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Topics - TrainandSpacelover

Pages: [1] 2 3 4 5
1
Modification Help / Mi-24V Attack Heli
« on: August 30, 2016, 12:20:00 AM »
I recently decided to try my hand at modeling to try and fulfill a request someone just posted in the S&R board, here. So far I think it's going pretty well, especially for my first time really learning to use blender.

Pics of progress so far:




(the large missing chunk right under the roosterpits is where the gun turret will go)

I've tried to go for a more blocky look, meaning the heli as a whole is shorter and more stocky than the real thing and parts like the rocket pods and windows have more jagged edges. The rotors, landing gear, and interiors need to be done still, but I'm not in any hurry so that's not a big deal, they'll be done at some point.

Feedback on the model so far, constructive criticism, etc. would be greatly appreciated

2
Modification Help / questions about creating a server-sided compass mod
« on: August 22, 2016, 12:45:46 AM »
I'm looking to make a mod that displays your compass bearing (in degrees) and direction (north, south) in the bottom print text area. I'm just starting out and only have an extremely basic understanding of code, which means more specifically I barely know anything about how to script in blockland. I'm making this to enhance my TDM server a bit but also to learn a bit.

I've already written up a proof of concept script, but it's nowhere near complete and it uses syntax that's probably completely wrong. The "script" also completely relies on there being a command to call on to find the heading of each player in the server.

There are a few main things I need to know to get this to work:
 
   • A command to find the compass bearing of each player in the server
   • The most efficient way to divide up the compass bearings (000 - 359) into directional names (N, S, E, W) (currently [partially] done by all the if-else statements)
   • How to format text in the print areas properly (i can probably do this in my own time)
   • The best way to convert the direction numbers from the if-elses to their corresponding initials (1 to N, 2 to NE, etc.)

Code: [Select]
if (%heading > 337.5 && <= 22.5)
{
%dir = 1 //North
}

else(%heading > 22.5 && <= 67.5)
{
%dir = 2 //North-East
}

else(%heading > 67.5 && <= 112.5)
{
%dir = 3 //East
}

else(%heading > 112.5 && <= 157.5)
{
%dir = 4 //South-East
}

else(%heading > 157.5 && <= 202.5)
{
%dir = 5 //South
}

else(%heading > 202.5 && <= 247.5)
{
%dir = 6 //South-West
}

else(%heading > 247.5 && <= 292.5)
{
%dir = 7 //West
}

else(%heading > 292.5 && <= 337.5)
{
%dir = 8 //North-West
}



function bottomprintCompass(%client,%heading,%dir,%dirname)
{
%heading = //compass bearing in degrees, hopefully found by some command already in torque
%dir = //directional name (eg. North, West), defined by the plethora of if/else statements above. there's probably a more efficient way of doing this.
        //need to convert the dir numbers to letters (dirname) somewhere in here
   
bottomprint(%client, "<just:center><font:impact:28><color:ff0000>DIR<color:ffffff>: <font:impact:28> NW<br><font:impact:28><color:ffff00>DEG<color:ffffff>: //%, 1, 1);
}
the bottomprint code is taken directly from the pirate cannon turret

please remember that all this is incomplete. I'm just here to get some help starting out and learn some new things. In regards to correctly packaging everything and making it all look nice, I'll do that at some point when all the main stuff is done.

Hopefully you guys can help me out!

3
General Discussion / Island Domination TDM [CLOSED]
« on: August 03, 2016, 05:06:01 PM »
Island Domination

Island Domination is a capture point team deathmatch where the Pacific Federation battles an organization of fearless Rebels for control of the rural South Pacific island, Isla de Bloque.








Objective

The server takes inspiration from an ArmA series style capture point game mode. There are a total of 5 points in key locations around the island. To win, one team must be in control of at least 4 points for 1 minute (Game rules and balancing are subject to change). An objective of this size will take a considerable amount of teamwork and determination, so be ready to coordinate with your team.




Team Assets



Weapons

The server uses Gravity Cat's Default Weapons. It also uses Stratofortress' FGM-148 Javelin.



