Would anybody actually like to make Genos a real game?

Just letting you guys know that the project is still in the works. Feveth was moving house/flat/whatever which explains lack of work on the game recently.

So… what about my models…

I tried to see them but I didn’t have DX9. I’ll try again later.

Wow, those are some nice models Al3xand3r. You didn’t honestly make those in Milkshape though, right??? Definatly some nice modeling skills you have there.

Well anyway if this project does take off, I could do some animations for it. I have some decent animation skills, and I’ve also done quite a bit of animation in Milkshape for a Half-life mod.

Yes everything was done in Milkshape 3D. I’ve given up modelling and these weren’t done in a try to make something as good as I possibly can, just simple-ish things that didn’t require much time cos I don’t have much of that nowadays…

Here’s my last serious Work In Progress before giving up on modelling…just to show what milkshape3D can do if used with patience (too much patience even for me, that’s why it wasn’t finished lol :P) I think I did this like a year ago lol… I hadn’t modelled again until I started these Panzer-ish things…

foxycat.notepadhax.com/Temp/Contest.html

Oh and just to avoid sounding cocky, I’m aware of all the anatomical and porportion problems with it, still things of this kind of detail aren’t seen much from milkshape users (though some ppl I know can work with it amazingly and nothing I’ve done so far even comes close) and this is what I’m showing now…

PS: What’s going on with Genos or whatever the name will be guys/gals :slight_smile:

I was planning my mod for Half Life 2 and I thought of this topic…

So is this a Panzer Dragoon mod that you’re planning, Gehn?

Heh, a Panzer Dragoon mod for Half-life 2…sounds interesting, I could do animations if the project ever takes off (assuming I get a hang of the animation program by then…)

Well Solo,no.Not necesserilly anyways.I have a project for my HL2 mod (since all I can do right now is plan things : I don’t have the SDK yet).

But building a PD mod is another possibility.It wouldn’t have to be MY mod.I’m just throwing here the sugesting.

The plans all done before could be applied to a the Half Life 2 engine to simplify some aspects in development.

To me a PD fan agme will always be a good project.And I’m up for one anytime anywhere.It really just is a matter of skillz.I’m not much of a coder but I have some basis.

I’m currently in study of some arts of development.I know a bit of level design already, and I’m venturing on modelling exploring some software.I’m trying Milkshape right now for example.I want to get familiar with the HL2 prodution kit tools too.IN a week or so Ill get a new computer which will hopefully by THE bomb.(this depends on my fathers mood;he did mention he wanted a new computer…)

Solis:If we start something you are of course welcome.

PS:No I don’t own a computer of my own :anjou_disappointment:

Very cool, the Source engine would be great in making a PD related game/mod.

Imagine a PD game made in Source (drools).

Hmm…

Would the PD world work in the Source Engine though.

Think about it, the float engines for the Empire’s vessles defy the laws of physics that are upheld in the Source engine.

[quote=“Ques”]Hmm…

Would the PD world work in the Source Engine though.

Think about it, the float engines for the Empire’s vessles defy the laws of physics that are upheld in the Source engine.[/quote]

That doesn’t mean you can’t make objects that defy them. I’m not very far in HL2, but I’ve already seen hovercraft.

As far as a mod goes, I’d love to get in on that, but unfortunately my computer can barely play HL2 as is. Bah, looks like it may be time for an upgrade.

An engine is just that, and engine. It is capable of doing anything your are creative enough to imagine. If you make a mod it does not have to follow HL2’s parameters.

Like Bluefoot said there are hovercraft, which I assume he means are the bots that take your pictures and those can fly anywhere. So just increase their size and you have yourself an airship.

With games that are MOD friendly (Half-Life, Unreal Tournament) you can pretty much do anything. I’ve seen a rally game in the original Half-Life and a soccer simulator for UT 2004. Anything really is possible.

Thanks for the info. I was told the game works on real world physics that’s why I had my doupts.

As for the HoverCrafts in Half-Life 2, there is no mistry to them. I’ve seen the E3 footage and its obvious on how it works as I can hear the fans in it working on the same idea as the helicopter.

imagines the floating grace of the ancient engines reworked with helicopter rotors inside

please don’t :anjou_wow:

Uh… don’t expect that level of ‘real world physics’ mate… The ‘fans’ are simply an animation, the model could fly without it too… The sounds of the ‘fans’ are ‘added on’ as well, it’s not actual sound generated by the motion of the ‘blades’… So, what you hear in the ‘hovercrafts’ is not ‘hidden fans’ to allow them to fly, it’s simply some machinery noise the developers chose to ‘bind’ on them… It could just as well be without… It will take a long long long long long long long long … long time to get ‘real world’ physics simulation on the level you seem to think HL2 does it on…

I was aware of that since I modded BF1942 for a while.
But even though it’s just a simulation it simulates rotor blades.
I guess the ancient engines work more like a baloon or zeppelin. But even then I thought it was not possible to tilt or roll the ancient engines like a zeppelin does.

A graceful movement like the ancient engines could not be achieved with the BF vehicle physics, I doubt it will be easy with HL2.

I always imagined a fight between a secret prototype black fleet fighter with a standard class imperial ship like an enforcer.
You could fly through the ship (between the engines and the main hull). If enough damage was done one or two of the supporting cables would snap and fly through the air like dead snakes while the main structure would swing wildly and soldiers were thrown overboard…

I always thought the PD games had too less interaction with the level itself. I think colleteral damage gives a better understanding of the forces that are into play.

Yeah, I was directing that to Ques, not to your joke about the engines, you replied before me tho…

But, as I said, the rotor blades are simply an animation, the ‘helicopter entiity’ would fly just as good even if they hadn’t bothered to do an animation or even any rotor blades at all or even if the helicopter was replaced by a rock model… They may have created something that behaves like something that has a rotor blade but I’d call it an emulation, not a simulation (and I may still be using the wrong word here, I’m not that good in english). The result appears similar but the mechanics are totally different…

Well, if it was achieved in the primitive game engines of the games themselves then it’s propably not too hard to do for an experienced programmer… The various combine crafts of HL2 move quite gracefully/fluidly… The gunships and dropships I mean.

Plus, there ARE things that hover in HL2 which have no sort of rotor or propellor or anything, so unless the dev team has managed to discover antigravity technology without anyone noticing, I have a feeling they’re cheating a little on the whole real-world physics thing. (this is in addition to everything Al3x has said).

I don’t know a whole lot about modding in general, or modding half-life 2, but I would think a scenario like what KFC is saying might not be totally impossible. You’d just set the actual float engine up with whatever magical antigravity code they have on all the other floaty stuff in the game, and then make everything else hanging off of it (the cables, the deck, crew etcetera) subject to the real-world physics. Make the cables destructible, and bam, there you go. You might not be able to make it an independant enemy, but I’m sure you could set up some nifty scripted battles involving the thing (similar to the boat-helecopter chase near the start of the game). It’d be really cool if you could land on it.

I just ordered some more memory, so if that speeds things up enough I may start looking into this stuff. Assuming I’m not totally buried by classes next semester.

Well, if it was achieved in the primitive game engines of the games themselves then it’s propably not too hard to do for an experienced programmer…<<

good point- float engine battleships in PD just hang in the air with a little hard-coded bounce- something like that is pretty easy- it wouldn’t have to go through the physics engine at all …