RS Possibility: Drivable Ha-Go

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LugNut

FNG / Fresh Meat
Feb 12, 2011
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Screw animations, if I'm just a POV inside those vehicles, I could care less if I see any animations. If you can get them coded and operating in game, it could change the future of RS.
 
Sep 28, 2014
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True. I've taken a look at the code, and like I said before it honestly doesn't seem that complicated. And most of it is just fluff like blood spatters on the walls when a character dies.

If we get rid of that and only have the base functionality, this could very well be possible.
 

nymets1104

Active member
Dec 18, 2012
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Screw animations, if I'm just a POV inside those vehicles, I could care less if I see any animations. If you can get them coded and operating in game, it could change the future of RS.

Yes, don't worry one bit about internal animations. Wasn't this the reasoning given to the lack of armor at game launch and even now compared to RO1 / DH?
 

postamenos12

FNG / Fresh Meat
Aug 19, 2013
31
0
0
31
Cyprus(GR)
OMG these are Great NEWS! And YES we want NO interior animations for the sake of Variety !!!! Fully Animated Interior Tanks is a NICE Feature, But UNnecessary !:):IS2::)
 

Beskar Mando

Grizzled Veteran
Dec 13, 2014
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True. I've taken a look at the code, and like I said before it honestly doesn't seem that complicated. And most of it is just fluff like blood spatters on the walls when a character dies.

If we get rid of that and only have the base functionality, this could very well be possible.

Me and Random had a discussion yesterday, he seems to under complicate things (Animations & coding at the least, while I apparently over complicate things) :p I wish it was this simple, it really isn't. Although majority of the coding will be easy (although time consuming), as I already have a template to go off of. The majority of it will be animating, something that will hold us back unless we can get someone who can animate. Oh we also need someone who can texture. We're still along way off.
I still need animations for the bazooka.
 
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Sep 28, 2014
756
21
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USA
But the thing is, you're talking about exterior animations, like the wheels and turret.

I still don't understand how those can be complicated. Really the only possibility for complication there is hatch opening, everything else just spins in a simple circle.
 

Twrecks

Active member
Dec 28, 2011
1,241
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:D I wish it were so simple. There's the hatches, the turret's movement (vertically and horizontally), MGs, wheels, turning, stopping, destruction animations, hit animations. and more.


Most of that isn't animations. It has to do with how the vehicle is rigged with bones and also the suspension components. Not hard, just time consuming. There's also some related coding that needs to be done to effect limits and rates.


Destruction is typically replacing the rigid mesh with a static mesh while initiating some emitters and soundFX.


The only real animation is the hatches and attaching muzzles flashes/soundFX for firing, maybe adding recoil/bounce if desired. Would still be nice to have a player character sitting inside, or the commander standing unhatched.


Breaking up a model into the proper independently moving components is the real PITA. This needs to be done prior to UV mapping or it makes for more problems. UV maps tend to explode when breaking vertices, and new polys added to fill holes.


It's been over 10 years since I touched this stuff, but the UE3 engine from UT2004/UTXMP and RO2 is very similar in regards to vehicles.
 
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Lemonater47

Grizzled Veteran
Sep 25, 2014
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I knew someone who modelled and animated tanks and he said the hardest part was the wheels and tracks. Especially if you want to factor in suspension.
 
Sep 28, 2014
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Like Twrecks said, the game engine handles the suspension.

And don't worry about the tracks. In this game none of the tracks actually move, they just turn the wheels and animate the texture to give the effect.
 

Twrecks

Active member
Dec 28, 2011
1,241
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Ventura, California
AFAIK, the HaGo is already fully rigged, and suspension defined in the uc (unrealscript code). Ripping the untextured components using umodel should give you the needed blank UV maps.

IMO, all these posts about modelling and AT weapons is "putting the cart before the horse".

Get on with it :D
 
Sep 28, 2014
756
21
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USA
Get on with it :D

Easy for you to say. Both us know nothing about that, we need to find someone that does.

Also, I had almost finished with the maps but then yesterday the SDK crapped all over them and now I have to start all over.

Right now I'm thinking this: I'm just going to take the map, slap on a tank spawn point, and not touch anything else. All the fancy visual stuff can be added later.
 
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Beskar Mando

Grizzled Veteran
Dec 13, 2014
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Baltimore, Maryland
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Easy for you to say. Both us know nothing about that, we need to find someone that does.

Also, I had almost finished with the maps but then yesterday the SDK crapped all over them and now I have to start all over.

Right now I'm thinking this: I'm just going to take the map, slap on a tank spawn point, and not touch anything else. All the fancy visual stuff can be added later.

Did it corrupt the file? Save it at regular intervals as different files. ie 1-100 etc
I understand the coding to a fair extent I'm still waiting on Raven's reply, and until then no progress will be made, at least game-wise (not code wise).