Vehicles

Each team has a variety of vehicles to choose from. However, they must be earned by spending points. Vehicle spawn areas have an interface that's used to purchase assets for the team. Upon purchase of a vehicle, more buttons used to spawn vehicles and recover them will appear and be available for use. The ? buttons display the prices of all the different vehicles. Both teams are able to obtain a basic transport truck at the beginning of each round for free. Once a vehicle has been bought, it can be respawned for free until the next round.


Demonstration of buying a vehicle



Intel

Both bases have an intelligence room with a crude map inside. The map displays the rough location of each capture point and which team currently controls it. Each button is clickable and will display the name of its corresponding location.


Beginning of a round


After some battle time



Spawning

Players use a similar map in the spawn room to teleport to points that their team currently controls, instead of the main base. Clicking on a mark will show the name of the location, and a double click will teleport you there if your team controls it.





Tactics & Tips

To succeed in Island Domination, working with your team is a must. Here's some basic tips and tactics to help out.

  • Always maintain control of the central capture point, Sanrefti. More often than not, dominance over this town will lead to easy access to its two neighboring points, the Radio Tower and the Power Plant.
  • Taking a Medipack or Ammo Box as your perk rather than a rocket launcher is very helpful to your team, since it's very easy to run out of ammo or be severely damaged. Access to instant healing and resupplying on the battlefield is a huge key to winning.
  • Buy vehicles for your team! Mobility and firepower are critical for a map this size. Especially important early purchases are a helicopter or at least a standard HMMWV. These two vehicles have superb mobility. The BTR-60, Puma, and T-90 pack incredible firepower and are great for mid to late game.
  • It's never a bad idea to have someone stay back at a capture point and guard it. You never quite know where your enemy will pop up next.
  • Use the machine gun nests around the map to your advantage! The machine guns pack a punch, even at range. Ammo boxes spawn there as well.




The Build

Island Domination uses Kobble's Isla de Bloque with permission. Images of the build are on his thread.


Overview of the island (Image from Kobble's thread.)











4
Gallery / T-72 MBT
« on: November 01, 2015, 06:27:33 PM »
I built a russian T-72 tank. Not quite as detailed as my other two tanks, but that's only because the T-72 has a much simpler design compared to the American armored vehicles. This build was mostly to experiment with building a domed shaped turret in blockland.






5
Gallery / M2A3 Bradley IFV
« on: November 01, 2015, 02:01:10 AM »
I decided to build another armored vehicle (the previous one being my M1 Abrams build). It's mostly to-scale, but the dimensions seem to be a bit off. I think it needs to be a bit narrower. This took me about an hour or two to do. The build is based off a model from a mod for Arma 3 called RHS that adds in a lot of vehicles in service today.








The Bradley compared to my Abrams build



6
Gallery / M1A2 Abrams with TUSK systems
« on: May 30, 2015, 05:18:04 AM »
This is a build I've worked on on and off for the past couple of days. It's a mostly to-scale model of the American main battle tank, the M1 Abrams with TUSK systems installed.










feel free to rate x/10. constructive criticism would be good as well. I also plan on making more tanks in the future. They will be posted here when finished.

7
Games / Space Engine
« on: January 08, 2015, 10:51:17 PM »
Space Engine



previous thread

Space Engine, not to be confused with Space Engineers, is a free-roam space simulator that allows you to go literally anywhere in the universe. It uses real data to render objects, and procedurally generates your world after you explore beyond the known universe. There are countless things to explore, such as trillions of stars, millions of galaxies and much more. Any object can be visited and landed on, with terrestrial planets having actual randomly generated terrain.



