View Full Version : [VEHICLE] Noderunner Mk.2
WickedPenguin
10-07-2007, 01:18 PM
Well, I've been dropping hints on a vehicle I've been working on, and here it is:
Noderunner Mk.2
Type: Quick strike vehicle
Status/Version: Texturing / Normal Mapping Stage
Compatibility: UT3
Weapons:
* Driver - Primary: Plasma guns / Alt-Fire: Anti-Air Missiles
* Gunner - Primary: Turret / Alt-Fire: Zoom
Concept: I decided to create a new version of my Noderunner, the first original vehicle created for UT2004. Not a simple port, I've completely redesigned it from the ground-up.
The mission is the same: go fast, strike fast. Its relatively heavy weapons loadout is balanced by low armor, meaning that it is best used for high-speed transport and hit-and-run operations. With additional firepower provided by the second crewman, you can provide support where your team needs it, when they need it.
Design: While the original Noderunner looked "okay" for what it was, I've learned a lot in the years since then and wanted to create something more substantial that still fit within the concept. Instead of a speeder bike-type vehicle, the new version is more robust while still being compact. It also will feature animations for the different components, such as animated thrust reversers and a rotary missile launcher.
Latest Images:
October 23: Getting to close to completion on the main fuselage texture. Most of the weathering is in place along with the specular, emissive, and normal maps. Here's the most recent image:
http://www.wickedpenguin.com/ue3/images/nr2/NR2_Ued01-6.jpg
Earlier Images:
October 19: The work on the textures continues. Here you see the Emissive layers in action for the "Red" team. I've also been redesigning the gunner's turret (this shot still shows the old one) to make it tie in a bit better with the UT-verse. In addition, I've been studying the existing vehicles. It looks like I'll need a damaged skin for the NR2 as well.
http://www.wickedpenguin.com/ue3/images/nr2/NR2_Ued01-5.jpg
October 13: Been working a lot on the specular maps and tweaking the normal map a bit more, plus adding more and more detail. I've been trying to get the HUD texture setup properly, but for some reason I can't figure out how to import a texture with Alpha. [Scratches Head] In Ued3.0 it was dead easy, but no matter what, in the Roboblitz editor it won't take! I might start another post on it to see if I can get some help.
http://www.wickedpenguin.com/ue3/images/nr2/NR2_Ued01-3.jpg
October 11: Latest updates, now in the Unreal Editor with a complete normal map and very early texturing.
http://www.wickedpenguin.com/ue3/images/nr2/NR2_Ued01-2.jpg
October 8: Here's an overview with partial normal mapping on the fuselage (turret and missile launcher are separate models):
http://www.wickedpenguin.com/ue3/images/nr2/nr2_normal05.jpg
Cockpit view: The HUD and left/right displays will have animated textures. If I can align it properly, the HUD will also function as a gunsight. In an ideal world, I'd like to display the speed of the machine on one of the displays using a scripted texture, but we'll see how far I can get with that.
And just for a bit of nostalgia, the original NR::p
http://ut2004.wickedpenguin.com/images/NR_Final_1-1.jpg
http://www.utvehicles.com/UTVPacks/utvpack1img/NR01.jpg
geodav
10-07-2007, 01:39 PM
nice looking vehicle there, sounds like you've got it planned to the T.
Alucard
10-07-2007, 01:54 PM
Its looking great, keep it up! I remember playing around with the original NR a few times, it was pretty nice!
XenonG
10-07-2007, 11:07 PM
I remember the Fireblade, when will it come out of Beta? ROFLMAO, just joking.
Looks nice!
I just hope it won't drag down weaker GPUs :)
WickedPenguin
10-08-2007, 11:02 AM
Thanks for the responses guys. :) I'm plugging away at it today. Hopefully I'll have the normal maps done today or tomorrow so I can move on to the colors and textures. Then it's on to completing the gun turret and rocket launcher, including final model and animation.
