RS Possibility: Drivable Ha-Go

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LugNut

FNG / Fresh Meat
Feb 12, 2011
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Respectfully, I'd suggest refining interior animations are a low priority, I think the majority could care less as long as the tank operates correctly.

I think an armor profile should be completed as I expect US AT and possibly armor to surface in the future.
 

Beskar Mando

Grizzled Veteran
Dec 13, 2014
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Respectfully, I'd suggest refining interior animations are a low priority, I think the majority could care less as long as the tank operates correctly.

I think an armor profile should be completed as I expect US AT and possibly armor to surface in the future.

Yeah Lugnut is right on the aspect of animations, I was talking for the finishing touches. We'll also need a file of the Ha-Go for the role selection, as well as a .int file for its description.

Currently what we need is this:
1. Checking all references and going through the T-95's code
2. Two .Int files, one for the tanker and one for the tank commander.
3. .uc files for the crew member role
4. Add tanker gear to the roles
We'll eventual need the armor profile, polished animations, textures and coding.
 
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Sep 28, 2014
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Pretty much everything is already done. The only thing that's left is art and such.

Speaking of which, I want to see if I can modify the tanker class files to give them a more proper model.

Even if it's not necessary right now I still need to learn how to compile .uc files.
 

Beskar Mando

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Dec 13, 2014
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Pretty much everything is already done. The only thing that's left is art and such.

Speaking of which, I want to see if I can modify the tanker class files to give them a more proper model.

Even if it's not necessary right now I still need to learn how to compile .uc files.

It's easy actually, it'll become a .u (Mutator) file.
I can get into it later today.
Firstly find the tanker classes you want to modify, copy them, and have at it.
Once you have all the code in order, you can compile it and test it.
Yoshiro also said this on texturing, which is useful.
Yoshiro said:
Vehicles/Tanks

Our tanks have roughly an interior created of 80,000 Triangles, and an exterior of about 10,000 triangles.

Additional information:

We use 4 (for PZ4, T-34 uses 3) texture pages 2048 each. One for each of the following, driver/Hull MG, Turret, Basket/ammo, and a tiled page. For the tiled page we included walls, cylinders (because they do not need to be normal mapped) wires, nuts/bolts, and things with writing on them. Also include on the tiled page things that are not directly in the cameras view. Only bake things that are going to be directly in front of the camera (Like optics for example)

So if the tank interior has 3 main metal colors, make a black tile, green tiles and white wash tile (for the walls) then float the appropriate UVs on the correct tile
 
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Sep 28, 2014
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I highly doubt they'll answer, but who knows.

But in the meantime we can at least do some non-heavy stuff, like the tanker model and map editing.
 
Sep 28, 2014
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In the meantime I'm going to start editing the maps. I'm just going to add it to every map (excluding terrain-heavy maps like Iwo Jima/Maggot Hill) and see which ones work well.

Also, Beskar, can you add me on Steam? I have a few miscellaneous questions and it would be easier to talk there.
I can't add you since you don't have yours linked.
 

Beskar Mando

Grizzled Veteran
Dec 13, 2014
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In the meantime I'm going to start editing the maps. I'm just going to add it to every map (excluding terrain-heavy maps like Iwo Jima/Maggot Hill) and see which ones work well.

Also, Beskar, can you add me on Steam? I have a few miscellaneous questions and it would be easier to talk there.
I can't add you since you don't have yours linked.

Okay I'll add you.
Why exactly are you adding them to all maps?
It'd just need to be one map for testing, and then later on playability & balancing teams on the maps.
 
Sep 28, 2014
756
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Whatever, forget the maps, right now we're just doing everything on Peleliu, it's the most open one.

I have a tank spawn point in the middle of the map for IJA initial spawn, then after that it spawns way in the back. I also added AT grenades to every ammobox and in two locations by US initial spawn.

I've tested it in the editor and the game, everything seems good. However, now I need to go through this whole kitchen business. Anyone know how to brew stuff? I tried looking around but decent tutorials appear to be in short supply.

Also, I can't seem to compile the map lighting properly. The program fails every time for an unknown reason.
 

morticore

FNG / Fresh Meat
May 13, 2012
643
5
0
Łęczyca, Poland
Peleliu was the only map tested with tanks the development stopped if I remember correctly because vehicle was blocked almost everywhere (there is too many or rocks, trees and other stuff in RS maps and this Unreal Engine 3, not Battlefield's Frostbite Engine). In one of last year patches tank blocking was revisited so maybe it works now better?
 
