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Hayoo
2004.07.16, 0753
Details forthcoming.

Urban Outposts control the territory they exist in. This territory -

blocks enemy HART pods from dropping
Collects resources to increase your Empire's Tech Level.
Acts as a supply line conduit for AMSs so that they don't use up NTU energy.
Offers Radar coverage above a certain altitude
Provides backup power for destroyed generators
Can provide territory intrusion alerts if a monitoring station emplacement is constructed in the territory.
Act as as a communications conduit for commanders.
I'll be posting the summaries that I gave on PSU and the OF, as well as detailed info on each type of structure and how it fits into current gameplay.


Note = the No Baggage sign means No Supply at that location (i.e. only provides up to Agile Armor, Medium Assault gear, and Support equipment). The % signs on the towers represent the NTU levels that govern supply when 'cut off' from friendly territory.

http://www.planetside-idealab.com/images/oshurmaps-soi_B_sml.jpg

http://www.planetside-idealab.com/images/revisedlattice_cyssor_maglev.jpg

Hayoo
2004.08.02, 0535
Added in-progress Urban Outpost concept map. Still a ways to go.

bwzman
2004.08.07, 0437
looks good so far.

DviddLeff
2004.09.13, 1037
Like the ideas, really want to see "light-bases" like the early, bases with no walls screenshots.

Hayoo
2004.09.13, 1605
Graphics showing how the lattice and zones work with sea gates.

Sea gates provide more environments to fight in and more options for taking over a planet.

http://www.planetside-idealab.com/images/seagates.gif

http://www.planetside-idealab.com/images/seagate2.gif

DviddLeff
2004.09.13, 1856
Hmm, never been too keen on Naval stuff, but I can see how this would work, and could work well.

I just dont know about naval gates, post bending.

Still, makes as much sense as the gates we have currently.

Hayoo
2004.09.13, 2245
Originally posted by DviddLeff@Sep 13 2004, 06:56 PM
Still, makes as much sense as the gates we have currently.
That's what I figured. Really the drive for naval combat is to diversify the combat experience and create unexpected avenues of attack and defense. Having large assault craft or carriers off shore acting as landing pads and a heavy-armored AMS has its appeals.

By creating sea zones on each planet to take over, you complete the experience of full Planety Assaults: Control the Land, Control the Skies, Control the Seas.

I envision a Bundled-Cert relationship between Land, Space, and Sea by lumping certs together, like Transport or Tank/Cruiser, so that players can seamlessly go from piloting a landing craft to a beach and then head topside to pilot a shuttle between station assaults. Naturally specialization would require more certs, so that we could actually develop several niches within Planetside to create an experience like none other. :)

DviddLeff
2004.09.14, 0010
Yeah, having a fleet of ships arrive through a Sea warpgate, and begin shelling a base while sending out fighters from a carrier would be very cool indeed.

Erodice
2004.09.16, 0020
Originally posted by DviddLeff@Sep 14 2004, 12:10 AM
Yeah, having a fleet of ships arrive through a Sea warpgate, and begin shelling a base while sending out fighters from a carrier would be very cool indeed.
then the Mag riders hover up from behind and kill all the ships :ph43r:

Hayoo
2004.09.16, 0231
Magriders wouldn't be capable of traveling too far out beyond the coast. Landmass not close enough to facilitate use of their hovering capability and all that. Plus ships would have stronger armor to offset their slow acceleration.

piolet68654
2005.01.17, 2309
any idea on what these outposts might look like i could create some paints of em'

Hayoo
2005.01.17, 2348
Originally posted by piolet68654@Jan 17 2005, 08:09 PM
any idea on what these outposts might look like i could create some paints of em'
This makes me wish I'd already scanned in all my sketches. :( Argh! Why is the day only 24 hours long?!! Why? I'll have to sqeeze that into my schedule. It's a mad house, a mad house I tell you!

Anyway, imagine driving down a county road and hitting the 'downtown' area of a small town. Kinda like that, with buildings of one or two stories on either side of the highway with alleyways between them. Where there are no roads, the bulidings are in a loose cluster. Some buildings are empty of anything useful but scenic items, while others serve unique purposes like being a Medical station, the Maglev terminal, etc.

The most important (and argueably the largest) building, however, is the Supply Depot which has a control console or admin console for capturing the territory.

This supply depot is a one or two story building with a courtyard large enough for a Galaxy landing pad. It also has a garage door for acquisition of vehicles stored at a base's repair silo. Air vehicles rise up through the garage's ceiling bay doors.

The buildings can be squarish, faceted, or whatever to match the continent, empire, or cookie-cutter base look.

Hayoo
2005.01.18, 0112
Ok, I rushed the scans. These are the only sketches I can find at the moment, I have cleaner ones elsewhere but I'll have to look later. Caution: these sketches are 10 second thumbnails used to jot down ideas, they're not Da Vinci by any stretch. View at your own risk. Yes, my handwriting sucks like Paris Hilton. :P

http://www.planetside-idealab.com/images/urb1.jpg

http://www.planetside-idealab.com/images/urb2.jpg

http://www.planetside-idealab.com/images/urb3.jpg

http://www.planetside-idealab.com/images/urb4.jpg

http://www.planetside-idealab.com/images/urb5.jpg

This next one is big, meant to conceptualize what types of roles each structure could have (I even flirted with silly stuff like sports courts, parks, civilian garages, etc.):

http://www.planetside-idealab.com/images/urb6_big.jpg

Pyrotechnic
2005.01.18, 1134
Already on it in 3D, it started when I made that "it'll only be about 12 tri's" post in the Urban thread on the OF's, I just had to try it, but it's looking more like 600 tri's <_<. It's still a lot less then the caverns though.

Hayoo
2005.01.18, 1321
I should make a correction in that the admin console that allows capture of the territory is only in the Supply Depot if there is not another free building in the outpost cluster. This shakes up gameplay a little as an attacker will have to storm both buildings.

Where there is space I also wanted a low wall separating the outpost cluster in half with one side (west?) having a ledge to stand on facing, say, south. And on the other side of the road or bridge, an east wall with a ledge facing north. I might have to sketch that.

Pyrotechnic
2005.01.18, 1425
Don't know if it's anything like what you had in mind, but again, I started making stuff before I'd seen the pictures :D:

Concept 1 (http://www.pyrotechnic.hostultra.com/PS/Building/Building1.jpg)

The lighting on the cross section pic is a bit manky ;),

Hayoo
2005.01.18, 1453
Awesome, Pyro. :)

That's pretty much what I had in mind for the building shells. Cosmetic feataures and widgets and whatnot can be added on the outside or inside later to match more closely the current facilities.

Also some buildings would be bridged together over the road to create kind of an overpass. The medical center would have a landing pad on top for quick dustoffs.

