Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Tools and Guides Repository (Archive) » Digging trenches or can a house becomes plane. Isometry studies...
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Re: Digging trenches, a house like plane. Isometry and JSD studies...[message #155916]
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Thu, 06 September 2007 00:00
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CNC_gun |
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Messages:83
Registered:July 2007 Location: Moscow, RF |
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AFAK, JA2set.dat include the tileset structure data for all available tilesets. Structure is hardcoded, as per type and quantity.
If there is no special sti's and jsd's for given cell in the JA2set.dat, it is "filled" from the "generic" tileset.
Was alltimes astonished by the planes types in Drassen and Meduna. It was some discussions on JA2.ru pages about "flying" problem. One of the results - planes must be renewed! And it must be at least one, well known, american made ANTI-GUERILLA plane! Bugmonster even tried to allow raid over Omerta just after game start.
So, the OV-10 is a perfect candidate - it is even armed with 4 7,62(!!!) MGs. What more? And it can take up to 6(!!!) troopers in the pod! Isn't it looking like an "air-hummer"?
Cf. the 168(!!!) meters to take off for one of models.
Some pictures are selected, but try to make them ISOmetric...
The "drone" problem is even more interesting. Code modif. provided, we can combine properties of "CAR" and "HOUSE" in a plane. As a limit, it is possible to make "car" and "plane" to move on tactical map.
The concept of "body modification" seems to be one of the ways to do many "remarkable" effects and actions.
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Corporal 1st Class
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Re: Digging trenches, a house like plane. Isometry and JSD studies...[message #155920]
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Thu, 06 September 2007 00:15
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CNC_gun |
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Messages:83
Registered:July 2007 Location: Moscow, RF |
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MAn (sic!!!)! Do it! Is there ICQ in Kharkov, USSR? Knock my door - i'm inside.
Read the biggest post on this page - to add something You need to "code" something!
The idea is simple - some type 3 JSD and STI of var. carriers must be added to tileset (or some existing STI substituted).
More clearly - You change, say, walls stis to parts of carrier, doors to cabin etc. Cf. UC underground (metropolitain). And You use optical illusions tricks to have a realistic view.
As per turret - read above. Remember "Commando" game - the "Big Gun" mission - the machine-gun on tripod - You "enter" the tripod, becoming unmovable(!) machinegunMAn.
Sirtechs tested this concept on Rutven - the "wanted" killer on a wheelchair - it leave it, when offensed, and become an (dangerous) S_body!
[Updated on: Thu, 06 September 2007 00:27] by Moderator Report message to a moderator
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Corporal 1st Class
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Re: Digging trenches, a house like plane. Isometry and JSD studies...[message #165319]
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Tue, 20 November 2007 23:05
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CNC_gun |
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Messages:83
Registered:July 2007 Location: Moscow, RF |
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Dear Khor! Please reread my topics on JSDs and look attentively at the pictures hereabove!
The nibble in the JSD is not a height, but the STRUCTURE of a 4 (four) layers of JSD.
Every ODD nibble has structure "brick" on ground (0b0101 means You don't see legs and head, but You see the body).
Let me finish some stuff for Scorpion, and some refinements will follows.
As per scuba - the main problem remain in CODE of the game ENGINE, not in STIs, "helas"!..
BTW. Ask Lalien - i have sent a corrected version of the JSD editor - it show every tile correctly, as a set of "bricks".
[Updated on: Tue, 20 November 2007 23:07] by Moderator Report message to a moderator
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Corporal 1st Class
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Re: Digging trenches, a house like plane. Isometry and JSD studies...[message #165408]
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Thu, 22 November 2007 03:04
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CNC_gun |
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Messages:83
Registered:July 2007 Location: Moscow, RF |
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The intersector teleport by diving is a NICE idea. You propose to change the teleport entering animation, afai understand? Have You tried the teleport in the deep water? It is the most important test!
