FC content pack flan's [UBERTHREADNAUGHT]

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fr0stbyte124
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Re: FC content pack flan's

Post by fr0stbyte124 » Mon Jan 07, 2013 10:53 am

Prototype wrote:
fr0stbyte124 wrote:That is a fantastic duck model. I'm not sure we have a high enough polygon budget, though.
I could try and make it less detailed if you want, perhaps just a duck coloured block.

News update on the model, I've sorted some guns out wo a few simple blocks, but I don't like them so I am going to try using triangular prisms instead of cuboids, it'll be more annoying to make but will look better.

Also I still cannot work out what system the rotation operates on, does java normally use degrees or radians or something totally weird.
Rotations are the domain of OpenGL, and those are in degrees, following the right-hand rule (in this case the one where you make a thumbs-up and your thumb is the axis and your other fingers are the curve direction). All the Java trig functions are in radians.
Make sure, however, that you are applying transformations in the correct order, or you will get unexpected results. I find trial and error works best for me. :)
Commander Error wrote:This is Minecraft. We don't get polygons, we get cubes.
In vanilla Minecraft, cubes are made of polygons, and lots of them. A ridiculous amount of them, in fact. The new graphics have some legitimate raycasting going on, so blocks != polygons, but there are still polygons involved because shaders really like polygons.

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Re: FC content pack flan's

Post by Prototype » Mon Jan 07, 2013 11:15 am

So far all rotations have been by trial and error, but I don't like doing that, I'll post on manus forum to find out how he does it.

This is getting a lot more involved that I expected.


EDIT: found an angle calculator, it's all good now
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Re: FC content pack flan's

Post by fr0stbyte124 » Mon Jan 07, 2013 12:21 pm

Prototype wrote: This is getting a lot more involved that I expected.
Yeah, IMO, transformations are one of the most difficult concepts to master in graphics programming because of how unintuitive the vector language is. All mathematics are like that, though, once you get deep enough in. Eventually you give up on making sense at all, and just put your faith in the proofs that the nonsense you are speaking is still logically correct.
Mathemeticians are a pitiable breed.

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Re: FC content pack flan's

Post by Prototype » Mon Jan 07, 2013 12:32 pm

If I know the maths I'll be fine, but from what you say I guess it isn't governed by a nice clean formula.
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Re: FC content pack flan's

Post by Avenger_7 » Mon Jan 07, 2013 1:01 pm

I'm just going to say that it looks like the rotation is, in fact, in radians, as 1 radian is about 25 degrees (or more precisely, 360/(2*pi)). If your mind is still working in degrees, I suggest you grab a calculator to work out the conversions.
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Re: FC content pack flan's

Post by Prototype » Mon Jan 07, 2013 1:04 pm

In this case it is radians, seems I was working them out wrong when I tried it. That clears things up.
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Re: FC content pack flan's

Post by fr0stbyte124 » Mon Jan 07, 2013 1:08 pm

Prototype wrote:If I know the maths I'll be fine, but from what you say I guess it isn't governed by a nice clean formula.
Depends on who you ask. Some would say it's incredibly elegant, because you can do almost everything with just a handful of matrix-specific operators and some basic linear algebra.

The real ugliness starts once you begin using it in real-world implementations and have to deal with things like byte ordering and normalization and the inevitable accumulating precision error which will screw up your non-analog logic statements. It took me ages to work out why I would walk through walls one way but not the other in my early flying chunks experiments.

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Re: FC content pack flan's

Post by  ҉  » Fri Jan 11, 2013 3:30 pm

o(0.o)o mI've been screwing around with Flan's mod over the last week or so, getting myself up to date on what it can do, and I've got to say that I'm impressed. There's more potential there than there was before, and that's saying something. A LJSI content pack is on the way. Really this time. And I'm working on that instead of my ship. But, for example, today I realized that weapon scopes can have partially transparent pixels. Green-tinted night vision, anyone? I've also worked out how to make grenade launchers in a much more satisfactory way. I've got a number of weapons planned out. The only one I don't know how I'll make is an accelerated antimatter pulser, which would be cool but hard to pull off well. It may have to wait. Also, I can't get different colored smoke trails, as far as I'm aware. If anyone knows how to do that I'd appreciate it.
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Re: FC content pack flan's

Post by Prototype » Fri Jan 11, 2013 3:41 pm

If your making stuff, would you want it added into the FC content pack (so we can have stuff made by different users), like a content pack within a content pack.