I remember the Fireblade, when will it come out of Beta? ROFLMAO, just joking.
Here you go, LOL. I tried to post it on ModDB eons ago and it never "took". Oh well...
http://ut2004.wickedpenguin.com/files/Fireblade.rar
Looks nice!
I just hope it won't drag down weaker GPUs :)
I don't think it'll have any signifigant impact. The finished model - fuselage, turrets, missile launcher - is about 5000 triangles, less than the UT2004 Hellbender. I don't know if normal maps affect the "weight" at all but the normal map here is far less complex than the character normal maps.
EddyVercetti
10-08-2007, 05:23 PM
Your model of the Noderunner is way better than the original.
XenonG
10-09-2007, 12:27 PM
Thanks for the Download link for Fireblade, lol.
A_FUDGECAKE
10-09-2007, 05:32 PM
keep that up man
WickedPenguin
10-12-2007, 01:58 AM
Latest updates, now in the Unreal Editor with a complete normal map and very early texturing.
http://www.wickedpenguin.com/ue3/images/nr2/NR2_Ued01-1.jpg
http://www.wickedpenguin.com/ue3/images/nr2/NR2_Ued01-2.jpg
XenonG
10-12-2007, 06:29 AM
Wow, this looks pretty good, shaping up really nicely. Can't wait to run it around Torlan2, lol. :P
Cool reverse thruster feature!
ROS_DukeMaster
10-12-2007, 08:29 AM
Hey Wicked We at work loved the Flak Rat and Node Runners I am looking forward to UT3 Node Runner, looks sweet.
http://www.planetmartins.com/ut2k4/wicked1.jpg
http://www.planetmartins.com/ut2k4/wicked2.jpg
ROS_DukeMaster
10-12-2007, 08:34 AM
1 more for old times sake.
http://www.planetmartins.com/ut2k4/hammer.jpg
WickedPenguin
10-12-2007, 04:44 PM
Hey Wicked We at work loved the Flak Rat and Node Runners I am looking forward to UT3 Node Runner, looks sweet.
Wow, that's so cool. I'm glad you guys enjoyed them. :)
The UT3 NR should be pretty similar to the original in terms of speed and performance. Like the original NR, I'm using it as a "prototype" so I can wrap my head around the design process in the new engine. Should be fun! :P
{SAP}THEEDGE
10-13-2007, 06:50 PM
We still use the original noderunner on our UT2004 VCTF server. Can't wait to get this as the first piece of the puzzle to recreate our VCTF server for UT3!
Keep up the great work!
KellyPratt
10-14-2007, 03:57 PM
looks cool. I'm sure the application of it is cool & fun.
There is nothing giving it the impression of being able to hover or fly however.
There's not even room in it for a controversial engine.
Model how it is given flying ability or no company will ever
consider it a serious model.
Great modelling here don't get me wrong.
The concept is flawed is all.
:nudge:nudge:
Just my 2 cents is all.
Chienne
10-14-2007, 05:40 PM
all looks great, keep it up
WickedPenguin
10-14-2007, 10:24 PM
looks cool. I'm sure the application of it is cool & fun.
There is nothing giving it the impression of being able to hover or fly however.
There's not even room in it for a controversial engine.
Model how it is given flying ability or no company will ever
consider it a serious model.
Great modelling here don't get me wrong.
The concept is flawed is all.
:nudge:nudge:
Just my 2 cents is all.
I appreciate the comments. Actually that was addressed long ago when I was first designing the machine. I just haven't shown the underside of the Noderunner fuselage yet.
(Ignore the incomplete texture and reversed normals on the right wing, LOL)
http://www.wickedpenguin.com/ue3/images/nr2/NR2_Ued01-4.jpg
The basic function of the Noderunner propulsion and lift system is as follows:
To achieve hovering and vertical flight, the Noderunner twin turbofan engines divert around 80% of their fan bleed air output to four under-fuselage vent systems. The vents are located in the main wing as well as the forward sections of the cannon sponsons. This action provides a direct downward force to raise the craft off the ground and clear of obstacles up to 5 feet high.
