then that would help a great deal. Thankyou. HB
431
« on: December 18, 2013, 11:05:53 AM »
Sorry to seem dozy but I cant track down a version of 3DS Max that incoperates the GMF exporter, does anyone have a link or know of a safe source to download it?
Cheers.
432
« on: December 18, 2013, 10:17:54 AM »
Firestorm seems pretty overpowered for me.
Go into the components folder then find the text file named 'firestormmotor' and replace everything with this name = Firestormmotor preview = tminussnapper_preview.bmp dir = tminussnapper model = tminussnapper.gmf type = mechanics base = BurstMotor master = bmotor_body passthru = axle_collision styles = Default description = A Replica Burst motor. The mass of the component(s) on the end of the axle must be at least 30kg elecMaxInOutRate = -120 burst = 0 70 170 power = 10 160 hitpoints = 8800 sort = 13 standard = 1 firesound = sounds\tminussnapper.wav attachsound = sounds\cmp_generic.wav mass = 24 hidden = 1 Yo could you upload your version on something other than rapishare for me?
I'll try and locate the original zip, I could upload it to dropbox if you wish.
433
« on: November 13, 2013, 03:49:31 PM »
Interesting. I've always wanted that kind of arena in which the only hazard is a pit and OOTA walls.
Maybe a go at Series 1 next?
I've made a combination of the Series 1 & 2 arenas but im not too sure whether it would be worth adding to the game. How about something like this for the inside? It worked well for a remade version of Vlad the Impaler's srimech I tried in DSL2, so perhaps it might do here as well. (Image removed from quote.)
Ooh, looks plausible. It might lag the arse off the game but its worth a try!  There were also the wall-mounted flamethrowers, but they might be difficult to implement. Ah well, there's always an optional version of the arena with the sealed pit from the heat final onwards.
I agree with you regarding the flamethrowers, I'd have to have a few words with the experienced builders/scripters to find out whether or not they're worth it. Anyway, I'm still waiting for a reply from Wham so I knocked up the two iconic robots, Iron Awe 2.1 & Robochicken. 
434
« on: November 08, 2013, 02:22:57 PM »
Maybe separate the pieces of the body, so for example the scoop of X-Terminator can come off? Might be laggy, but adds realism. Also, we badly need more wheels. I would like to see a proper Go-Kart tyre, like the ones on Dominator 2 or TriMangle. Technos are too wide.
Sorry I should have said, the scoop is already a separate component so it can be attached to a burst for the realistic hinge movement. I do agree we need more wheels but for the time being I'm not going to even think of the idea, Its difficult enough for the experienced to get them to work in the game, I doubt I would have much luck with them at such an early stage. I might try to do it in the future but it will have to wait. Absolutely amazing. Good luck getting these into the game
I particularly love the look of Tsunami and X-Terminator so far- they should be fantastic additions to the pack once they're ready. Mega Morg looks interesting as well, and as much as I dislike it in real life, I suppose I can see Cheap as Chips in there being a good thing, too.
At least if only for being able to wreck it with Terrorhurtz. :P
Cheers mate, I dont know if they will be part of the pack to be honest, Wham hasn't messaged me back. The reason why I dished out Mega Morg is because it is a uniquely shaped robot, it was popular in the series and its Tag Team partners Diotor & X-terminator are already in the game so it would be a good addition for the RW purist.  All I would say with Exterminator is, is it worth taking the little bobbles on the self righting hubs off? Then you could make them as a separate component or whatever and actually make them function. But that's not to say anything bad, they all look incredible.
I would like to do that but to make them fore-fill their purpose realistically within gameplay would be an absolute arse. Invisible righting arms on burst motors might aiding the spikes might be the only way around the issue but It could cause the game to lag. Right, well I'm still waiting for a reply from Wham before the components and arenas can get exported into the game so I got bored last night and I knocked up a rough representation of the Series 3 arena as it is probably one of the most requested areas today.
435
« on: November 04, 2013, 03:46:53 PM »
436
« on: November 04, 2013, 03:08:32 PM »
I'll have to catch him some time when he's online, but it would be great to contribute to the pack. I might as well post these as it will add a bit more interest to the thread, these are the shells for Xterminator & Mega/Mini Morg and Tough as Nails claws, still waiting to be formatted and exported into the game.    Does anyone have any nitpicks or suggestions before these (attemptedly) get exported? Cheers.
437
« on: October 27, 2013, 07:21:52 PM »
Oh hey, I remember that from the old Magazine! Interesting to see it again after all these years, I remember thinking how cool the idea of a "Drop & Crush" Pit and Horizontal Sawblades were, actually.
