J Edgar Hovercraft SCar

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Progress Report

In Development - 80% finished

Updates

Poly Count Update
  • Now at 1,974 faces
Panels and airskirt completed.
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11mo
Hopefully the first of many Battletech vehicles I plan to slowly bring into the game. My goal right now is to get it at least driveable using SCars 2.0 and SCar Bases to eventually add in turret and weapon functionality.

Goal Features:
Laser main weapon
Three variant vehicles to spawn each determining what secondary weapons the turret has , missiles, machine guns, flamethrowers.
Two player seats: Driver, Turret gunner
Battletech affiliation skins for the each of the five Houses.
Rudder turn with steering
Ability to cross water like airboat

Possible features:
Skins for prominent units from each House 



Download

Todos

Full LUA script for turret, laser, and secondary weapons, and rudder movement.

Posts

  • 14d
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    I've updated the download to current compile and addon folder. Downloaders please post comments and suggestions. 
    Bananite
  • 16dEdited 16d
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    So talking to myself again. I've started reconfiguring the turret so the missiles are a bodygroup that can be turned off when ammo is expended. When I implement ammo. Right now it's just a bodygroup and attachments for the effect and missile origins. Still trying to get those to work. I'm also trying to add a fly mode like the Delorean when crossing water. Or I may just have it in constant fly mode since hovercraft.
    Bananite
  • 2mo
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    I finally gave up on a jointed collision mesh for the body since it kept coming in sideways. I also found a work around to call in the turret and gun collision mesh. I get stuck trying to walk up the turret but dropping on top of it directly can walk right off no problem. Starting to work on weapon coding.
    Bananite
  • 3mo
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    Latest update- I've got the yoke and rudder turning correctly. Not synced up with the hands but progress. Fixed the hull issue with $concaveperjoint in qc. Now however it seems the collsion mesh keeps coming in sideways
    Bananite
  • 3mo
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    Update: I've got the turret and gun moving by just having them as tower and turret like the V92 halftrack turret.  May go back and try the other later. Also figuring out how to use blend sequences to get the steering yoke and rudder to move with turns by following the QC for the Halo warthog. Biggest problem is skinning causes the collision hull to glop again.
    Bananite
  • 4mo
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    Got the turret and main gun to come in and weld in place without exploding the vehicle on spawn...yes that was a neat as it sounds. Even got the spawn menu icon to work. Still working on getting the right combination for turret functionality. Will try to update zip soon.
    Bananite
  • 4mo
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    Finally uploaded new zip, it's got a copy of my current folder in addon's, my modelscr and materialscr plus the current max file I'm exporting from. I'm not including obj and 3ds since I'm past modeling now. If you want to inspect the model in those formats post a request.

            Also in good news I've got the chassis to spawn in game. I finally started moving in code slowly leaving out turret and weapon info and it works. Problem so far is I'm dialing in the positions of the wheels, driver and lights as using max coordinates has them too far out. Also tried using the rudder as a wheel to get the side to side movement when turning. It's not the best solution though it moves...and dangles there. Once I get everything in place and the tires invisible I'll move to getting the turret coded, then the main gun and laser.
    Bananite
  • 4mo
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    Trying to get around to updating the Download. Current attempts either get a question mark in the Scar list that doesn't spawn but throws up the SCar dependency line from the lua or nothing added to list at all. Switching out mdl calls in the lua doesn't seem to be working apparently or there something I'm not doing right before compile. Really wishing for a tutorial from modeling to script.
    Bananite
  • 5mo
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    Still late with the current source files and latest compiles. Just got done extracting all the scar gma's I have to start looking at LUA and what ties into what. 

    I'm thinking I'll have to create my own weapons LUA rather than tie into the Halo, DoD, or Scar.  I want to try to work up a system of damage that tries to follow Battletech. Figure a gmod automatic pistol equates out to a mechwarrior automatic pistol and then check the rulebook for how much mechwarrior damage equals Battletech damage. Vehicle health will likely be based off a total of all armor and internal structure totaling the conversion. I'll research hit boxes for the 2.0 to spread things out a little since this may turn into trying to kill the combine helicopter.

    I've started the base LUA based off the DoD Sherman. Doing away with the jeepturret that functions as the ball mount gun since there are no hull mounted weapons. There doesn't seem to be effect attachments called out so getting the four missiles in place is going to be as tricky as the laser.
    Bananite
  • 5mo
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    Finally figured out why the textures weren't showing up, have to use tga not tiff. Also figured out how to get the area around the decals and canopy transparent/translucent, first time using alpha channel and not transparency/opacity map. I'll update the download here soon.
    Bananite

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Details

Development State
In Development
Completion
80%
Access
Public

Stats

Posts
21
Views
1,737
Downloads
347
Date Added
11mo
Date Modified
14d
Date Updated
11mo

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