Super Etendard Flight Animation Teaser
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Super Etendard Flight Animation Teaser
[CENTER]
https://www.youtube.com/watch?v=BaIOrH44P-U[/CENTER]
Small Teaser Animation of the new (WIP) Super Etendard for Project Reality: Falklands. All moving parts "should" work more or less the same ingame as they do in this video once the model is fully exported and coded
Model By anantdeathhawk & [R-DEV]Rhino
Music By Submox for Project Reality.
https://www.youtube.com/watch?v=BaIOrH44P-U[/CENTER]
Small Teaser Animation of the new (WIP) Super Etendard for Project Reality: Falklands. All moving parts "should" work more or less the same ingame as they do in this video once the model is fully exported and coded
Model By anantdeathhawk & [R-DEV]Rhino
Music By Submox for Project Reality.
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hehe, I like tanks too, the problem with making tank interiors is you need to make them for all the tanks and re-export them all to do that too tanksPsyko;bt10895 wrote:Why cant you be this excited for tanks in pr Rhino? i have been dying to see tank interiors since the mod was in huggies!
But that tail hook is super sweet though. You're a good chap.
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Cheers guys
We could try looking again at putting in a tiny bit of reverse thrust when going into reverse thrust mode, as per vBF2 but nothing like as extreme, but there is no way, that I know of at least, to have the air brakes apply actual drag on the aircraft when extended in BF2.
EDIT: we are looking into new possible methods now you've brought it up to see if we can do anything decent since having them work would be nice
Currently, the way we do them on other aircraft is only as a visual effect when going into reverse thrust (ie, press S on k/b), which other than the Harrier, does nothing right now on other jets other than extends the air brakes.CG-Delta;bt10901 wrote:Will airbrake be functional in the flight model? It looks sweet by the way. We all owe you Rhino
We could try looking again at putting in a tiny bit of reverse thrust when going into reverse thrust mode, as per vBF2 but nothing like as extreme, but there is no way, that I know of at least, to have the air brakes apply actual drag on the aircraft when extended in BF2.
EDIT: we are looking into new possible methods now you've brought it up to see if we can do anything decent since having them work would be nice
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Ye, there have been multiple topics about it and I'm well aware it is not everyone's cup of tea. But as I've said before there are lots I intend to improve on the main map as well as not to mention the other maps too.Mouthpiece;bt10906 wrote:Rhino, I really appreciate all the work you have done and are doing. But it's the sad truth - Falklands just isn't really embraced by the community as we don't have strong SL's and leaders that impact the gameplay in a way that makes this map strategically and tactically enjoyable.
This is also not forgetting with the addition of the Frigate, and all the other elements it will bring will add a totally new gameplay dimension to the mod/game that can't be found anywhere else (closest you will find to its gameplay will be BF1942 but still, far off being WW2 instead of '82 etc) and while the Infantry gameplay on the map will never be as good as you can find on other maps, this map isn't just about that, it is about the total combined arms of currently the jets and infantry, but in the future naval power too, all working togehter with hardly any armour etc, something that can't really be found on other maps.
So ye, while this map will probably never win over the die-hard infantry fans who only want CQB infantry vs infantry fighting and why they spend most of their time playing Fallujah, I do think that the majority of our playerbase will like the finished article of this map, even thou I never expect it to be played anything like as Muttrah or Fallujah.
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cool . but why u work on stuff that no one see or need .
in dog fight i can careless if enemys jet wings move .
and as inf i cant see it anyway
in dog fight i can careless if enemys jet wings move .
and as inf i cant see it anyway
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While yes, one could argue that having all these moving parts is pretty pointless, but if they where not there, your subconscious would scream something is wrong to you, even thou you may not consciously notice the flaps moving on a jet your pursuing as it turns ingame, if they didn't, you would notice and feel something was totally wrong, even if you couldn't consciously put a finger on it.sunshine2241991;bt10911 wrote:cool . but why u work on stuff that no one see or need .
in dog fight i can careless if enemys jet wings move .
and as inf i cant see it anyway
As for a gameplay POV, some of these moving parts are pretty critical to seeing what your enemy plane is up to, for example, the air brakes extending signals if tom cruise is trying his "super 1337 top gun tactics" on you and all the moving parts respond to what the player is doing and being able to read them can give you an edge in combat, or just help to see if the jet is coming in to land or w/e.
Making the whole flight animation and video was tbh the biggest waste of time if you are talking about actual productivity but I did that mainly for fun and to learn a bit more about animation in general. Although saying that did help a lot to code all the moving parts as was quicker to animate them in max then take all that data from the animation and port it into the code than doing trial and error coding to get all the moving parts to sync up etc. What would normally take a few days work to code all the landing gear code to sync up, only took a few hrs as a result of this work so overall, I probably didn't spend that much longer than I would have doing the old trial and error method of coding the landing gears etc and also you guys got a little teaser video out of it too so win win I would say
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