View Full Version : [GALLERY] Teh Lag rapes a moat
teh lag
January 14th, 2009, 03:01 PM
Yeah, it's about time I got one of these. Anything I think is worth posting gets posted.
Current Status:
Last Updated 2/27/10
Wallpapers
Hellhound Lineart
Hellbringer Lineart
Timber Wolf Lineart
Animations
FP - H1 AR + Elite FP
FP - CMT AR + H1 AR + Plasma Rifle
FP - SMG + Sniper + Carbine
FP - Fuel Rod Gun + Shotgun
3P - Brute/Scorpion Hijack
3P - Spartan/Banshee Hijack
3P - Spartan/Wraith Hijack
Models
Hellhound
Hellbringer
Timber Wolf
Zeus
Meta Knight
CMT Sniper
CMT Brutes
CMT Elites
CMT Covenant Transmitter
CMT Wraith
CMT Carbine
CMT SMG
ODST
Various Halfassed Wallpapers
http://www.modacity.net/forums/picture.php?albumid=98&pictureid=579http://www.modacity.net/forums/picture.php?albumid=98&pictureid=578http://www.modacity.net/forums/picture.php?albumid=98&pictureid=580
Animation : FP - H1 Sniper, Elite FP
ROvRg1TW0UU
I tried to correct a few of the problems in the earlier incarnation of this AR set (yes, the human version got the same changes). Rossmum suggested that I make the bolt push more like a flick than a... push, which I was not so successful in doing looking back on it. I tried, at least. The Sniper's bolt push was loosely based on the one that the BR had in H2's E3 2003 demo, and I am very happy with it. Maybe it's a little too forceful but I prefer style over realism. To a degree. I know that sometimes the origin changes slightly between the ready and idle animations - oh well. Ingame it doesn't show up, I just wasn't too hot on the idea or re-rendering 100 frame animations to fix it.
Animation : FP - CMT AR + H1 AR + Plasma Rifle
Ixz34X25RPE
Both ARs are fairly new - the first one I just finished and the second is from mid-December. The PR is from a while ago, but I was touching it up and figured I could put it up. See my comments in the video - I want to do something more creative with FP but I just can't motivate myself to do it.
Animation : FP - SMG + Sniper + Carbine
ZboL4nuUlJc
I have nothing to say. This is pretty old - at least from March, probably earlier.
Animation : FP - Fuel Rod Gun + Shotgun
uqqXeHfy4KI
Woo, fp stuff. Shotgun melee sucks; reload is implausible.
Animation : 3P - Brute/Scorpion Hijack
YqLC6rhUgyg
Thanks to Ironclad for looking this over and pointing out flaws in the original. I did this over about 6 hours, with about an hour afterward of cleaning it up. It was a pretty fun way to get back into my 3D groove.
Animation : 3P - Spartan/Banshee Hijack
oOHjU5gtvCg
You've all probably seen this from April when I first made it. Not much to say here... I like how it came out though. Some day I'll fix it ingame... Some day.
Animation : 3P - Spartan/Wraith Hijack
9KmbsYobyVI
Same deal as the 'shee.
Model : Hellhound
Tris : 116618 (Mainly due to the vents and my incredibly stupid choice to put "detail" into the bolts).
http://www.modacity.net/forums/picture.php?albumid=98&pictureid=590http://www.modacity.net/forums/picture.php?albumid=98&pictureid=581http://www.modacity.net/forums/picture.php?albumid=98&pictureid=591http://www.modacity.net/forums/picture.php?albumid=98&pictureid=582
Wire View 1 (http://img214.imageshack.us/img214/2959/hellhoundfrontotherwirekg6.png) - Wire View 2 (http://img91.imageshack.us/img91/4134/hellhoundfrontwireru6.png) - Wire View 3 (http://img142.imageshack.us/img142/7708/hellhoundtopwirewr6.png) - Wire View 4 (http://img214.imageshack.us/img214/4997/hellhoundbackwirers1.png)
I know about the terrible triangle-thingy on the top part of the upper leg's side. It's going to be removed, but I really didn't want to re-render everything just for that until I can think of something better. I also know that the ball of the foot/ankle/whatever intersects the upper leg; that's because I was having fun posing the model earlier and forgot to move the foot back down. Again, cba to re-render until I make bigger changes to the model.