There's dozens of combinations that can be made to make each outpost unique and random so that you never quite know which floor of the medical center that the terminals or storage are on, etc.

piolet68654
2005.01.18, 2127
omg the battle scenes are going through my head Vangards crawling down the street confronting bunkered down TR *slap* *stop playing PS piolet*
pics in progress
heres what i got so far its not much but A start
http://img31.exs.cx/img31/2599/Solsar-Urban2.png
its solsar so i gave it some nice tiled roofs to fit in maybe they should make cookie cutter buildings (about 15 or 20) for each climate

piolet68654
2005.01.19, 0000
improving
http://img27.exs.cx/img27/2599/Solsar-Urban2.png
added maglev and working on supply city hall (right)

Hayoo
2005.01.19, 0106
Nice graphics, piolet. And the bridge is a good touch. :) Couple things though:

a) the maglev as it's designed is actually above-ground like a monorail. This is so we don't run into the problem of having to cross over any tracks. Also there aren't any tracks to speak of, but supports spaced every so often along a route like so:

http://www.planetside-idealab.com/images/train2b.jpg

http://www.planetside-idealab.com/images/train2.jpg

http://www.planetside-idealab.com/images/train2d.gif

http://www.planetside-idealab.com/images/train4.jpg

b ) I've designed the Supply Depot garage so that you can get ground or air vehicles from your "storage" panel when accessing the terminal. Ground units pop up from the terminal like usual and then exit through the door as you have shown, much like a techplant. Air vehicles however, pop up from the terminal, then rise through retracting doors in the roof. Thought that would look cool from the air or the ground.

http://www.planetside-idealab.com/images/urb7.jpg

http://www.planetside-idealab.com/images/urban-radar.jpg

piolet68654
2005.01.19, 0140
WOW
(i'll perfect maglev stations on my cold climate sketch)
ok here's
i have perfected my shadow method
#1
http://img24.exs.cx/img24/6222/Solsar-Urban3.png
#2
http://img24.exs.cx/img24/2561/Solsar-Urban2maglevalt1.png
not much of a difference though

Hayoo
2005.01.19, 0201
Geez, Piolet, that's a pretty good scenic shot you set up, with a facility in the distance and everything! :) Very nice.

LOL. I just noticed the date on my supply depot graphic. I made that a year ago almost to the day! :P

Pyrotechnic
2005.01.19, 0244
Wow, nice work Piolet. Any chance you could clear up your sketches Hayoo?, then I can start making some models of what you imagine.

Hayoo
2005.01.19, 0258
Originally posted by Pyrotechnic@Jan 18 2005, 11:44 PM
Wow, nice work Piolet. Any chance you could clear up your sketches Hayoo?, then I can start making some models of what you imagine.
I'll see what I can do, but it may be a week or so as the next few days are kinda tight. Plus I haven't had time to finalize a layout for the supply depot, like where the doors would be, how many rooms or hallways or gantries, etc.

The Maglev station is about the clearest design I have right now (the waiting room area resembles the HART areas). I'll have to sit down with my sketchpad again and flesh everything out more. B)

Pyrotechnic
2005.01.19, 0309
NP, I'd rather wait and get the good stuff than rush you and get the not so good stuff.

Earlydawn
2005.01.19, 2012
The modularity the buildings are taking brings me great happiness. They could be remote outposts, with only a supply depot and a watchtower, or a facility surrounded by the outposts for a "fortress in the city" feel. Prime example being the capitol.

piolet68654
2005.01.19, 2102
thx
if you look up you can see most of the 1.5 hour project growing into what it is now
I cant wait until a new paint comes out :D
working on cold climate one with a proper maglev station/train possobly a more Military based installation with watch towers ect.

Earlydawn
2005.01.20, 1532
Out of curiosity, how would an in-depth capture of one of the outposts work? Could you walk us through it? Nice illustrations all around, btw.

Hayoo
2005.01.20, 1754
Originally posted by Earlydawn@Jan 20 2005, 12:32 PM
Out of curiosity, how would an in-depth capture of one of the outposts work? Could you walk us through it? Nice illustrations all around, btw.
There's two simple routes I've been considering:

1) A control or administration console in its own building (or in the Supply Depot if there are no other buildings for that territory) that anyone can run up to and hack with an REK.

2) An administration console that a Squad leader (or designated second in command) must run up to and initiate the surrender countdown of the outpost by accessing the desk terminal.


The first idea is familiar to everyone and easy to implement. The second idea turns convention on its head a little and makes the unit leaders the driving force of capturing territory.

No doubt players would complain that they can't capture territory if they aren't leading a squad...cause they want to be able to do everything in the game. Considering that capturing territory doesn't give you the continent or domination like capping the bases does, I think it's a fair change-up in gameplay. Plus I think it will get more people to squad up.

This page shows description of some of the buildings. Should provide some additional information:
http://www.planetside-idealab.com/idea_urbanareas.shtml

I'll try to find the original discussion I had on the old old PS forums for more details and musings.

bwzman
2005.01.20, 2118
I have an idea, for every territory/outpost that you own that is adjacent to a facility you are trying to hack, it cuts the timer down, starting at 30 minutes for one adjacent territory, 25 for 2, 20 for 3, 15 for 4...and that's as low as it goes.

piolet68654
2005.01.20, 2304
Originally posted by Hayoo(idealab site)@Jan 20 2005, 05:18 PM
Generator Building:


Generator Terminal - if this is hacked, it temporarily diables the radar, repair silo, heavy equipment from equipment terminals, ntu silo, and garage. Comes back online after timer. Hack indicator does not show up till a few minutes later.

Generator Core - if destroyed, same effect as hacking generator but elements stay down till repaired. Power-out indicator immediately shows up on map.

An urban area (a.k.a Outpost) does not require NTUs to function, only a working genrator and, for some equipment, a link back to a base or capitol.
does that mean the power from the bases supplys the outposts?
if so if the base is unpowered will that effect the linked outpost?

Tiletron|Hyncharas
2005.01.21, 0038
Cos I don't plan on doing anything particularly "big" on mods at the moment (for commercial reasons), I can do some conceptualising for you, Hayoo, if your time is limited...

Hayoo
2005.01.21, 0508
Originally posted by bwzman+Jan 20 2005, 06:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (bwzman @ Jan 20 2005, 06:18 PM)</td></tr><tr><td id='QUOTE'> I have an idea, for every territory/outpost that you own that is adjacent to a facility you are trying to hack, it cuts the timer down, starting at 30 minutes for one adjacent territory, 25 for 2, 20 for 3, 15 for 4...and that's as low as it goes. [/b]

30 min seems an awfully long time to capture something. A dynamic capture system would be cool I think, but there are other considerations for territories, such as invaders having a chance at making progress on a new continent. With a timer of 30min, that first territory would be extremely difficult to take.


Originally posted by piolet68654@Jan 20 2005, 08:04 PM

does that mean the power from the bases supplys the outposts?
if so if the base is unpowered will that effect the linked outpost?

They're independent of each other...unless the outpost or facility is being Headquartered by an Outfit that has bought the power grid upgrade, which allows the generator of an adjacent base or outpost to power the HQ location.

This allows outfits to create mutually-defended fronts against gen attacks, so if the enemy drops the gen of an outpost HQ'd by Outfit A (who has the power grid upgrade), their equipment stays up cause they're drawing power from the base gen. If the enemy drops the gen of the base HQ'd by Outfit B (who also has the power upgrade), their equpiment stays up cause they're drawing power from the territory.

These upgrades (one of many attractive ones such as upgraded turrets or bunkers) still cost outfit points so this tactic won't be so common because Outfit A would probably opt to HQ at a backline TechPlant and put the powergrid upgrade there to safeguard against sabotage. But if outfits do band together to set up such a thing, then kudos to them for being coordinated and using teamwork in a selfless manner.