The remaining 20% of the first stage fan output is sent through to the compressor stage, and used to provide forward thrust. While still only 20% of available jet thrust, it is sufficient to propel the Noderunner to a speed where the stub wings and forward canard begin generating lift. As the wings generate more lift, more and more of the engine bleed air is routed to the compressor to provide ever-increasing thrust. Given the amount of power the engines produce, the transition from vented thrust to actual wing-generated lift takes moments as the Noderunner accelerates.
While the wings are not large enough - nor designed for - sustained high-altitude flight, they provide more than enough lift for operating the aircraft within 10-20 feet of the ground. This is based off the "Wing in Ground Effect" principle, which has been used in numerous prototype aircraft (Google "Caspian Sea Monster" for the extreme example). In short, when an aircraft flies close to the ground the airflow from the wings creates a cushion of air and thus increases lift. This enables a craft with proportionally larger wings to fly slower closer to the ground without stalling, or - in the case of the Noderunner - a craft with proportionally smaller wings to fly as long as a higher speed is maintained. Longitudinal stability is provided by small vertical fins.
To assist with stability, the Noderunner center of gravity is directly behind the forward cockpit. The weight of the rotary missile launcher aft is offset by the heavy weight of the battery cells which power the forward laser cannons (these are located in the sponsons on either side of the cockpit). The mass of the relatively lightweight turbofan engines are counterbalanced by the necessarily long and heavy laser cannon barrels and muzzle cooling systems. The end result is a craft that is highly balanced and easy to control through all performance regimes.
----------------
I'm actually pretty familiar with aerodynamics. I'm a private pilot and an air traffic controller, and grew up around the airline industry and aircraft. I also keep up with a lot of the aviation and science publications out there to see what the newest technology is. While I realize that games and movies have to stretch the truth for entertainment, I much prefer sci-fi and action designers to maintain a degree of plausibility in what they create.
I recall a statement from a Star Wars Prequel Trilogy designer talking about vehicle design. I can't find the exact quote, but in describing Obi Wan's airspeeder from Episode II, he said something to the affect of: "I don't wonder how something I designed is built in its factory and I don't care how it works. I just design it."
I don't adhere to that school of thought. I like to know how things work. That's why I prefer functional designs - like the Aliens Dropship and APC - versus "fantastical" designs that have no realistic grounding. Have fun with the design and make it cool, but at the same time, if someone asks "how" have a reasonable answer that doesn't sound like total technobabble B.S.. :D
OpenLaszlo
10-18-2007, 11:10 PM
Looks fantastic! Can't wait to see it in action in UT3!
Stunt
10-18-2007, 11:21 PM
That is gorgeous.
We will be able to use this on the PLAYSTATION 3 version, right?
WickedPenguin
10-19-2007, 10:19 PM
October 19: The work on the textures continues. Here you see the Emissive layers in action for the "Red" team. I've also been redesigning the gunner's turret (this shot still shows the old one) to make it tie in a bit better with the UT-verse. In addition, I've been studying the existing vehicles. It looks like I'll need a damaged skin for the NR2 as well.
http://www.wickedpenguin.com/ue3/images/nr2/NR2_Ued01-5.jpg
That is gorgeous.
We will be able to use this on the PLAYSTATION 3 version, right?
Thanks!! According to Epic, mods should be cross-compatible between the PC and PS3. The question mark is delivery: can you just download them from the internet like a regular file on a PC and install it, or will there be some kind of "mod mall" where PS3 users can browse for mods?
Considering how current UT3 vehicles appear to take localised damage, depending on where they're being hit, would it be possible to script the sponsons connectors to snap after a certain amount of localised damage?
If done right, this could also be used to restrict top speeds, maneouvreability and acceleration.