Capabilities
(information from website)

Quote
• All types of celestial objects are represented: galaxies, nebulae, stars and star clusters, planets and moons, comets and asteroids.
• Known celestial objects are represented using data from the catalogs: galaxies (NGC/IC), stars (HIPPARCOS), star clusters, nebulae, planets (our Solar system data and known extrasolar planets).
• Uncharted regions of space feature procedurally generated objects: galaxies, stars, star clusters, nebulae and planetary systems.
• The observer is free to move around the universe. Transition between any celestial body and any scale occurs seamlessly.
• The observer can move around in space using the WASD keys, like in First Person Shooters. Movement with inertia is made possible in Spacecraft mode or Aircraft mode.
• "Select and fly" autopilot: just click on any object with the mouse and hit the 'G' key to automatically go directly to the object.
• Automatic binding of the observer to a moving object and automatic selection of optimum flight speed.
• Search for celestial objects by name. Search for stars in a radius around you. Scalable map of the Universe and a planetary system browser. Saving locations and autopilot's journal.
• Built-in wiki system with descriptions of many known objects and ability to extend by user. Possibility of renaming and describing of any object, including procedural ones.
• The orbital motion of planets and stars is calculated in real time, with the ability to accelerate, decelerate, or reverse the flow of time.
• Display of orbital paths of celestial objects, their rotation and motion vectors, labels and markers, celestial grid, current selection pointer and user velocity vector.
• Volumetric 3D models of galaxies and nebulae with interstellar dust clouds.
• 3D landscapes of planets and stars: for many solar system bodies actual data from space probes is used; for uncharted and procedural planets the surface is generated procedurally on the GPU.
• The exact model of the Earth's atmosphere (code by Eric Bruneton), adapted for the other planets.
• Lighting effects: lens flares, solar eclipses, shadows of planetary rings. Celestial objects cast light and shadows onto each other.
• Controllable space ships. (alpha)
• Original background music with context-dependent switching of tracks.
• Localization to many languages, with the ability to add new ones.
• Ability to import user addons: models, textures, catalogs.



Screenshots
(hover mouse over images for a short description)









The game is completely free if you want to try it out.

Download

8
Gallery / Artemis Mk. I [IMG HEAVY]
« on: December 30, 2014, 02:21:57 AM »
This is a flying fortress heavily inspired by Fab's Daedalus. I really like his build and felt like making something similar. Features lots of flashing lights!














Built by SphericalCube [7504]

9
Off Topic / Who is in your trust list? v2
« on: September 21, 2014, 01:40:52 AM »
v2 i think?

I don't even know a good portion the people on my list
Code: [Select]
28420 2 Daveman
42059 2 DrumStix
2216 2 Spratti¢us
8060 2 A Twig
26117 2 BurningMercy
36171 2 Eclipse5062
268 2 dUMBELLS
11723 2 Frompy
29341 1 Dragonslayer182
35709 2 Score²
45845 1 lolman909
43991 2 Setro
50366 1 Vlask
39862 1 Sven
26831 2 Sir Spike
76411 2 Seeker918
45790 2 (Shadss)
16851 2 Scott
34911 2 DM-F5 News Radio
38031 2 UnknownDarkness
42772 1 Dragon Girl
34848 2 Kirito
67743 2 Tonkii
30547 1 Gunny Jr
45391 1 ¶©¶©©¶¶©¶©©¶¶©¶©©¶¶©¶©©
12585 1 Spider_
37356 1 HAD²
81968 1 FinnTheHuman88
29131 1 DragonoidSlayer
13649 2 myst
94714 1 ShadowCreed
21488 1 Jakk
1118 2 Plastiware
16558 1 Bester Bageler
1781 2 Xamples
38339 2 logantron0523
23354 2 Waterdemon
45606 1 Muffins
24378 2 Brickitect
26146 2 Xephifre
36590 1 Amir
4785 2 Pacer
79166 1 iOS
28090 2 StreamShark
47265 2 Score²²
5821 2 Blok
39398 2 Ariel253
31129 1 koolhero1
93175 2 Polaris, Gemini
42701 2 Champion108
33559 1 Redey1290
33771 1 Epic Blocklander
20973 2 Super Mario 65
38695 1 spideyboy
47685 2 Ozz73
24280 2 Aoki
132783 2 internetnun
11426 1 Count
37719 2 Basil
47027 1 HomelessGoomba
13959 2 Razolu