<!--QuoteBegin-Tiletron|Hyncharas@Jan 20 2005, 09:38 PM
Cos I don't plan on doing anything particularly "big" on mods at the moment (for commercial reasons), I can do some conceptualising for you, Hayoo, if your time is limited...[/quote]

Sure, that would be cool. Although I only have those few sketches up right now, I hope to scan more in later as guides. I haven't designed the outside shells of the buildings either, only conceptualized what roles each would play. So knock yourselves out. :)

Pyrotechnic
2005.01.22, 2308
Sorry, got a bit carried away :rolleyes:: Garage Video (http://www.pyrotechnic.hostultra.com/PS/GarageMovie.zip)

bwzman
2005.01.23, 0044
Awesome! but you spelled Urban 'Uraban'...minor, and still an awesome concept!

Hayoo
2005.01.23, 0637
Holy Crapolla, Pyro. :) Very cool. Oh, I know! How about showing an aircraft lifted on the vehicle pad and then rising through the retracted roof hatch! :D Ok, maybe that's asking too much. You guys always amaze me. I need to take a day off work and do nothing but blueprints. :)

Pyrotechnic
2005.01.23, 1129
Damnit! I did it on the building concept as well but managed to change it before anyone noticed ;).

If I model an Aircraft then I'll do it, I used the ANT thingy because it's the only vehicle I really have (apart from an un finished Impreza and some UT2004 vehicles I made).

Thanks for the comments.

Hayoo
2005.01.23, 1346
Originally posted by Pyrotechnic@Jan 23 2005, 08:29 AM
Damnit! I did it on the building concept as well but managed to change it before anyone noticed ;).

If I model an Aircraft then I'll do it, I used the ANT thingy because it's the only vehicle I really have (apart from an un finished Impreza and some UT2004 vehicles I made).

Thanks for the comments.
Heheh :) You really don't need to go out of your way, it looks great already. Plus I can already imagine how it'd look in 3D.

I think tonight I'll sit down and start laying out more floorplans, where terminals and access points are, etc. When I get my new computer in a few months I'll finally be able to install 3D Studio and help out.

Pyrotechnic
2005.01.23, 1515
:) >>> (looking forward)

piolet68654
2005.01.25, 2231
aw rite :)
here ya go (unfinished)
i call it "The Sunset Plains"
good maglev and a clock tower (with real auraxis time (press /time) on clocktower w/ nice sniper spots)
http://img161.exs.cx/img161/30/Grasslandsunset.png
THIS IS YOUR LAST CHANCE FOR REQUESTS!!!!
don't hesitate

Hayoo
2005.01.26, 0109
Nice. :) The building seems a bit off proportion I think, but nice rendering (can't tell if that skeeter is directly above the building or off in the distance). I can't think of any requests at the moment. Still trying to pull together details for outposts and emplacements.

Hayoo
2005.01.26, 0127
Supply Depot imagery:

Below are selected images from various games to give an idea of how I was conceptualizing the Supply Depot.

Exterior Shots:

http://www.planetside-idealab.com/images/screenshot15.jpghttp://www.planetside-idealab.com/images/BarracksSkin.jpg

http://www.planetside-idealab.com/images/screenshot12.jpghttp://www.planetside-idealab.com/images/actofwar-depot.jpg

http://www.planetside-idealab.com/images/561661_20040319_screen025.jpghttp://www.planetside-idealab.com/images/F3WX_O1_001.jpg

http://www.planetside-idealab.com/images/Image12.jpghttp://www.planetside-idealab.com/images/water_12055.jpg


http://www.planetside-idealab.com/images/hq.jpghttp://www.planetside-idealab.com/images/worstcasescenario_oct05_06.jpg

http://www.planetside-idealab.com/images/colony_mars_refinery_colour.sized.jpghttp://www.planetside-idealab.com/images/imperial_build_colour.sized.jpg


http://www.planetside-idealab.com/images/TowerGebaedeLL.jpghttp://www.planetside-idealab.com/images/joint_screen002.jpg

Hayoo
2005.01.26, 0131
Supply Depot imagery:

Interior Shots:

http://www.planetside-idealab.com/images/ss10.jpghttp://www.planetside-idealab.com/images/918883_20040329_screen035.jpg

http://www.planetside-idealab.com/images/589712_20040109_screen008.jpghttp://www.planetside-idealab.com/images/art-st_1.jpg

http://www.planetside-idealab.com/images/storagefacilitybeta_2.jpghttp://www.planetside-idealab.com/images/storagefacilitybeta_1.jpg

http://www.planetside-idealab.com/images/we3431.jpghttp://www.planetside-idealab.com/images/562459_20040528_screen031.jpg

http://www.planetside-idealab.com/images/city_of_heroes_04202004_042004_042.jpghttp://www.planetside-idealab.com/images/matriarchy_screen005.jpg

Pyrotechnic
2005.01.26, 1620
Kind of a warehouse/outpost/garage/air traffic control tower type of building? Some nice shots there.

piolet68654
2005.01.26, 2113
nice, C & C generals
see the pic below the one with GLA technicals (left) i know thats C & C, but is it a mod or somthing?

anyway nice concept some buildings a little too large but most seem like they would fit in quite well. :)

Hayoo
2005.01.26, 2131
Originally posted by Pyrotechnic
nice, C & C generals
see the pic below the one with GLA technicals (left) i know thats C & C, but is it a mod or somthing?

anyway nice concept some buildings a little too large but most seem like they would fit in quite well. :)

Yeah, it's one of the Generals mods, either Act of War, Cold War Crisis, or Call to Arms. Can't remember. Wonderful designs they're doing.

The images are indeed on the big side, but they carry the idea across pretty well. We just need to scale it down some. Two or three Supply Depot buildings would be able to fit inside the width of a Dropship Center.

Pyrotechnic
2005.01.26, 2242
Just reshaped the garage and added windows: Supply Depot Control Tower (http://www.pyrotechnic.hostultra.com/PS/SupplyDepot/SupplyDepotRender_01.jpg).

piolet68654
2005.01.26, 2255
nice, now combine it to make the Super-Uber Supply Depot,
then you gotta skin em' :P

Pyrotechnic
2005.01.27, 1712
It is skinned(ish) if you look reeeeeeeeal close you can see the texture I made to look like the base walls.

piolet68654
2005.01.27, 2105
reeaaaaal, close... wait.... ahh... i see it :)
door isent skinned though :P (well maybe t is, oh well

Pyrotechnic
2005.01.27, 2151
Nope door's just grey :D. I'm no good at 2D art, so the chances of me skinning them properly are about zippo. Someone else on the other hand...

piolet68654
2005.01.27, 2339
Originally posted by Pyrotechnic@Jan 27 2005, 05:51 PM
Someone else on the other hand...
hmm, a good 2d artist, probobly skilled at paint.... how about Hayoo?

Hayoo
2005.01.27, 2347
Originally posted by piolet68654+Jan 27 2005, 08:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (piolet68654 @ Jan 27 2005, 08:39 PM)</td></tr><tr><td id='QUOTE'> <!--QuoteBegin-Pyrotechnic@Jan 27 2005, 05:51 PM
Someone else on the other hand...
hmm, a good 2d artist, probobly skilled at paint.... how about Hayoo? [/b][/quote]
Oh you know I'd jump at the chance, but then that would mean dropping everything else to do it, and I've put off all these important tasks long enough as it is. :P I need to get cracking on all the stuff I mentioned in the News update.

piolet68654
2005.01.27, 2352
Originally posted by Hayoo@Jan 25 2005, 09:27 PM

http://www.planetside-idealab.com/images/hq.jpg

what should i do (a little off topic) (uninstall Halo PC & install C &C generals, and zero hour? or leave halo?