I'm not sure if that's possible though
WickedPenguin
10-23-2007, 11:56 AM
Latest update:
http://www.wickedpenguin.com/ue3/images/nr2/NR2_Ued01-6.jpg
Omnes Vulnerant
10-23-2007, 02:22 PM
Looking nice there :)
{SAP}THEEDGE
10-23-2007, 08:03 PM
Damn....that looks good! What are you using for the modeling and texturing? Maya, 3DSMAX ????
Are you doing the textures in photoshop?
Felerian01
10-23-2007, 08:40 PM
Very nice looking!
RESPECT!
Caravaggio
10-23-2007, 09:57 PM
Very nice.
There's a little tex stretching here and there, like you used a cube projection or something. But it won't be a big deal in-game.
How is damage handled? I presumed they were just decals on the vehicle - or do you have to make a whole new skin?
WickedPenguin
10-24-2007, 12:40 AM
Damn....that looks good! What are you using for the modeling and texturing? Maya, 3DSMAX ????
Are you doing the textures in photoshop?
Thanks! I'm using the following:
* Maya 6.0 (ye olde skoole)
* Photoshop 7 (olde skoole again)
* CrazyBump beta
* Roboblitz's Unreal Editor
* Wacom Intuous 2 Graphics tablet
I'll probably be making my own sounds for it too, and for that I'll be using:
* Sound Forge
* Cakewalk Sonar
Very nice.
There's a little tex stretching here and there, like you used a cube projection or something. But it won't be a big deal in-game.
How is damage handled? I presumed they were just decals on the vehicle - or do you have to make a whole new skin?
There's no cube projection on there, just some specularity to give it a metallic shine. I'm going to tone it back on some areas (it's a cloth seat, not a naugahyde one, LOL). Could you point out which areas seem to have some stretching? I'd like to fix that.
As far as the damage modelling, it's hard to tell how they do it. There's definitely texture replacement, fading, or overlays. In viewing the game in wireframe, parts of the mesh are also replaced. However, I'm not certain if they replace the entire mesh, just certain parts of it, or if it's some kind of animation trickery. I also can't view the demo's vehicle packages inside the Roboblitz Editor (completely crashes out) so I can't sneak a peek at their meshes.
I'll probably be making my own sounds for it too, and for that I'll be using:
* Sound Forge
* Cakewalk SonarLet me know if you'd like to off-load the sounds to me; I'm pretty good at it, & even program synths/effects via SynthMaker (sounds/music is basically the main reason for me getting back into UT).
{SAP}THEEDGE
10-24-2007, 08:21 AM
Wow...new sounds! I can't believe they didn't even change the startup sound of the goliath in the demo. I hope they change and update all the sounds in the official release...
Serenity
10-24-2007, 02:18 PM
O.K. Where and how do you create those vehicles? Please some kind of tutorial.
WickedPenguin
10-24-2007, 05:46 PM
I learned originally via the UT2004 DVD version, which had a pretty comprehensive video tutorial series on making a wheeled vehicle. I also had a lot of community help on the original Noderunner, which was my first vehicle. It really got me on my way as far as UV-mapping and code ("Word up" to MrEvil and BigCheese if they're still around). After the Noderunner, I had enough of a foundation to tackle other projects and experiment a lot with different code and animations.
The two most important things to have as far as vehicle design are:
1) A mission. Every vehicle ever designed in the real world was built for a purpose. The mission drives the look, performance, and the features of the vehicle. A fighter jet will be small, nimble, and armed with light weapons. A ground attack plane will be slower and heavier, but more heavily armed. One good method is basing your vehicle off of a real-world equivalent. For instance, the Fireblade was similar in mission to the AH-64 Apache helicopter or A-10 Warthog. The FB looks nothing like the Apache or Warthog, but it looks and flies like it fulfills their mission.
2) A plan. Once you have your mission and your basic design, you need to get a plan in order to execute it. Put together a workflow chart or outline and stick to it.
