CG PFlow Driven Space Battle - Any Help Appreciated


#61

cool…
is there a job for me?:bounce:


#62

dodo3d: I’m sure there’s probably a job for everyone! :wink: Anyway, I checked out some of your threads and it looks like modeling is where your focus is. If i’m correct on this, then we could use you whereever you’d like to be used. We have modifications and improvements that can always be made on either of the offense/defense ships. Also, we have that fighter ship that needs finishing. Since i’ve gotten back to the AI scripting of the technology, I haven’t been able to focus much time on the fighter model, so if you would like to take a stab at that, you can find me online or email me (cryptite@gmail.com) and i’ll send you the scene file. I’ve upgraded to max 7, so if you have that you can open it. Otherwise, I think I could probably export the ship itself to .3ds format and you should be able to access it. Glad to have you on board!


#63

I’ve decided to give an update on the PFlow AI technology every once in awhile that will provide a bulleted list of changes/additions/improvements/WIP’s that are added to the engine. This way everyone viewing this thread can see how the engine is coming along. The updates are few this go around, but there are many more on the way!

-PFlow Space Battle Engine (Not Yet Named) v.0.1-

Updates - 6.28.05

[ul]
[li]Keep Apart Operators added to the ship groups to, as the operator name says, keep the ships from interpenetrating each other [/li][li]Bullet firing is being tied into a new spawn operator (WIP) to adjust the bullet firing speeds etc. [/li][li]3 different death animations created. System will choose between the 3 at random when a ship gets killed. Soon to be implemented. [/li][/ul]


#64

Sounds cool. Just letting you know I am keeping an eye (well, two actually) on the topic. Obviously the project isn’t ready for me to come in just yet, but when it is I will be here. Good luck everyone.

-Chris


#65

ok I had send u a mail…
waiting for ur respond


#66

hi guys, good work, especially with the scripting :slight_smile:
I would like to participate since I need to improve my mecha modeling skills, but I don´t know how much time I have to spare at the moment :frowning:
I´ll keep in touch if I get some free time(and if you need some more help)! if not, keep up the good work!


#67

-ChrisBG: Yeah, its early for you; but i’m glad your still around. Watching this unfold should be nothing short of pulse pounding on your end ;).

-dodo3d: Got it, and replied. You have the defense fighter model on your hands now.

-bedlam: We won’t turn you down; I can always relate to not having enough time for stuff. So just feel free to watch and pitch in whenever you can spare some time. Just let us know.

-Situational Report-
It has come to our attention that we are really in need of Concept Artists before we can continue much further in the modeling aspect of this project. If you’re interested and a willing Concept Artists we would love to have you! Until then, the scripting of the engine can continue, and we can always fall back and improve on our current ship designs, but we really need some sketches before trying to tackle new ships.

On the final note, I have redone the 1st thread again to incorporate our now growing team of artists and needs. Thanks guys!


#68

Not much been goin on in this thread, but there has been background work that’s been constantly going on. On my end, i’ve reached a few impasses in the scripting of the engine that i’ve been so far unable to break through given i’m still a beginniner at MAXscript. Graphically, however, I’ve been slapping on some graphics for the simulations of the fights just to see what one might look like without the dots and circles and triangles representing everything. Here’s a couple pics. The two are frames from one of the explosions (PFlow, mind you) for when ships are hit.


#69

If you need any help with music, I could help too. You can hear some of my music at :

www.seanbeeson.com/mp3s/wimpy.html

If you need some additional scoring Chris, I could help you.

Sean


#70

-filmcomposer I read up on your site and listened to some of your music and i’m very impressed! Great stuff you’ve got on there. I even noticed you did some work for Dastoli Digital. I happen to have seen several films of theirs they’ve advertised for on theforce.net.

We’d be glad to have you. If you’d like to start working on the project a little now I can give you a kind of idea what music i picture for this scene. I’m really into drum sequences. They’re often found in japanese movies (such as the relatively new Jet Li movie Hero). I’m thinking of mostly a drum set for the battle sequences with anything else cool you can expand on. You’re the creative muses here guys so i’ll let you muse away! Glad to have you on board.


#71

Hey sean. I haven’t talked to you in a while. Welcome aboard.

Indeed your music is very good and it will be great to have you on the team.

-Chris


#72

hi everyone and welcome for the new members
this my latest update
(still under const)


#73

Not bad tony, you’ll have to make some changes to it so it’ll both look closer to the design of the defense ships as well as keeping it away from the concept your working off of. Keep it up though.

On another note I’d like to officially welcome filmcomposer to our project who will be helping write the music along ChrisBG, and our first Concept Artist, Tenebrious. Welcome to the project guys!


#74

welcome guys
and I will do like what u said tom


#75

hi again this is my latest updates

wires


#76

I like what you’ve done with the engines there, Tony. Keep it up.

It seems the project is finally starting to pick up some more members. I’d like to welcome virtualmic to the program who will be working on the AI Engine alongside myself. Now instea of flailing around by myself in maxscript, I can flail with someone else ;).


#77

Hey,

Yup… I am very much here… :smiley:

sA


#78

welcome virtualmic :twisted:

okay Tom what is the next stage should I texture it or is there another changes ??


#79

the best: There are still alot of changes and additions that need to be made to the ship, yet. At the moment, aside from the engines, the ship looks pretty much exactly like the concept you were working off of. We need to change it more so that it looks somewhat closer to the original design style of the battleship. We also need more details on it because its still very low-poly. The ship still needs guns, and more detailed engines… Keep working on it though!


#80

I know that it looks very close
I said I will texture it because the texture is going to give it the look of our ship
what do u think ??