Hayoo
2005.01.28, 0023
Originally posted by piolet68654@Jan 27 2005, 08:52 PM
what should i do (a little off topic) (uninstall Halo PC & install C &C generals, and zero hour? or leave halo?
Or (if you have the room) you can leave Halo on, and install CnC and Zero Hour anyway so that you can play the Halo CnC Generals Mod. :D

http://www.derelictstudios.net/halo/index.php

http://www.derelictstudios.net/halo/images/WarthogSkin2.jpg

http://www.derelictstudios.net/halo/images/PelicanSkin.jpg

piolet68654
2005.01.28, 0107
*downloads*
nice, now back to the subject

Pyrotechnic
2005.01.31, 1204
Re-did the tower a bit (the co-ordinates weren't perfectly symetrical and it was driving me insane). Added some stairs and a sort of control center at the top.
Full (http://www.pyrotechnic.hostultra.com/PS/SupplyDepot/SupplyDepotRender_02.jpg)
Cross-section (http://www.pyrotechnic.hostultra.com/PS/SupplyDepot/SupplyDepotRender_03.jpg)

Done a bit more to the building too, added the over-pass and some more windows.
Full (http://www.pyrotechnic.hostultra.com/PS/Building/Building1Render_02.jpg)
Cross-section (http://www.pyrotechnic.hostultra.com/PS/Building/Building1Render_02b.jpg)

Hayoo
2005.01.31, 1228
Once again, Pyro, awesome work! :)

I need to finish Idealab's CD page so I can start showcasing you guys' works.

piolet68654
2005.01.31, 2107
*ditto*
*psst, i think pyro is using preformence enhancing drugs* :D

Pyrotechnic
2005.01.31, 2120
psst, i think pyro is using preformence enhancing drugsYeah, they're to try to counter this other highly addictive drug that's rather hard to come by, it's called 'Sleep'.

Hayoo
2005.01.31, 2132
:lol:

Kwintus5
2005.02.02, 1310
Hullo! (my second post... :P)

Nice and awsome pictures! And an even better video... =)

I would kiss ya if this get implented... (nvm)...

Greetzzz! And I really like the idea, the designs and all the others ideas! (stupid that I didn't noticed this site earlier)

Keep up the hard work!

Oh Hayoo, wot do you do for work? (if I may ask?) and how old are you? (if I may ask that to)

Hayoo
2005.02.02, 1617
Originally posted by Kwintus5@Feb 2 2005, 10:10 AM
Hullo! (my second post... :P)

Nice and awsome pictures! And an even better video... =)

I would kiss ya if this get implented... (nvm)...

Greetzzz! And I really like the idea, the designs and all the others ideas! (stupid that I didn't noticed this site earlier)

Keep up the hard work!

Oh Hayoo, wot do you do for work? (if I may ask?) and how old are you? (if I may ask that to)
Thanks, Kwintus. :)

I'm a 27-year-old graphic artist/multimedia designer in Florida, USA.

Pyrotechnic
2005.02.02, 1707
OOOOoooooOooooooOOOOOOOoOOooo, you're gonna love what I'm working on now :ph43r:. (not telling yet)

Hayoo
2005.02.02, 1752
Originally posted by Pyrotechnic@Feb 2 2005, 02:07 PM
OOOOoooooOooooooOOOOOOOoOOooo, you're gonna love what I'm working on now :ph43r:. (not telling yet)
You tease!

Now you've made me curious! :P

Pyrotechnic
2005.02.03, 1919
HERE (http://www.pyrotechnic.hostultra.com/PS/PSPyro.zip) it is. Not finished by a long way, but it's a start :D.

The Supply Depot Control Tower is straight ahead and there's some kind of sewer thing to the right. There's no collision yet so you can go through walls :blink:.


Controls

move forward/backward - w/s
look - mouse
rise - e
fall - q
walk - hold shift
open doors - LMB
close doors - RMB


Enjoy B).

Hayoo
2005.02.03, 2023
Won't load on my computer. :( I'll have to wait till I get home.

Pyrotechnic
2005.02.03, 2037
Hmm, just tested it on a second comp. and it works fine <_< . Can you elabourate on 'Won't load' any?

Hayoo
2005.02.03, 2048
Originally posted by Pyrotechnic@Feb 3 2005, 05:37 PM
Hmm, just tested it on a second comp. and it works fine <_< . Can you elabourate on 'Won't load' any?
I'm missing something apparently.

Pyrotechnic
2005.02.03, 2051
DirectX 9 is missing.

piolet68654
2005.02.03, 2108
umm.....
exactly how many idealab people are on Performence enhancing drugs/crak?
so far i've found 2 on steroids (hayoo and pyro) and one on crak (secwet)
COMPLEMENTERY IDEALAB DRUG TESTS MONDAY!! dont be late

Pyrotechnic
2005.02.03, 2122
COMPLEMENTERY IDEALAB DRUG TESTS MONDAY!! dont be lateSorry, I'm meeting my dealer on Monday...

piolet68654
2005.02.04, 0111
aye Yi Yi Yi *pulls out AK-47 while yelling in forign langauges*
you are under arrest for purchissing drugs in this country, plz go outside the border before handing the money over,*apu voice (sipsons)* have a good day and Come again.

Pyrotechnic
2005.02.07, 1701
Got it working yet Hayoo?

Hayoo
2005.02.07, 1732
Originally posted by Pyrotechnic@Feb 7 2005, 02:01 PM
Got it working yet Hayoo?
I'll load it up tonight at home. I've been out of town. :(

Hayoo
2005.03.22, 0341
I may have forgotten to mention this part of the Urban Outposts/Territories concept:

After 10-15 of a territory being held, fencing (made of destroyable segments) appears along either side of the border. Where a road passes through the border, rough check points (gaps in the fence) appear as well. Tanks and medium weight vehicles can plow through such fences, but ATVs and MAXs cannot. Infantry can cut it open with a knife or blast it open with CE or AV weapons. Small arms fire passes through it.

Example map and image (photos taken from Operation Flashpoint mods. I'll make my own later).

http://www.planetside-idealab.com/images/territoryborders.jpg

This addition is to give an indication when you have crossed into enemy territory (no supply line). Monitor Station Emplacements place behind the border can detech ground vehicles Lightning-sized and up, flashing a warning on the continent map. Air units can take these out without detection but run the risk of appearing on the Urban Outposts' radar in that territory.

Other example images:

http://www.planetside-idealab.com/images/border1.jpg

http://www.planetside-idealab.com/images/border3.jpg

http://www.planetside-idealab.com/images/border5.jpg

Pyrotechnic
2005.03.22, 2021
How come MAXs can't get through but grunts with AV can? Surely AV Maxs should be able to.

Hayoo
2005.03.22, 2120
How come MAXs can't get through but grunts with AV can? Surely AV Maxs should be able to.

I meant they can't plow through it, but they can still destroy it with their heavy weapons, just like grunts.

I've been reconsidering though whether MAXs can still bodily knock a fence down. It'd be fun to see, and it's not like a chain-link fence is that tough. Plus MAX fingers are probably strong enough to tear open a hole...so, I might change that.

On a side note: As far as the fence regenerating itself, 10 minutes must pass again before it self-repairs.

Enthes
2005.03.25, 1944
waw this stuff looks grate

Enthes
2005.03.25, 1947
VS max's wotn have a problem :P

ChaoticDecimation
2005.03.26, 0003
Pyrotechnic that rocks!