Here's my plan of attack for the NR2, just to give a general idea of the workflow. This is all based on the assumption that the UT3 vehicle process is similar to the UT2004 workflow, but with more detail and capabilities added (normal maps, damage modelling).
1. Concept sketch (done in my sketchbook).
2. Basic modelling of the fuselage in Maya.
3. Model refinement.
4. UV-mapping and optimization.
5. Normal mapping.
6. Specular texture.
7. Color texture.
8. Weathering effects.
9. Emissive textures (headlights, controls, etc.)
10. Texture animation (animated lights, cockpit screens, etc.)
11. Skeleton and skinning.
12. Animation clips (thrust reversers, weapon animations)
13. Export skeletal mesh and clips to UT-compatible formats.
14. Create "exploded" version.
// Everything below relies on having the Unreal Editor and access to the source code.
15. Export the UT3 code and analyze how the Manta is operated. Analyze the damage process.
16. Get the drivable NR2 skeletal mesh functioning with the Manta code without any weapons (the Manta is the closest equivalent, so it's a good starting point).
17. Add on the NR2 weapon systems. Position players.
18. Tweak weapons for balance and vehicle for performance.
19. Create any damage assets required (damaged skin, damaged meshes, etc.)
20. Make animation clips functional in-game via code.
21. Create custom sounds for weapons, engines, and animations.
22. Test internally.
23. Conduct private beta test online.
24. Write server and player documentation.
25. Create ModDB site and personal site.
26. Release public beta.
27. Receive and discuss feedback.
28. Tweak.
29. Release second public beta (if necessary).
30. Feedback.
31. Tweak.
32. Release final version.
33. Breathe.
34. Come up with new vehicle. Repeat steps 1-32 again.
So far I'm around #9 and #10, with a little bit of #3 and #4 left to do just on the weapon systems.
^^^ this post needs to be on the WiKi or a website or something!
D4NO555666
10-25-2007, 05:30 AM
The textures need ALOT of work. Right now it's very monotoned and undetailed. It seems your wasting the resolution your at. The hi res close up detail I can see there, would really be the equivalent of a detail map. Get more colour variation in there, just very very subtle colour changes and some more wear and tear.
Nice model, but yeah, the textures are very weak.
WickedPenguin
10-25-2007, 07:37 AM
I'm currently using a 2048x2048 texture for the entire vehicle, with additional textures for the weapon systems and cockpit instruments. I was going for a more "olive drab" look with the vehicle, but have been adding some color variations to make certain features "pop" a bit more. There's also some features that are yet to be textured; the normal map is in, but the coloring/specular hasn't been added.
I can't seem to figure out how to add a detail texture in the new UnrealEd. In UED3.0 it was very easy, but not here (actually, it's probably simple, but I can't seem to locate it, LOL). If you can point me towards how I can do that, I'd be grateful. Google has turned up nothing so far for me.
WickedPenguin
04-13-2008, 11:07 PM
Been a while since I posted on this. I had to put it on hold due to a bunch of real-life issues I've been dealing with.
I wanted to get this thing off the ground and have been looking into how to create the code for this vehicle. It's proving pretty tricky for me right now. If anyone could help me out with the coding, I'd be very appreciative.
I aim to use the Manta code as a starting point.
marilol
04-14-2008, 09:14 AM
Try contacting captainsnarf, he's a vehicle champ
geodav
04-14-2008, 02:20 PM
i did a little tutorial over at my mod site which might help you along but as marilol says captainsnarf seems to know more on the coding side of vehicles
Yoshi_last
04-14-2008, 05:35 PM
Try contacting captainsnarf, he's a vehicle champ
ya sorry to break ya heart marilol i mean captain snarf can mod vehicles pretty good but when it comes to makeing the vehicle[you know the design] he doesnt have a clue but if penguine needs help with the weapon sytem then i say what the hell get snarf up here:D
ROS_DukeMaster
04-18-2008, 09:03 AM
I knew you could stay away.
Looks good !!
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