Author Topic: Bulletdesigner shipyard  (Read 75131 times)

Offline Hobbes

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Re: Bulletdesigner shipyard
« Reply #60 on: January 20, 2017, 10:03:00 pm »


And this is the alien looking at the Osprey

« Last Edit: January 20, 2017, 10:06:42 pm by Hobbes »

Offline bulletdesigner

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Re: Bulletdesigner shipyard
« Reply #61 on: January 21, 2017, 03:24:33 pm »
yeah mcd 39 slip by unoticed   :P and a lot of those


Thks for the shot, i will reaupload corrected asap










all correct now ( still 2x2 units wont go down the ramp dunno)
https://drive.google.com/open?id=0B3EJsib7nOiIZTAzdlhNTkJHbVE
« Last Edit: January 21, 2017, 04:05:05 pm by bulletdesigner »

Offline HelmetHair

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Re: Bulletdesigner shipyard
« Reply #62 on: January 21, 2017, 07:33:45 pm »
This is such excellent work.

Would you consider making a few helicopters? like a UH-1 Huey, Hind, or a Kiowa? I think their cool as hell and there is a distinct lack of helicopters in OXC.

Offline bulletdesigner

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Re: Bulletdesigner shipyard
« Reply #63 on: January 23, 2017, 01:56:41 am »
Would you consider making a few helicopters? like a UH-1 Huey, Hind, or a Kiowa? I think their cool as hell and there is a distinct lack of helicopters in OXC.

maybe down the road , next one will be 40k stormtalon. but if i fall in love with a heli, initially i was planning a Chinook but was no isometric to be found on google, i have isometric attack copters but you rarely seen those in xcom action map

Offline HelmetHair

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Re: Bulletdesigner shipyard
« Reply #64 on: January 24, 2017, 05:18:13 pm »
maybe down the road , next one will be 40k stormtalon. but if i fall in love with a heli, initially i was planning a Chinook but was no isometric to be found on google, i have isometric attack copters but you rarely seen those in xcom action map


lol 40K  :)

Offline Hobbes

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Re: Bulletdesigner shipyard
« Reply #65 on: January 24, 2017, 07:25:34 pm »
all correct now ( still 2x2 units wont go down the ramp dunno)

On the PLANE3.MCD file change the BigWall:33 setting to 0 and that fixes the issue. Don't ask my why it works on the Skyranger with that setting activated because I have no idea :)

One thing I noticed is that you haven't defined the .RMP route nodes for the Osprey. You want me to do them?

Offline bulletdesigner

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Re: Bulletdesigner shipyard
« Reply #66 on: January 24, 2017, 08:43:11 pm »
On the PLANE3.MCD file change the BigWall:33 setting to 0 and that fixes the issue. Don't ask my why it works on the Skyranger with that setting activated because I have no idea :)

One thing I noticed is that you haven't defined the .RMP route nodes for the Osprey. You want me to do them?

ho i see, i thougt about that bigwall issue, but i check back in plane.mcd and copy it to dismiss trouble

sure help is always appreciated !

Offline Hobbes

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Re: Bulletdesigner shipyard
« Reply #67 on: January 24, 2017, 10:18:15 pm »
ho i see, i thougt about that bigwall issue, but i check back in plane.mcd and copy it to dismiss trouble

sure help is always appreciated !

Yeah, I first checked PLANE.MCD and noticed it also had BigWall so I initially dismissed it. But then I decided to try to send a Reaper up the ramp and it was able to climb the first and second parts of the ramp so the issue had to be with the 3rd part. However, I have no idea why BigWall is used so this *solution* might have unintended consequences, although both the Avenger/Lighting don't use BigWall either.

I've attached the .RMP file to this post

Offline bulletdesigner

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Re: Bulletdesigner shipyard
« Reply #68 on: January 26, 2017, 10:24:33 pm »
thks hobbes

meanwhile i made my best work yet

only 18 mcd with full interior on all blocks

Offline HelmetHair

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Re: Bulletdesigner shipyard
« Reply #69 on: January 28, 2017, 06:53:42 pm »
Looking good so far :) Seeing this stuff is really exciting for me.

Offline Thirsk

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Re: Bulletdesigner shipyard
« Reply #70 on: January 28, 2017, 10:41:07 pm »
These. Ships. Are. Awesome... Keep up the good work!

Sent from my SM-N910F using Tapatalk


Offline Thirsk

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Re: Bulletdesigner shipyard
« Reply #71 on: January 31, 2017, 03:39:22 pm »
Plane 4 seems to have a bad node #0...which is a shame since it looks amazing! Can anyone fix it?

Offline bulletdesigner

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Re: Bulletdesigner shipyard
« Reply #72 on: February 01, 2017, 02:05:20 am »

Plane 4 seems to have a bad node #0...which is a shame since it looks amazing! Can anyone fix it?
i´ve corrected the routes of plane 3 4 5 try it now
https://drive.google.com/open?id=0B3EJsib7nOiIZTAzdlhNTkJHbVE

Offline Thirsk

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Re: Bulletdesigner shipyard
« Reply #73 on: February 01, 2017, 02:19:20 am »
i´ve corrected the routes of plane 3 4 5 try it now
https://drive.google.com/open?id=0B3EJsib7nOiIZTAzdlhNTkJHbVE

Thanks but unfortunately it's still showing the errors. If it helps this is what the log reads:

Bad node in RMP file: ROUTES/PLANE3.RMP Node #0 is outside map boundaries at X:5 Y:252 Z:251. Culling Node.
Bad node in RMP file: ROUTES/PLANE4.RMP Node #0 is outside map boundaries at X:5 Y:252 Z:251. Culling Node.
Bad node in RMP file: ROUTES/PLANE5.RMP Node #0 is outside map boundaries at X:5 Y:252 Z:251. Culling Node.

EDIT: Is there any way to hide these map error warnings? I don't mind playing with the errors, except the warning display is very distracting...
« Last Edit: February 01, 2017, 05:05:43 am by Thirsk »

Offline bulletdesigner

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Re: Bulletdesigner shipyard
« Reply #74 on: February 01, 2017, 12:08:39 pm »
ho i see there is a node outside the boundaries witch i cant see in mapview ! try this time i´ve replaced the rmp by the plane 2 and did the xcom node again
https://drive.google.com/open?id=0B3EJsib7nOiIZTAzdlhNTkJHbVE