Model : Hellbringer
Tris : 37692 (Super-mega bonus-points for spotting reused geometry).
http://www.modacity.net/forums/picture.php?albumid=98&pictureid=595http://www.modacity.net/forums/picture.php?albumid=98&pictureid=596http://www.modacity.net/forums/picture.php?albumid=98&pictureid=598
Wire View 1 (http://img223.imageshack.us/img223/3729/hellbringerfrontwiresl9.png) - Wire View 2 (http://img73.imageshack.us/img73/8959/hellbringertopwirebo6.png) - Wire View 3 (http://img73.imageshack.us/img73/5007/hellbringerbackwiretq2.png)
Yeah, the lower torso is a geometric massacre (though lighting is also to blame). This thing is a year old, so I probably won't bother. I also always felt the legs were off-balance, but if it gets animated you really won't be able to tell.
Model : Timber Wolf
Tris : 37851
http://www.modacity.net/forums/picture.php?albumid=98&pictureid=600http://www.modacity.net/forums/picture.php?albumid=98&pictureid=599http://www.modacity.net/forums/picture.php?albumid=98&pictureid=601
Wire View 1 (http://img254.imageshack.us/img254/3420/timberwolffrontwireqr4.png) - Wire View 2 (http://img254.imageshack.us/img254/2961/timberwolfsidewirewo2.png) - Wire View 3 (http://img353.imageshack.us/img353/7448/timberwolfbackwirenn2.png)
First mech I did. I loved the legs the Mad Dog (No I am not confused, that's the Clan designation for the Vulture) had in the Mech4 intro, so I gave them to its big brother.
Model : Zeus
Tris : 78104
http://img222.imageshack.us/img222/7156/zeusbottomzx3.pnghttp://img222.imageshack.us/img222/1586/zeusbackyg5.pnghttp://img403.imageshack.us/img403/2553/zeustop2vq9.pnghttp://img12.imageshack.us/img12/2982/zeustopqa9.png
Wire View 1 (http://img19.imageshack.us/img19/2229/zeusbottomwireqb4.png) - Wire View 2 (http://img19.imageshack.us/img19/2995/zeusbackwireee9.png) - Wire View 3 (http://img131.imageshack.us/img131/654/zeustop2wirepz5.png) - Wire View 3 (http://img21.imageshack.us/img21/2556/zeustopwireqf7.png)
This is not something I felt comfortable posting. (Boba and Rooster had to tell me I should). There's so many problems with it I can't even begin to point them out... Guns clip legs, arm joints (despite 5 redos and an image provided by Mech) are terrible, legs aren't even pretty boxes, shoulders are all out of whack connecting to the torso... oh well.
Model : Meta Knight
Tris : 5364 (I won't even try to make an excuse here).
http://img184.imageshack.us/img184/6999/metaknightfrontvn4.pnghttp://img179.imageshack.us/img179/6682/metaknightposexm5.png
Clay Unposed (http://img179.imageshack.us/img179/4595/metaknightfrontclayoy6.png) - Clay Posed (http://img184.imageshack.us/img184/3527/metaknightposeclayma8.png)
Wire Unposed (http://img179.imageshack.us/img179/9454/metaknightfrontclaywireaz2.png) - Wire Posed (http://img184.imageshack.us/img184/4784/metaknightposeclaywiregg6.png)
Yeah, I'm a cheapass in Brawl as well as in modeling. At the very least I can explain why the wings are such an affront to all that is good: I originally had them with nice and orderly triangulation, but I needed them to be able to fold up and Halo only lets you have 2 bones weighted to a vert... so I had to reduce them to that monstrosity.
Model/Texture : CMT Sniper Rifle (Texture help from Flyinrooster and Dano, some geometry from Bungie's H1 Sniper).
Tris : 4864 (Main culprits are scope displays and screws, which got waaaay more "detail" than they should have. Oh well.)
http://img522.imageshack.us/img522/2308/sniperfbcolorge6.png
Clay (http://img57.imageshack.us/img57/7875/sniperfbclaymu3.png)
Wire View 1 (http://img105.imageshack.us/img105/7269/sniperfwireis5.png) - Wire View 2 (http://img105.imageshack.us/img105/4430/sniperbwireyy1.png)
Diffuses:(Needless to say, please don't use the textures posted here without first getting my permission.)
http://img113.imageshack.us/img113/6039/sniperdiffaal2.jpghttp://img516.imageshack.us/img516/1328/sniperdiffbkf8.jpghttp://img132.imageshack.us/img132/7528/sniperdiffcqf5.jpg
Speculars:(Needless to say, please don't use the textures posted here without first getting my permission.)
http://img398.imageshack.us/img398/9458/sniperspecazs0.jpghttp://img103.imageshack.us/img103/5918/sniperspecbwc3.jpghttp://img113.imageshack.us/img113/8374/sniperspeccbp0.jpg
Muzzle break is reused from Bungie's sniper, as are the barrel, bipod, magazine, and the thingy that's in front of the scope. The muzzle break is unsmoothed because frankly nobody ever sees it up close. This thing is 2 years old now, so it's not really going to be changed. I was such a terrible person giving the barrels their own fucking huge bitmap. Oh well again.