HERE (http://www.pyrotechnic.hostultra.com/PS/PSPyro.zip) it is. Not finished by a long way, but it's a start :D.

The Supply Depot Control Tower is straight ahead and there's some kind of sewer thing to the right. There's no collision yet so you can go through walls :blink:.


Controls

move forward/backward - w/s
look - mouse
rise - e
fall - q
walk - hold shift
open doors - LMB
close doors - RMB


Enjoy B).

Hayoo
2005.03.26, 0216
Pyrotechnic that rocks!

I still haven't been able to get it working on my old computer. :( Hopefully when my new comp is finished I can finally take a look.

Pyrotechnic
2005.03.26, 1328
Cheers, haven't worked on it since, so don't be asking about updates ;)

Hayoo
2005.06.17, 1533
Disclaimer

*Ahem* The possibility of PS going to a hybrid Lattice-Territory model is, I have to admit, highly, extemely, depressingly so not gonna happen. It's taken 2 years but I'm finally accepting that the lattice will remain as the only strategic advancement model and any overhauls to include Areas of Influence are too much for a small dev team. :( *cries*

So, instead of publishing an idea that will have anyone remind me how pointless it is to even suggest it, I'm going to only put up versions that don't rely on a territory system. *sigh*

The Changes to Urban Outposts:

Supply-Line will no longer rely on connected territories. AMSes will only drain of NTUs if within an enemy SOI.
Resource-point feature would be transfered to Bases only because of the ghost-hack issue.
Resource points for Empire Tech Level must now travel by lattice link to a BWG or held capitol to send points back to Sanctuary.
Possibly making Urban Outposts independant like towers with a half-size SOI.
Outpost would be smaller with less buildings, probably just the single Supply Depot structure and a few ruins, some small structures, and a few alleyways for that urban feel.

Hayoo
2005.06.21, 0529
Below is an initial graphic showing placement and general idea of SOI-based Urban Outposts.

http://www.planetside-idealab.com/images/revisedlattice_cyssor_maglev.jpg

Pyrotechnic
2005.06.21, 1324
Wow, looks cool. Well placed, nicely done.

Hayoo
2005.06.21, 1535
I think I still need to add another outpost between Faro and the Solsar gate, one on the coast south-west of Leza, and another between Wele and Solsar gate, and

I'm also going to put up thumbnails of the artwork you and Piolet did for Urban Outposts. Cause even though the territories were changed to SOI, the buildings have stayed pretty much the same.

Pyrotechnic
2005.06.21, 1558
another outpost between Faro and the Solsar gate, one on the coast south-west of Leza, and another between Wele and Solsar gateYep, yep, possibly.

I'm also going to put up thumbnails of the artwork you and Piolet did for Urban OutpostsIf you need any more doing just say what you want them doing of (and maybe some concept art too :]).

johnypilgrim
2005.06.21, 1602
PSIL work never ceases to amaze me.

I hope you guys get some kind of return to your liking from all that effort :)

JP

Hayoo
2005.06.21, 1659
Thanks, man. We just love doing this stuff. :)

Pyro, I just had an interesting thought. Suppose those outposts were LLU types instead of being timer capture? The idea is that the first (non-maglev) outpost you capture is on a timer. Any other non-linked outpost your empire captures spawns an LLU that must be returned to any other facility or outpost your side currently owns. This will prevent someone just hopping around the map capping them like towers (although I suppose that's not too bad a thing since they don't have spawn tubes, but I'd like to help along the front-lines feel).

I still love the vehicle garage you made. So I hope to have some blueprints for you sometime this month or next of the Outpost buildings, emplacements, and stuff. I'm crossing my fingers.

Pyrotechnic
2005.06.21, 2026
I think a plain 5 minute timer would be fine, getting LLU's to various bases and outposts is a bit confusing IMO, I mean, it's difficult enough allready to see what links what on that map with dots and lines going everywhere (no offence, it's very well done) when you have time to sit there, but in the middle of a battle? I think they should be like towers, a place to get a foot-hold before the main fight. I agree there should be something to stop the cap-hoppers, but then the main idea is to send out an advanced party to secure the outpost/tower before the main force get's there, they don't need to mess around with guards and transport.

I look forward to seeing what you come up with. I finish college (exams) in 8 days, so I should have plenty of time to play with MAX : ]

Hayoo
2005.06.23, 2120
getting LLU's to various bases and outposts is a bit confusing IMO, I mean, it's difficult enough allready to see what links what on that map with dots and lines going everywhere (no offence, it's very well done) when you have time to sit there, but in the middle of a battle?

Well, all a player would have to know is where they have a friendly base and take the LLU there. Now if they don't even know what places their empire controls, then they probably need to work on their map skills. :P

I think they should be like towers, a place to get a foot-hold before the main fight.I agree there should be something to stop the cap-hoppers, but then the main idea is to send out an advanced party to secure the outpost/tower before the main force get's there, they don't need to mess around with guards and transport.

The outposts are more like fall-back positions really, not so much front-line forts since they don't have spawn tubes and you can't get vehicles there unless you already have one stored in a garage.

However, I'm open to suggestions, Whatever method is used, I want to avoid people hopping around to get these things. I want them to be part of the linear ebb-and-flow of a campaign rather than free-for-all like the towers. But I didn't want to have them all linked to each other by lines, that would just clog up the map even more (the maglev line would be toggled to keep the map clear too). I figured having it LLU-based would get most players to capture the ones along their invasion route as supply points since they can recharge vehicle capacitors and straddle the main roads. Kind of like an organic lattice, to mimic the territory idea.

The capture system could do a hybrid. Say each non-linked outpost has a timer and also an LLU. You can either wait out the timer, or deliver the LLU for a quicker capture. The caveat being that you can only capture an outpost that is within so many meters or kilometers from another base, tower, or outpost you already own. That would keep terrain advancement liner I think, and it would allow for hotdrops into enemy territory to capture a tower so you can get an outpost and pull stored vehicles. Could be fun.

Pyrotechnic
2005.06.23, 2245
Yeah, I suppose you're right, go with the LLU method.

Hayoo
2005.06.23, 2253
Well, I don't know. Now you've got me thinking about a Hybrid system. :) I think that's the most forgiving for gameplay.

5 min timer (at any Outpost within X meters of a base or outpost owned by your Empire). Could even make it 8 min if 5 is too quick.

OR

LLU run (to any base or outpost your Empire owns).

Pyrotechnic
2005.06.24, 1033
That'd work.

MasterCalaelen
2005.06.24, 1132
I may have forgotten to mention this part of the Urban Outposts/Territories concept:

After 10-15 of a territory being held, fencing (made of destroyable segments) appears along either side of the border. Where a road passes through the border, rough check points (gaps in the fence) appear as well. Tanks and medium weight vehicles can plow through such fences, but ATVs and MAXs cannot. Infantry can cut it open with a knife or blast it open with CE or AV weapons. Small arms fire passes through it.

Example map and image (photos taken from Operation Flashpoint mods. I'll make my own later).

http://www.planetside-idealab.com/images/territoryborders.jpg

This addition is to give an indication when you have crossed into enemy territory (no supply line). Monitor Station Emplacements place behind the border can detech ground vehicles Lightning-sized and up, flashing a warning on the continent map. Air units can take these out without detection but run the risk of appearing on the Urban Outposts' radar in that territory.