The Arenas themselves look awesome too, even in such an early stage. Perhaps they'll work well for the final version of Whammettnuht's Robot Wars 2013 pack?
I remember thinking it looked class at the time, but now I look at it and feel like a complete utter nerd...  but hey I'm still here.  If I can get them to work in the game then yes it could be a good addition to Whams AI pack, I'll ask him. These look amazing!! Great work! :) I might be able to work with you on converting the mesh to a file RA2 can read - as for the very fiddly coding part, might wanna ask someone like Trov...
But yeah I'd be willing to help :)
Cheers mate, I really appreciate this. If we can get them working then as Golden Fox says they could be decent additions to your pack, your choice of course. I'm trying trying to help rebuild the enthusiasm in Robot Arena for myself and others. I think starting with the arena might be a bit challenging though, I have made a few components for replicas though such as Tsunami's flipper & body, Tough As Nails Claws and Mega Morg's series 6 shell if it helps.  Cheers Lads.
438
« on: October 25, 2013, 12:55:20 PM »
I used to reskin components quite often for Alpha (ignoring the absolute bollocks arena skin I did for his AON2 arena which you can still download today http://beetlebros.gametechmods.com/images/aon2arena.gif ) but it was usually just for a variation of armour plate and he did all the scripting for it so the maps wouldnt overwrite eachother, I couldnt do it myself then ten years ago and i dont think i could be hassled now, cheers for the encouragement though! playzooki, the motor and claw are either from 'WhamettNuht's Robot Wars AI pack or DSL 3. I forgot to post this other feeble attempt at a replica, Raging Morg.   Cheers.
439
« on: October 25, 2013, 12:29:59 PM »
Thank you so much for the positive feedback so far guys! :) It really means a lot to us. Admittedly some arenas aren't finished and theres not even 1/4 of the new weapons we wanted to include, simply due to time constraints. But Either way we didn't want to make you guys wait any longer to try out these replicas and get the classic feel of Robot Wars, RW Arenas of Destruction and RW Live all rolled into one. Some things have changed from regular mods, like the assembly of spinners, crushers and some axes. They are two/three piece components that have to be mounted to a mega adapter and rotated into position. Spinners have an invisible half because the collision is only for one single tooth, so you need to hit F12 and rotate the invisible half until the collision is 180 degrees from the visible part of the drum. This does seem like time wasting but.... It does mean you hit your opponents a lot harder than before and ootas with verticals are very much possible. The motors and lips battery, believe it or not, if you get these components in real life you will get the same amount of oomph. The team is built of roboteers so we've had a play with most of these ourselves. Oh and I hope the music & sfx upgrade for the arenas and UI helps you get that RWED feel. ______________________________________________________ The Mod TeamHereticBlue Craaig Knight MikeNCR WhamettNuht Daleksec7 Jarvis_Rapture Garfie489 Riptide Thyrus Mr AS Hatchet ______________________________________________________ (previously the 'Robot Wars Magazine Arenas & Series 7 Competitor Components' thread)Well how can I start his post, even the topic name is poor. Anyway I usually occupy myself by 3D Printing models of trains and cars for a small buisness in Kent and theyre usually quite complex and I thought Id put my skills to the test for designing an arena for Robot Arena 2, as there is a shortage on realistic arenas. I had to admit, not nothing anything about what people want in areas and not knowing the games limits for graphic detail I've kept these as plain as possible. And just incase these arenas cant make it into the game Ive not bothered to skin them. Anyway.... The two arenas I have designed are Robot Wars based, one being a testing arena cornered by buildings, Shove and a wall of tyres. Though the only hazard being an open drain, acting as a pit. The second is based on The Robot Wars Magazine 'Death Zone 2010' arena, just made a little bit more realistically. The arena comprises the control boxes, the LCD screen, entering ramp, outer fuel tank, cameras, a 'shelf'? sloped arena walls, series 4 style wall spikes, a pit, a flame grate with a 'lip' to make it difficult for robots to drive off, static jagged floor spikes to annoy people when driven into and an open section of wall so robots can simply push eachother out.    Right, the boundries Ive hit at the moment is that I do not have a bloody clue how to convert this from .3DS to whatever format arenas are in and with work, i dont think I have to the time to hassle with scripting so if anyone can offer some advice for the beginner or physically help get these arenas running it would be much appreciated. Cheers. This game mod is officially contracted under the Robot Wars Company Limited 2014 and will be available on the official website. It's owners have agreed the use of it's company name, logo and competitor contracts.
All other mods that use the Company name, logo and robots will be prosecuted if permissions are not agreed.
440
« on: October 25, 2013, 12:06:44 PM »
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