Model : CMT Brute (Textures by Dano, Head and lower arm plating for the Captain [yellow one] by Wave of Lag)
Tris : 1938 (Unarmored) to 4997 (Chieftan)
http://www.modacity.net/forums/picture.php?albumid=98&pictureid=644http://img297.imageshack.us/img297/9369/brutebodywf6.pnghttp://www.modacity.net/forums/picture.php?albumid=98&pictureid=643http://www.modacity.net/forums/picture.php?albumid=98&pictureid=645
Armors:
http://www.modacity.net/forums/picture.php?albumid=98&pictureid=638http://img141.imageshack.us/img141/4733/bruteminorakp4.pnghttp://www.modacity.net/forums/picture.php?albumid=98&pictureid=650
http://www.modacity.net/forums/picture.php?albumid=98&pictureid=634http://img155.imageshack.us/img155/3476/bruteminorbsw6.pnghttp://www.modacity.net/forums/picture.php?albumid=98&pictureid=648
http://www.modacity.net/forums/picture.php?albumid=98&pictureid=636http://img297.imageshack.us/img297/1610/bruteminorctl8.pnghttp://www.modacity.net/forums/picture.php?albumid=98&pictureid=649
http://www.modacity.net/forums/picture.php?albumid=98&pictureid=632http://img136.imageshack.us/img136/2917/brutemajoradc8.pnghttp://www.modacity.net/forums/picture.php?albumid=98&pictureid=647
http://www.modacity.net/forums/picture.php?albumid=98&pictureid=630http://img297.imageshack.us/img297/8757/brutecaptainatf0.pnghttp://www.modacity.net/forums/picture.php?albumid=98&pictureid=646
There's plenty more armor combinations than what's here, but they all are just the same geometry rearranged, and I don't want to spend more time rendering than I have to. Ditto for the colors, so please refrain from bitching about how your favorite perm and color isn't there. Use your imagination.
Also, for those wondering, the wireframe is in all tris because when I sent it off to Dano, we didn't know of a better way than for me to export as .obj for him, since he only had Maya (with the exception of a few obvious places that were edited after I got them back from him).
And a major major major <3 to WOL for helping me out on the Captain (gold) perm.
Model : CMT Elite (Textures by Dano)
Tris : 5288 (Unarmored) to 6806 (Assault)
http://www.modacity.net/forums/picture.php?albumid=98&pictureid=653http://www.modacity.net/forums/picture.php?albumid=98&pictureid=652http://www.modacity.net/forums/picture.php?albumid=98&pictureid=651http://www.modacity.net/forums/picture.php?albumid=98&pictureid=654
Armors:
http://www.modacity.net/forums/picture.php?albumid=98&pictureid=659http://www.modacity.net/forums/picture.php?albumid=98&pictureid=658http://www.modacity.net/forums/picture.php?albumid=98&pictureid=662
http://www.modacity.net/forums/picture.php?albumid=98&pictureid=656http://www.modacity.net/forums/picture.php?albumid=98&pictureid=655http://www.modacity.net/forums/picture.php?albumid=98&pictureid=657
http://www.modacity.net/forums/picture.php?albumid=98&pictureid=664http://www.modacity.net/forums/picture.php?albumid=98&pictureid=663http://www.modacity.net/forums/picture.php?albumid=98&pictureid=665
http://www.modacity.net/forums/picture.php?albumid=98&pictureid=666
Dano is a cool person for skinning these. I am not a cool person for ignoring all logic regarding polycount for last-gen games.