Other example images:

http://www.planetside-idealab.com/images/border1.jpg

http://www.planetside-idealab.com/images/border3.jpg

http://www.planetside-idealab.com/images/border5.jpg

Damn man, I'd love to see such things being implemented, it would add a whole new dimension to PS.

Though I think New Base Designs are a priority though.....

Earlydawn
2005.11.28, 0236
I had a thought about urban outposts today when I was considering what about the proposed "negotiation" system didn't interest me.

I propose this:

- A faction begins a UO takeover process by hacking into a terminal inside the admin building.
- The owning faction is then alerted that a takeover is underway, and has X amount of time to get there.
- The owning faction can simply rehack the terminal within the time frame to resecure the UO. If that time runs out, the outpost goes neutral and a mini-game begins.
- Both sides must struggle to find civilians hiding throughout the outpost, and tag them for transport. At the end of the timer, the side who has tagged the most civilians wins control of the outpost.

I haven't figured out how to deal with griefing yet, but I will. I know this is out there and requires some AI, but most Idealab ideas are "out there" so I really just threw this out for fun / commentary. Thoughts?

Hayoo
2005.11.29, 0121
I had a thought about urban outposts today when I was considering what about the proposed "negotiation" system didn't interest me.

I think I abandoned the early Mayor Negotiation idea, along with NPC civilians, sometime in 2004 and opted for a Squad Leader (or squad lieutenant) simply accessing the Admin Building's main terminal (http://comms.planetsidesyndicate.com/showpost.php?p=16595&postcount=29)with the "G" key to initiate the facility hack. I'll have to check my files again to see when this change occured as I haven't synchronized the Outpost section page, forum thread, and win documents together as much as I've wanted to. But aside from the civilians part, I think the current hacking method resembles pretty much what you described, so I would say /agreed. :)

With the abandonment of the Territory idea, the hack method might be opened up to everyone again or still kept to Squad leaders. I haven't been able to come back to this concept yet. :(

Oh, and welcome back Early! I havent seen you in a while. How ya been? :)

Earlydawn
2005.11.29, 0132
Pretty good. I'm back in business, so expect to see more of me around here making you do stuff on time now =P

Tiletron|Hyncharas
2005.12.18, 1019
I have a couple of things to sort out this week, but after that I will also be on-hand and able to start building some of this stuff.

Hayoo
2005.12.19, 0423
Cool. Welcome back, mate.

AJsarge
2005.12.19, 1703
*looks for Quake4 disc* Where is it? Heh, there it is.

I'm going to see if I can make a basic map for these things in Q4. I'm not good-good but I'm ok. I'll check back with screenies in a little while for what I have. Note, this is going to be one of the desert ones, not one on like cyssor or fors.

AJsarge
2005.12.19, 2036
Here it is! It's a start on what I'm aiming at. Incedentaly, my computer froze about a minute after I took this picture, so I don't know how far along my progress is. I hope I can start again from close to where I was.
http://img.photobucket.com/albums/v80/ajsarge/urban_outpost1.jpg

Hayoo
2005.12.19, 2346
Cool! Except that I can't read the text, the pic is kinda small for my poor eyes. :( That's a top-down view of one of the outpost buildings, right?

Setari
2005.12.19, 2354
Top: Monorail Station
Middle: Entrance hall with doors to Monorail Station and Garage.
Bottom: Garage with covered roof, I'm planning on adding an outside area so its covered at the moment.

:D

Still could use a big pic though.

AJsarge
2005.12.20, 0020
Wow...thanks. The last word is moment. That's the start of the garage/monorail station, Link to admin. building. I had an actual tram in there, but my game froze because of the coding for it. I'm going to work on the basic outside now with your basic map layout. I just need to have a few tunnels and outdoor areas.

OFF TO WORK!

AJsarge
2005.12.20, 0158
http://img.photobucket.com/albums/v80/ajsarge/urban_outpost_tram.jpg
The actual tram room, minus the tram.
http://img.photobucket.com/albums/v80/ajsarge/urban_outpost_garage.jpg
The garage, before I added a tank. I'm going to see if I can script the console to create a tank when I press the button.
http://img.photobucket.com/albums/v80/ajsarge/urban_outpost2.jpg
Outside view. It's not great, but it's what I have so far. You can notice in the garage and outdoor pics that the garage roof is curved.

BTW: I'll be updating this regularily tonight with new pictures of progress. I hope to have the main area (what you see) complete tonight with the supply building/admin building on the way. I'm also aiming to place an air pad on top of the main building (lower level), and to spiffy up the road.

AJsarge
2005.12.20, 0616
I now have the warehouse complete with the supply/admin. building coming soon. I'm going to use the picture on the lefthand side of the next to last outside concepts as a base. I hope to have that done tommorrow afternoon.

The Pictures!

http://img.photobucket.com/albums/v80/ajsarge/urban_outpost_4.jpg
Updated outside view.
http://img.photobucket.com/albums/v80/ajsarge/urban_outpost_warehouse1.jpg
Inside the warehouse
http://img.photobucket.com/albums/v80/ajsarge/urban_outpost_warehouse2.jpg
Different view inside warehouse.

I'm going to stop posting now.

acespacer
2005.12.20, 0628
http://img.photobucket.com/albums/v80/ajsarge/urban_outpost_warehouse1.jpg
Inside the warehouse

That mech looks like its from Advanced Battlegrounds..

AJsarge
2005.12.20, 0632
I dunno, never heard of it. What I can say, is that it is pilotable, but won't fit through the door (due to the walker being too tall)

Hayoo
2005.12.20, 1443
That looks awesome, AJsarge. Will you have larger versions available?

On tunnels: I generally have tried to stay away from tunnels for Urban Outposts (although goodness knows I'd love to have them in the form of sewers), because it would require the Devs to have us re-download the changed continent models (which are massive). That's my only reason for not having them, but I'd still love to see what you come up with.

AJsarge
2005.12.20, 1730
Well, is there wnywhere I can have host 1152 by 864 screenies? I'm using photobucket at the moment.

I should have the admin. building mostly complete in a few hours.

PS: I just woke up, so no breakfast and I'm still woozy.

Pyrotechnic
2005.12.20, 1838
That's cool AJsarge!

Setari
2005.12.20, 2017
Well, is there wnywhere I can have host 1152 by 864 screenies? I'm using photobucket at the moment.

I should have the admin. building mostly complete in a few hours.

PS: I just woke up, so no breakfast and I'm still woozy.
www.imageshack.us

AJsarge
2005.12.20, 2116
I tried that, but I can't get them below the required. I've got a ton of pics in photobucket at the moment, so I'll ust use that. I know the pics are small, but it automatically resizes them to fit size/space requirements.

So, here's the update.

http://img.photobucket.com/albums/v80/ajsarge/Quake%204/urban_outpost5.jpg
The administration building, from the outside. It still needs some eye candy.

http://img.photobucket.com/albums/v80/ajsarge/Quake%204/urban_outpost_admin_1.jpg
The main area of the admin. building. It even has a command point! (Look under big moniters at bunch of little moniters)

http://img.photobucket.com/albums/v80/ajsarge/Quake%204/urban_outpost_tower.jpg
That's from inside the tower. There's a medic behind me incase I need a few touch-ups on my health.

http://img.photobucket.com/albums/v80/ajsarge/Quake%204/urban_outpost_admin_3.jpg
The lunch room, has a bulliten board system just to my right. (seen in next pic)

http://img.photobucket.com/albums/v80/ajsarge/Quake%204/urban_outpost_BBS.jpg
The BBS. Left hand moniter is quite funny.