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Sep 28, 2014
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Yeah, I tested it on Hanto, and it works just fine.

But like I said, let's not overcomplicate things. Let's just figure out how to compile this one map first before we get into any others.
 

Lemonater47

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Sep 25, 2014
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Heroes of the West is bringing in Bazookas. Anti tank solution right there.

Peleliu historically had Japanese tanks. Most of the maps didn't.
 
Sep 28, 2014
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Beskar mentioned the WF bazooka, but who know if they'll even agree to letting us use it.

In the meantime we'll just stick with the AT grenades, they're pretty effective. Anyone can grab them from a variety of locations and it's pretty easy to sneak up on the tank.

And to tell you the truth I played a few rounds with bots, and it was actually pretty difficult to defend, even with bulletproof armor.

I don't know how it'll work with humans since I can't compile it properly, but having a tank is not as OP as one might first think.
 

Beskar Mando

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Dec 13, 2014
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Beskar mentioned the WF bazooka, but who know if they'll even agree to letting us use it.

In the meantime we'll just stick with the AT grenades, they're pretty effective. Anyone can grab them from a variety of locations and it's pretty easy to sneak up on the tank.

And to tell you the truth I played a few rounds with bots, and it was actually pretty difficult to defend, even with bulletproof armor.

I don't know how it'll work with humans since I can't compile it properly, but having a tank is not as OP as one might first think.

They'll let us use it, as long as we don't claim that we made it.
Remember they're doing this for the community, and I'm sure they wouldn't mind anyways.
Aaz agreed to remake the M2 carbine model for me, as long as it was included in HotW & historically (which it was in the last days of the war in Europe).

I can either help you through steam to set you up with brewing right now & light building (light build takes awhile with low spec systems, it also depends on how optimized the map is, most of the developer maps are amazingly optimized) or do it for you, which ever you prefer. But don't expect to not have the computer crap itself if it crashed for you before. (I still crash with 16gb, though not always for memory reasons.)

It shouldn't be OP it is a light tank, in fact in certain areas the 30. Cal LMG should penetrate it and behind the engine housing anything will although not ultra effectively.
I think this is what RS needs for the Japanese, I've always wanted light tanks (Mobile fire support Platform :) ), and was disappointed when RO2 only used OP medium tanks.
 
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Lemonater47

Grizzled Veteran
Sep 25, 2014
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Well The bazooka was in the game files so WF can't exactly fully claim the bazooka either. Animations and coding really.

But don't forget that bazookas fire HEAT rockets. They penetrate with a directed explosion. AP rounds exploded once they have penetrated. So really there wouldn't be much difference in overall damage between a rocket hitting a Sherman and a rocket hitting the ha-go. AP rounds don't require as much precision.

Not to mention the type 95 was considered one of the best light tanks in 1935 and in the first tank battle between American tanks and Japanese tanks the Americans lost.

Then the Japanese decided that their tanks were to be used in banzai charges or used as static bunkers.
 

Korpisolttu

FNG / Fresh Meat
Sep 2, 2011
50
0
0
Finland
Wow! This all has developed so fast. So exciting! I'll be following this closely. I hope everything plays out well and Tripwire implements this to RS (ofc when it's fully ready and balance tested).
 

Lemonater47

Grizzled Veteran
Sep 25, 2014
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Well obviously TWI had done a lot of the coding for it. Just didn't decide to implement it.
 

Beskar Mando

Grizzled Veteran
Dec 13, 2014
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Well obviously TWI had done a lot of the coding for it. Just didn't decide to implement it.

Just talked to Yoshiro, I sent him another PM, from what it looks like so far, they decided based on how it played out on Peleliu to not complete it as they had other priorities. Which makes sense if you're in the middle of making a game and completing it. I'd much rather have a complete RS than have a half complete one with a tank.
I've helped Random with the map he's modified to include tanks, providing him with advice and solutions. I'll brew it and build it for him later today. I'll see if we can get it up on our server for testing, no guarantees on that just yet. I still have to talk to our Server Admin & we're still working out some kinks in the server itself.
 
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