As for smoke trails, it uses smoke particles from vanilla minecraft.
However, I can easily find the bit of code that determines which particle is used, and change it to bubbles or fire or something, but the only way that can be put into effect is by replacing the files in the actual mod with modified ones, and then it would affect all content packs and may make it incompatible with SMP. And for the grenade launchers, did you just ramp up the gravity or did you do something different?

Are you using the standard bullet model or are you using something a little fancier, because for the antimatter thingy, I think I might just know how to do that without changing the smoke colour. Also if you need bullet models I'm working on some new ones as a side project (hopefully a sidewinder missile and maybe a better laser)

EDIT: must stop hitting edit instead of quote
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Re: FC content pack flan's

Post by  ҉  » Fri Jan 11, 2013 3:53 pm

Prototype wrote:If your making stuff, would you want it added into the FC content pack (so we can have stuff made by different users), like a content pack within a content pack.

As for smoke trails, it uses smoke particles from vanilla minecraft.
However, I can easily find the bit of code that determines which particle is used, and change it to bubbles or fire or something, but the only way that can be put into effect is by replacing the files in the actual mod with modified ones, and then it would affect all content packs and may make it incompatible with SMP. And for the grenade launchers, did you just ramp up the gravity or did you do something different?

Are you using the standard bullet model or are you using something a little fancier, because for the antimatter thingy, I think I might just know how to do that without changing the smoke colour. Also if you need bullet models I'm working on some new ones as a side project (hopefully a sidewinder missile and maybe a better laser)

EDIT: must stop hitting edit instead of quote
No, I think I'd prefer to have my own pack. I may allow some of the stuff to be distributed with the FC pack too, but I want to make my own thread on the MCF and stuff.

I know it does that with the smoke. I could also include a modified particles.png with the download, probably, but that would change all smoke in MC, so I don't really want to do that. For the grenade launchers, I figured out how Flan deals with weapons that don't have magazines, so that instead of having a 'grenade bundle' or something that's really just a magazine for the launcher, it can actually load multiple individual grenades. I can use the same thing for a rocket launcher that actually becomes loaded and holds a rocket in the barrel, instead of you carrying the ammo in your inventory.

Most of the guns will be fairly standard projectile weapons, so the normal model will work fine. However, if you're going to be making other bullets, I'd love to have those. The ones I'd want are probably a rocket, a better grenade (I can texture the bullet model so that it actually looks like a grenade, so that one's not to bad as it is), and if you've got an idea for the ac-am that'd be great. That one probably won't be in the initial release because I don't know how to do it right.

Thank you for any help you give.
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Re: FC content pack flan's

Post by Prototype » Fri Jan 11, 2013 4:05 pm

What exactly do you do to get the grenade launchers like that? (haven't bothered with grenade launchers yet)

I'm taking a stab at a missile model, but for a grenade I woulda probably just have two octagonal prisms orthogonal to each other, I'm also going to try a more realistic bullet model (one that isn't higher than it is wide), however I'll probably finish that after I'm done with the AR-12 Skyblazer (yes I've named the fighter). Although I'm experiencing problems with MCP currently (some line of code has disappeared from somewhere).