I'm going to pause on the outside and work on the sewers/walkways now. I Have an idea how to implement the sewers, but I'm not exactly shure how to get access to them. I'll have an idea here shortly :P

acespacer
2005.12.20, 2200
AJsarge what game/engion are you useing BTY?

AJsarge
2005.12.20, 2338
Doom 3 graphics/physics engine, Doom Radient (editor), all within the Quake 4 game :).

Oh, the sewers are done with an access in the warehouse and in the street, and I'm adding even more eye candy including signs (that say things that I want). Oh, and I moved the air pad to the roof of the warehouse.

Man can time fly when you're making maps!

AJsarge
2005.12.22, 0410
Heh, I mad the last post a day ago and don't feel like editing it.

Since i'm at a stand-still on my urban outpost map, I thought I would make a lone Maglev Station. It's the same idea as the one I already have in my current map, but with the added vehicle entrance/ramp and maglev (possibly). Since I have nothing else to do, I think I'll get on it right now. Update in an hour or so.

Hayoo
2005.12.22, 1150
Cool. :) I love the interiors and the info billboards. I wish we had those more often than ads.

AJsarge
2005.12.22, 1912
http://img.photobucket.com/albums/v80/ajsarge/Quake%204/Maglev_station.jpg
Ok, here's a top-down view of the Maglev Station. I have stairs leading to the 2nd floor in each building (they're just the same building that got coppied and flipped, no differences). There is also currently lockers, and soon to be fixed Side doors (ones at the relative North and South are ok). I should have terminals up that give you access to weapons lockers for the weapons within the hour, at the least.

-KEY-
1: Vehicle entrance into rear maglev car (this train only has 2)
2: Personel Entrance (with top-down stick figure to give you an idea of size
3 & 4: Stairs from 1st floor to 2nd
5: Reference tank, shows you how tight vehicles fit into cars, wouldn't be needed if cars were enclosed.
A & B: Place where vehicles can stop before entering Maglev, can also be the 'waiting room' for vehicles to get on the train.
C: The track for the maglev, as illustrated in D

Hayoo
2005.12.22, 2136
I love it. :) And yes, the cars would be enclosed so you can pack in unlimited personnel like you can the HART.

Also, I have the tracks wider to hold two maglevs going in opposite directions. That's why the vehicle ramps are turned at 180 degrees from each other rather than 'mirrored' on either side, but if there isn't enough room or time for that, no biggie, cause this is still an excellent illustration for people to understand the concept.

AJsarge
2005.12.23, 0608
I guess you could say that this is a 'turnaround station' where the maglev reaches the end and starts a big loop around to head back.

AJsarge
2006.07.18, 0837
Man this topic is old. still under 1/2 the page down though...

I thought I'd test out SketchUp by making an admin/supply outpost.
only piccie.
http://img.photobucket.com/albums/v80/ajsarge/SketchUp_Urban_Outpost_1.jpg

Kusutto
2006.07.18, 1508
hello~ I am sorta back
so what does the Supply Depot do?
I forgot XD

nice work AJSarge

Hayoo
2006.07.18, 2315
Neat, AJSarge :) Wish there was a larger image though, I'd like to see the details. I like how the maglev 'track' is there too. :)

hello~ I am sorta back
so what does the Supply Depot do?
I forgot XD

nice work AJSarge

It's the building complex in an Urban Outpost that holds the garage, repair silo, equipment terms, NTU storage, and landing pad. In the absense of an administration building the Supply Depot would also hold the Control Console for that outpost or territory.

Hayoo
2006.07.31, 1742
Rough concept of the type of low-polygon, low-texture type models that can be added to the game in various locations simliar to how the BFR sheds were.

3 basic models are suggested.

- 1 room building
- 2 room building
- long canopy for vehicles (not shown)

Each model would have 3 versions:

- Standard with all walls and roof intact
- Ruined version with walls or roofs missing
- Standard version with a flight of stairs leeding to the roof with railings, effectively making it a two-story structure.

If we assume that each "urban outpost" has up to 3 buildings, not including a Maglev station, this affords hundreds of unique layouts. Outposts could be made up of just ruins, complete structures, or combinations of both. Devs could randomly change around these outposts from patch to patch to simulate battlefield destruction and eventual reconstruction.

Because each structure has a terrain-independent foundation, they can be placed in numerous places such as crossroads, ends of bridges, valleys, low hills, coastlines, along trails, and around towers or bases.

To make each outpost even more unique, you can scatter basement items around and inside them (including boxes, cylinders, panels, barricades). Inside you can also place neutral terminals (no MAX access) or a tower-type control console for forces to seize all buildings at once.

There would be no working doors, just openings. Textures would be reused from various objects already in game such as tower and BFR Shed textures.

http://wiki.planetsidesyndicate.com/images/5/5a/Structures2c2.jpg

Pyrotechnic
2006.07.31, 1909
Oooh, check you in the 3rd dimension :p

Hayoo
2006.07.31, 2146
Oooh, check you in the 3rd dimension :p

lol. Well I had a few minutes to spare at work today and drawing it by hand was taking too long so I threw some walls up in Studio Max and drew on the doors and windows. :-D

Maybe I'll get around to doing a real 3d model when I get the chance. ;)

Marinealver
2006.08.03, 1419
Nice, actuall Urban combat, the caves didn't have that urban feel to them that was claimed.

acespacer
2006.08.08, 1934
u know that pic reminds me of a paintball field.

Hayoo
2006.08.14, 0055
u know that pic reminds me of a paintball field.

heh. And they very well might. I'm trying to make these models so simple that anyone could do them in their sleep. :)

4 walls, 1 ceiling, 1 foundation, 1 door, maybe a window, reuse tower textures, nuthin' but net.

I've also decided the name of these outposts, for easy reference, will be based on the grid it lies in: Outpost N14, Outpost C9, etc. since they'll be at least a grid square apart.

Kusutto
2006.08.15, 0521
I've got a favor to ask
can someone make some Planetside Textures?
I would love to use some of the planetside ingame texture on some models.
But I don't know how to make textures XP

thanks
I will use some of my spare time to make some models
-Kusutto/Cooste

acespacer
2006.08.16, 1642
to make a note about that i remember somone was able to change some textures last year i think thay might be able to exract texture from the game. And it was the insaine clown possy or something like that, unless i was incorrect about the topic and posts.

Marinealver
2006.08.18, 0321
So you have building and street adresses. Such as North F avenue would be the Northmost EW running street in the F row and East 8th street would be the Eastmost NS running street in collumn 8.

as for buildings well a building on North avenue in side column 15 would be 15 North F Avenue. (15 NFAve.) A building on the nearby NS street a grid squar down would be G 15th Street (G 15St) asuming the street was dead center or there are no other streets in column 15

So will we have street signs to label these. It would probibly be easier then trying to place them on the contenant map.

Hayoo
2006.08.20, 0355
A 3-building outpost probably doesn't need street addresses. =P

Kusutto
2006.08.21, 0413
Hayoo can I ask for some of your PS texture?

I tried to get it in game [and since I still don't have photoshop] but the texture is just ... not suitable for use. [not pretty or the resolutions were too low]

anyways, so only 3 empty huts?