Model : CMT Covenant Transmitter (Texture by Dano)
Tris : 1488
http://img403.imageshack.us/img403/7135/ctransmittersq9.pnghttp://img105.imageshack.us/img105/5404/ctransmitterwirexd2.png
The texturing is all a dirty lie; I reused the wraith skin :shh:
Model : CMT Wraith (Texture by Dano)
Tris : 4698 for Mortar, 5762 for AA
http://tehlag.modacity.net/one/pix/gallery/wraith-mortar-color-front.pnghttp://tehlag.modacity.net/one/pix/gallery/wraith-mortar-color-back.png
Wire View 1 (http://tehlag.modacity.net/one/pix/gallery/wraith-mortar-wire-front.png) - Wire View 2 (http://tehlag.modacity.net/one/pix/gallery/wraith-mortar-wire-back.png)
http://tehlag.modacity.net/one/pix/gallery/wraith-aa-color-front.pnghttp://tehlag.modacity.net/one/pix/gallery/wraith-aa-color-back.png
Wire View 1 (http://tehlag.modacity.net/one/pix/gallery/wraith-aa-wire-front.png) - Wire View 2 (http://tehlag.modacity.net/one/pix/gallery/wraith-aa-wire-back.png)
I've held back on this now because of how little I actually... did for this. It's basically just a prettier version of the H2 wraith with a little creative license taken in a few spots. However, after setting it up for some play renders I couldn't resist. If nothing else I'm proud of how nice Dano made it look.
Model : CMT Carbine (Texture by Dano)
Tris : 4828 (I really am piss poor at optimizing my models, aren't I...)
http://tehlag.modacity.net/one/pix/gallery/carbine_1_color.pnghttp://tehlag.modacity.net/one/pix/gallery/carbine_2_color.png
Clay View 1 (http://tehlag.modacity.net/one/pix/gallery/carbine_1_clay.png) - Clay View 2 (http://tehlag.modacity.net/one/pix/gallery/carbine_2_clay.png)
Wire View 1 (http://tehlag.modacity.net/one/pix/gallery/carbine_1_wire.png) - Wire View 2 (http://tehlag.modacity.net/one/pix/gallery/carbine_2_wire.png)
Pretty. Just like the Wraith, there's nothing special here other than a higher-res version of what you see in H2/3.
Model : CMT SMG (Texture by that wonderful Dano)
Tris : 3186 (Blame the screws, rails, and the thingies on the mag holder.)
http://www.modacity.net/forums/picture.php?albumid=98&pictureid=800http://www.modacity.net/forums/picture.php?albumid=98&pictureid=801
Just finishing putting in my prior work in here. As with the Wraith and Carbine, I'm not too proud of this as there wasn't much work put into it.
Model : ODST
Tris : 84424 (lolllll)
http://www.modacity.net/forums/picture.php?albumid=98&pictureid=796http://www.modacity.net/forums/picture.php?albumid=98&pictureid=798
Wire View 1 (http://www.modacity.net/forums/picture.php?albumid=98&pictureid=797) - Wire View 2 (http://www.modacity.net/forums/picture.php?albumid=98&pictureid=799)
Attachments (http://www.modacity.net/forums/picture.php?albumid=98&pictureid=795)
Well, having been over a year since I modeled a biped, I figured it was time to make another one to add to my collection. I went all-out on this; if I felt I was capable of modeling a detail I stuck it on. It still has to be skinned (and possibly run through mudbox/zbrush for even more detailing), at which point I may add some more things that I kinda wanted to while making it but just ran out of steam for. I'll also have to make a low-res version for CMT SP2, so there may be another set of changes that it goes through. I ended up not replacing the H1 marine hands... oh well.
Feel free to 'shop in or point out any changes or additions you think would make the stuff suck less.
CabooseJr
January 14th, 2009, 03:05 PM
I'm lovin it.
L0d3x
January 14th, 2009, 03:10 PM
Woaaw, that's amazing work.
Sel
January 14th, 2009, 03:11 PM
hot hot hot
Syuusuke
January 14th, 2009, 03:20 PM
Teh lag rapes a goat
I'm lovin it.
Woaaw, that's amazing work.
hot hot hot
Especially that last one...
Anyway, fucking incredible.
SMASH
January 14th, 2009, 03:23 PM
Do you do each piece individually and move it into place or do you sculpt it all at one time?
EDIT: Nevermind, just fully read your post...
Advancebo
January 14th, 2009, 03:29 PM
What is your rendering method?
teh lag
January 14th, 2009, 03:34 PM
What is your rendering method?
Skylight + 2 omnis on each axis + light colored specular on material + standard 3ds light tracer + catmull-romm AA.
E : Added Hellbringer.
EE : Added Timber Wolf.
Roostervier
January 14th, 2009, 06:21 PM
:3 Nice work man.
Malloy
January 14th, 2009, 06:24 PM
tasty, I guess I would appreciate them more if I liked Mech Warrior but the modelling seems immaculate :D
these badboys in production of anything?