As per JSD-edit - a .rar file will be some 300 kBytes. Is it OK with Your e-mail?
Do You understand the JSD structures (and how JSD engine work) now? With trenches - the walls must be placed (i can't repeat the right past tense of DRAW - the example is deep in MFM thread) in the MIDDLE of the tile, like fences! Not like house walls!
In the same way, the plane wheels can be JSD'ed with a structure having an odd number in place of the wheel.
Cf: we have a wing on the man head height. It is JSD'ed with a 0x04 code, or 0b0100. Then You want а landing gear - it touch ground, but it is thin. The code of the JSD will be 0x07 or 0b0111. Then, we add the tire, half-a-leg height. Combined with the wing it give the code 0x05 or 0b0101.
Finally, let's collect the full tile JSD matrix (it's hard to write):
0x04 0x04 0x04 0x04 0x04
0x04 0x04 0x04 0x04 0x04
0x04 0x05 0x07 0x05 0x04
0x04 0x04 0x04 0x04 0x04
0x04 0x04 0x04 0x04 0x04
0100 0100 0100 0100 0100
0100 0100 0100 0100 0100
0100 0101 0111 0101 0100
0100 0100 0100 0100 0100
0100 0100 0100 0100 0100
You can see, presuming the left column the south-west, the plane axe is in the same direction. If You look thru this JSD at a man, placed right behind the wheel, the wing will mask the head, the landing gear will mask the stomach, the tire - the legs. But You will see the HANDs.
We can put some bombs or missiles or tanks under the wing - the code will be 0x06 or 0b0110!!!
The same with the upwing engine - code will be 0xC0 or 0b1100!!!
As per tail - it is the "Item on top", like the things-on-roof.
Every 0 in JSD is "nothing", but the "one" can have many properties, according to Your wishes...
---
BTW! It is not difficult to add (scuba) diving in the game engine - You proceed like on ground, with "S" for swim, "C" for dive, "P" for dive deeper. But Your stamina fly away very fast. And the engine must have some additional controls...
We shall try to look at the code this weekend.
[Updated on: Thu, 22 November 2007 03:15] by Moderator Report message to a moderator
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Corporal 1st Class
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Re: Digging trenches, a house like plane. Isometry and JSD studies...[message #361351 is a reply to message #155525]
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Mon, 21 September 2020 20:31
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Kitty |
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Messages:473
Registered:October 2017 Location: Germany |
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CNC_gun wrote on Thu, 09 August 2007 20:04 ... The view of (badly) realized trenches in JA2
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CNC_gun wrote on Sun, 02 September 2007 21:45 ... Can upload the tilesets from B2B_VM (these ones, as above), but they needs a final retouch...
I wouldn't call them "badly" realized at all. I've thrown a map and mentioned tilesets from b2b_VM (Back to Business) into recent 1.13 (to allow higher resolution for screenshot) and that's how it looks:
A little closer:
I marked the height of the wall of the tent in red. As you may can see, Foxs head seems to be as high as the wall, Trevors head seems to be higher. Fox is inside the trench, Trevor outside.
In the left trench I tried to mark the Militias standing bodies (green and red). Head and body can be shot in this pose, if prone, they would be out of reach and covered by the trenchwalls.
Another version of those trenches can be seen in the mod FightForFreedom (FFF). For the sake of higher resolution, I again just have thrown a map and tileset in recent 1.13. This ain't doing
the landscape in FFF any justice (it comes with floating grass, etc.), so better look for the real thing. A newer version has been published this year.
Astonishing, how much fun getting your perception fooled can be... All the thought that went into shape of sti, shadows and jsd and more is realy cool to see. I'd realy like to use this as a template for my project. I'm head over toe in lua atm, but this causes an urge to do map-related work, sigh.
(Edit: try a right-click to enlarge pictures)
(Edit: typos)
[Updated on: Mon, 21 September 2020 21:09]
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