Marinealver
2006.08.22, 2126
A 3-building outpost probably doesn't need street addresses. =P

Ok I get it. It is not going to be like a city or suburb type thing, just a few more building in sort of like a rual enviorment with some more man-made feature. That makes sense got to start slow.

Hayoo
2006.08.22, 2318
Yeah, I figure three simple structures with just a few walls and roof, all clustered together at important roads and bridges would finally bring us some of that urban combat feel many have been craving (but that Core Combat hasn't satisfied).

Hayoo can I ask for some of your PS texture?


The only textures I have are closeup screenshots I took while staring at the floor or a wall. They're not very good either and I haven't used them on anything yet.

anyways, so only 3 empty huts?

Only at first as a proof of concept. Phase 2, as I call it would add things like terminals, furnishings, wall coverings, and such to give each structure more character.

http://www.planetside-idealab.com/images/outpost_cluster.gif

http://www.planetside-idealab.com/images/outpost_structures_phase1_sml.gif (http://www.planetside-idealab.com/images/outpost_structures_phase1.gif)

http://www.planetside-idealab.com/images/outpost_structures_phase2_sml.gif (http://www.planetside-idealab.com/images/outpost_structures_phase2.gif)

Kusutto
2006.08.23, 0742
Here u go

I thought of Making a Tower too ... sorta like a bunker tower same look like other buildings
Was thinking making an L shape building too ... ran out of time
next time

http://www.coolimagehosting.com/uploads/13007009b4.jpg

http://www.coolimagehosting.com/uploads/b54db6a8c8.jpg

Pyrotechnic
2006.08.23, 1605
Heh, I was doing this last night, I think I had an overheating problem though as my shadows wouldn't render right.

Yours look sweet though, the ruined ones especially came out nice.

Kusutto
2006.08.24, 0050
Thanks Pyro, I've always liked your work and skill.
[btw, what program do u use? I still don't know how to render XP hahahahaha]
I just learned how to cut shapes out of other shapes so it's practice for me too :3 It's funny, once I start I can't stop for hours.

I am going to make building variants.

hum ... maybe I will try to make a small City LOL hahaha oh well it might take forever

um
wait
Remaking MagLev is my next project after making Hayoo's design.

Pyrotechnic
2006.08.24, 0055
Thanks Pyro, I've always liked your work and skill.
[btw, what program do u use? I still don't know how to render XP hahahahaha]
I just learned how to cut shapes out of other shapes so it's practice for me too :3 It's funny, once I start I can't stop for hours.

I am going to make building variants.

hum ... maybe I will try to make a small City LOL hahaha oh well it might take forever

um
wait
Remaking MagLev is my next project after making Hayoo's design.

I use 3DSMax, by the looks of it you're using GMax? You can't render in GMax.

Hayoo
2006.08.24, 0307
Nice, Kusutto! That's pretty much it. :) Just simple structures with their own foundation (like the BFR sheds) that can be placed anywhere in the cont. Love the ruins too.

I probably need to make the single-room structure a bit longer though, since they force the stairs to be so steep. Not sure if the game physics would let a guy run up that thing. Maybe I'll just have the roof area be wider than the structure; it'll give the stairs less of a steep angle perhaps, kinda like where the stairs go up to the Interlink dish platform (it being wider than the base).

Kusutto
2006.08.24, 0606
Yeah I am using Gmax .. no money to buy 3D Max
Ok I will make another one and perhaps with railings on roof ..

I agree on making the expending the room

because when I make the Door Frame .. I noticed .. ok this hut can only fit no more than 4 infantries when it's empty without other items in it.

I say expend 2-3(or maybe even 4) times the original size.

Ok I just woke up and it's 12:23AM Hum ... what to do what to do ...
ah~ Making models for PSIL !!!

so .. ok had some problem so no Ruined model, also no railings... I am too lazy
I expend the building size (not height)
http://www.coolimagehosting.com/uploads/bef56984e9.jpg

something else ... Simple Garage Design bah!!
http://www.coolimagehosting.com/uploads/bcd190552d.jpg

Hayoo
2006.08.24, 1744
Nice designs, but I can't increase their size x2 or even x4. That defeats the purpose of being able to place them anywhere on a continent. They need to remain compact or you can't place even one on rough terrain, much less 3 together. All I was worried about was the stairs being too steep. I think simply creating a wider platform on the roof will do nicely.

For the interiors, I figure the size to be about that of a basement cell area (within the frames) or that medical room leading off from the bio-lab lobby.

Kusutto
2006.08.26, 0103
ok I remade the Single Size Building
and a ruined one with a slight overview to show the inside

http://www.coolimagehosting.com/uploads/bdebc80a9a.jpg
http://www.coolimagehosting.com/uploads/747f85ef40.jpg
http://www.coolimagehosting.com/uploads/94945f3ad2.jpg

Hayoo
2006.08.26, 1631
Awesome :)

Below is an image I made a couple years ago showing where a collection of structures might be placed. This is at a familiar crossroads on Cyssor:

http://www.planetside-idealab.com/images/urbanarea.jpg

This is another area between Shango and Orisha that could be spiced up with a few structures. There are many such places all over.

http://www.planetside-idealab.com/images/urbanspot3.jpg

Kusutto
2006.08.27, 0123
ok here is the Single Size Building with Stair ... I did some modification
and a Ruined one too
http://www.coolimagehosting.com/uploads/2bcb5e89a5.jpg

http://www.coolimagehosting.com/uploads/6a1c9a00a6.jpg

http://www.coolimagehosting.com/uploads/fe2e3abe59.jpg

Pyrotechnic
2006.08.27, 0216
Hey, nice idea with the stairs, really works.

Kusutto
2006.08.27, 0608
Hahaha ok this looks dull
anyways just an attemp to make an elevated single sized bunker tower
http://www.coolimagehosting.com/uploads/a835e2b560.jpg

Vehicle Bunker
Vehicle on Top
Infantry down below
good Bridge Bunker
or even Facility Bunker
[Vehicle should stay alive longer ... detail can be discussed]
http://www.coolimagehosting.com/uploads/30774592ab.jpg
http://www.coolimagehosting.com/uploads/3aeeb3d2df.jpg

Pyrotechnic
2006.08.27, 0928
Nice designs.

Marinealver
2006.08.30, 1414
Ooh AMS in cover from Orbital Strikes.

Oh yeah I can see Advhacking becoming even more essential. It would be too hard to destroy it.

Kusutto
2006.08.30, 1555
Ok the last pic is not a Full Vehicle Bunker
it only provides some protection against incoming shells and bullets from 3 sides. It does not grand protection against air strike or bombing.

I might make one though :D
be back with more

Hayoo
I thought of something too
Weapon Site/Post

with a few smaller building and in the center there will be one of the three Weapons
[Each Continent should have 3 weapon sites, an ABS, CMS, and EMP/E Cannon]

Artillery Barrage System
-perfect against infantry and vehicle

Cruise Missile Silo
-perfect against ground vehicle and infantry as well

EMP Energy Cannon
-perfect debuff weapon
-knock down all nearby aircraft (crash and explode) [Emp Shock Wave]
-disable all ground vehicle for 7 mins (vehicle can not move or fire) and does 30% dmg to total armor
-remove infantry Stamina and Armor to 0
-disable all implants
-disable MAX ability and remove 50% of its armor

ok be back later
tell me if u guys like this idea as an Extra to the Urban OutPost ... Capturable Weapon Sites

Reuse timer can be discussed (I say every 30mins to an hr)