10
Gallery / forest landscape thing
« on: September 20, 2014, 01:25:16 AM »
I was bored and built a little forest landscape with a little road running through it using LegoPepper's 16x 4x cubes and Eldorado's RPG trees. The whole thing is inspired by the "Haven" island and the style looks a lot like it.











this took me like an hour (yes i know i am a slow builder)

the whole thing is floating in a 4x4 array of 64x zone cubes



i'm probably going to continue this, but first i wanted to see what everyone thinks of it

11
General Discussion / SphericalCube's Pixel Spell CTF
« on: September 13, 2014, 03:13:01 AM »
SphericalCube's Pixel Spell CTF




Over the past couple of days, I've been working on an arena to be used with Ghille's Pixel Spell weapons. The build will probably be tweaked a bit here and there, but it is pretty much finished.







The floating platforms are a bit difficult to maneuver, but that will be fixed eventually. For now, it's recommended you just quickly tap the keys when moving around on the platforms.



Administration

Admins aren't a problem as of now, but if more are needed, I'll create admin applications.





12
Off Topic / Is this a good gaming PC build?
« on: September 05, 2014, 01:47:25 AM »
If you saw my thread about gaming laptops, you probably know that im looking for a new computer. I've decided not to buy a laptop, so I've come up with a desktop build that is around $715, right on budget for me. If there is any way I could improve this staying lower than about $720 or if I could just get confirmation that this is a good build, that would be great. Peripherals aren't a problem, and I think I have the OS covered as well, so don't bother suggesting anything like that.

       http://pcpartpicker.com/p/Xf7PvK
 ^  ND's build with slightly cheaper RAM ^

        http://pcpartpicker.com/p/3hXLpg
          ^ same build with an Intel CPU ^

I heard Intel processors are better for gaming, is that true?


Edit: I just saw that the computer megathread was bumped. I'll lock this and repost the link in there if need be




It's come down to this

or this

What would be able to run games better?

13
Off Topic / Any good gaming laptops between $700-$900?
« on: September 02, 2014, 11:24:50 PM »
I'm looking for a decent gaming laptop that would be able to run most games at at least high settings. By most games, I mean world of tanks, war thunder, TF2, and other stuff of that sort. I've been looking at the Lenovo y410p recently. It looks like a good machine and has pretty good reviews. Some people say the opposite unfortunately. If this isn't a good purchase, please suggest some other laptops.

no, i don't want a desktop
please don't suggest any unless i ask for some

14
SphericalCube's
Winter Warfare TDM


This is NOT a completed server

This is a project I've been working on recently. It's a TDM set in Russia. The map is based heavily on Arma 2's Chernarus map. Teams will probably be the stereotypical US vs Russia set up, but that may change. I've yet to think of an objective for players, but it will probably end up being either a CTF or capture point conquest. After an objective is determined, I'll probably write up a mini-backstory to explain the conflict.

I don't plan on having any aircraft, but there might end up being a helicopter or something for transport. Both teams will have the same vehicles, which isn't ideal. That may change, but for now, the line-up is

• BTR
• T90
• Some sort of ground transport vehicle, probably a humvee or BluetoothBoy's WIP Marauder vehicle
• Helicopter...?

Also, H&K weapons will be used.

Here are some images of what the build looks like so far:







Enough of the pretty looking pictures, here are some that show parts close up:


                   Unfinished building by radiotower                     The soon to be US base/outpost will probably change a ton, and a lot of stuff will be added




Overview of the entirety of what's built right now (only about 1/5 of the completed map)

brickcount is approximately 10k



Not very much is finished. Pretty much everything that needs to be worked on right now is terrain and trees. If there is anyone who would be willing to help out with terrain and such, that would be great.

There will eventually be one or two towns, another set of hills and other stuff to be determined later.

15
Gallery / What should I add to this howitzer nest?
« on: August 02, 2014, 03:13:08 AM »



It seems a bit empty. What can I add to spruce it up a bit?

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