As for the ac-pm, if its going to be a heavy weapon like I think it is, then you are trying to do something like what I did with the tactical mass driver. If it is a heavy weapon, I would suggest make it deployable (If you are going to do that I would recommend using the nerd Vulcan model, and reskinning it), with a low fire rate and using an energy cell type ammo rather than bullet type ammo, and I would recommend doing something like reskinning the arrow texture (until I or somebody else makes a better alternative). Just don't make the explosion radius too dramatic, like I did with the original tactical mass driver, for that makes massive lag. Also if you make it a deployable, you can mount it on planes. And I would advise finding a fitting sound effect.
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Re: FC content pack flan's

Post by  ҉  » Fri Jan 11, 2013 4:32 pm

Prototype wrote:What exactly do you do to get the grenade launchers like that? (haven't bothered with grenade launchers yet)
In the gun's file, there is (or can be) an option for guns that have integrated magazines, LoadIntoGun. When that's present, it will carry the specified number of bullets inside, and when fired the damage bar will appear on the gun itself rather than on a magazine. Once it's empty, it'll reload the right number of bullets again. On a related topic, it may be possible to make grenades that don't explode on impact. I haven't tested it yet, but it looks like it should work. I'll mess with it and see what happens.
Prototype wrote:I'm taking a stab at a missile model, but for a grenade I woulda probably just have two octagonal prisms orthogonal to each other, I'm also going to try a more realistic bullet model (one that isn't higher than it is wide), however I'll probably finish that after I'm done with the AR-12 Skyblazer (yes I've named the fighter). Although I'm experiencing problems with MCP currently (some line of code has disappeared from somewhere).

As for the ac-pm, if its going to be a heavy weapon like I think it is, then you are trying to do something like what I did with the tactical mass driver. If it is a heavy weapon, I would suggest make it deployable (If you are going to do that I would recommend using the nerd Vulcan model, and reskinning it), with a low fire rate and using an energy cell type ammo rather than bullet type ammo, and I would recommend doing something like reskinning the arrow texture (until I or somebody else makes a better alternative). Just don't make the explosion radius too dramatic, like I did with the original tactical mass driver, for that makes massive lag. Also if you make it a deployable, you can mount it on planes. And I would advise finding a * sound effect.
Sounds good with the models. That's something that can easily be dealt with down the road, so no rush. Likewise, I think I'll probably just hold off on the ac-am until I've thought about it some more. In theory it's a shoulder-fired weapon, but it might be easier to make it deployable or even an AAGun. The Vulcan is a good suggestion for that. Deployable MG models are something I'd like to look at some time too, as I don't think I've seen a single one that didn't come from Flan. They need some love. C:
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Re: FC content pack flan's

Post by Prototype » Fri Jan 11, 2013 4:42 pm

I have plans for MG models, I'll probably just take the Vulcan at first and modify it, but after I might attempt building one from scratch, although they are a little more difficult to make due to manus's toolbox doesn't support them, that and so far everything I've tried that isn't a plane seems to crash MCP, but that's probably because I'm doing something wrong.
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Re: FC content pack flan's

Post by  ҉  » Fri Jan 11, 2013 4:46 pm

The grenades aren't working. I can make them explode in the air, but the explosion number seems to override ExplodeOnImpact. A pity, that would have been cool.

Edit: Flan's Nerf pack is pretty cool. There's some stuff there that isn't done in any of the other packs, although I can't make all of it work. For example, all of the Nerf darts have a line DropItemOnHit. That would be pretty cool, although I can't make it work. They've also got DropItemOnReload, which does work although it seems to give me two of the item, and I'd be willing to bet that there's a DropItemOnFire around too, although I haven't seen it used.

Another edit: I have belatedly remembered how much I suck at making gun icons. I'm gonna give it a shot, probably by recoloring other people's icons, but if anyone wants to help with that I'd appreciate it. Also, does anyone know if the models and sounds from Flan's packs are free to use in other content packs? They seem to be used everywhere, but I'm not sure if that's actually allowed or if people just do it. The same goes for Manus's models.

On the subject of making models, Flan's modelling helper is now updated for 1.4.6, and it should support all model types used in Flan's Mod.
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Re: FC content pack flan's

Post by  ҉  » Fri Jan 11, 2013 7:06 pm

So, for the first time ever, I tried to draw an iron sight.
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All I can say is that I clearly have a lot to learn about perspective. /:|

EDIT after second attempt: Nope. Oh well. :[ Having failed at this, I'm not sure what to do.
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(Kzinti script, as best as can be displayed in Human characters, translated roughly as "For the Patriarchy!")

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