MetKiller Joe
January 14th, 2009, 06:25 PM
More awesome than I can handle in one session.
Great work!
Phopojijo
January 14th, 2009, 06:28 PM
You Kerensky sympathizer =_=;
Madcat! Loki! :p
... you got Hellhound right though :p So you're only 66% Clanner tainted :p
teh lag
January 14th, 2009, 06:30 PM
You Kerensky sympathizer =_=;
Madcat! Loki! :p
... you got Hellhound right though :p So you're only 66% Clanner tainted :p
I used that designation for lack of a clan one; the Hellhound in Mech4 is very, very different from the "classic" Conjurer. :eng101:
And so what, Mechwarrior 2 was the first one I played and I got attached to the names :(
E : Added sniper.
Rob Oplawar
January 14th, 2009, 09:34 PM
timber wolf was always my favorite. gotta love the classics
Limited
January 14th, 2009, 09:58 PM
Top one is freaking sick, so much detail must have taken you hours and hours. Props man.
Bad Waffle
January 14th, 2009, 11:21 PM
I've always loved the timber wolf. My favorite out of all the other stupid looking mechs :D
TeeKup
January 15th, 2009, 01:16 PM
Puma!
Invader Veex
January 15th, 2009, 02:14 PM
Wow, I'm loving those sniper textures. Nice model, too.
As for the Mechwarrior stuff, I have no knowledge of that, or modeling, so I'm just going to say, holy fuck that seems like lot of detail.
teh lag
January 15th, 2009, 02:54 PM
Wow, I'm loving those sniper textures. Nice model, too.
As for the Mechwarrior stuff, I have no knowledge of that, or modeling, so I'm just going to say, holy fuck that seems like lot of detail.
Key word there :v:
Also updated with sphere and planes Meta Knight.
I'll post something that took effort to model soon, I promise!
LinkandKvel
January 17th, 2009, 03:05 AM
*looks at title* Was it an innergoat?
By the way models are so :awesome: I think I had downs for a second.
Heathen
January 17th, 2009, 05:02 AM
Was it an innergoat?
ftfy
and Good stuff.
LinkandKvel
January 17th, 2009, 06:06 AM
ftfy
u kno....i had that THEN changed it.....hm
FRain
January 17th, 2009, 11:22 AM
Model: Timber Wolf
Tris : 37851
Mad Cat :eng101:
Coincidentally, looks amazing to me.
CtrlAltDestroy
January 17th, 2009, 11:26 AM
Mad Cat :eng101:.
Uh, no.
teh lag
January 17th, 2009, 11:34 AM
Also, updated with CMT Brutes.
ICEE
January 17th, 2009, 11:52 AM
Holy cow, gold brute is GOLD. I'm a little surprised you were able to do the brutes so low poly
teh lag
January 17th, 2009, 12:20 PM
Holy cow, gold brute is GOLD. I'm a little surprised you were able to do the brutes so low poly
Yeah, I'm not so proud of my renders for them... I may redo them later.
Also,
http://img88.imageshack.us/img88/1866/bruteriflerunvn7.gif (http://imageshack.us)
If someone can lead me to something that can convert .avis to .gifs without the terrible quality-loss like above, it would be very sexy of them.
E : Jitter fixed.
Bad Waffle
January 17th, 2009, 12:49 PM
I love the brutes compared to the ones you guys were using before, great stuff lAg
Lag, i think you can actually render in .gif, lemme check
EDIT: Nope, but you can still use Camtasia to convert it pretty much perfectly.
Ki11a_FTW
January 17th, 2009, 12:59 PM
I just use photoshop to convert them :o
teh lag
January 17th, 2009, 03:12 PM
Updates with Elites.
ICEE
January 17th, 2009, 03:40 PM
Your brutes are cool, but those elites are seriously legit.
Hotrod
January 17th, 2009, 04:43 PM
Everything is dead sexy, good job.
Heathen
January 17th, 2009, 05:22 PM
The brutes are great but those eliets are sex. Ftw.
teh lag
January 17th, 2009, 07:08 PM
Updated with artistic masturbation wallpapers of the mechs and the Covie transmitter I did for CMT. I was told that this time I nailed the covenant style better than with the plasma coil, so I'm posting it here. Crit, as always, is welcome.
Joshflighter
January 17th, 2009, 07:21 PM
I am glad I have someone to look up too! :O
*modeling wise*
ICEE
January 17th, 2009, 07:51 PM
Your transmitter is waaaay covy-er than the fusion coil. kudos.
I am glad I have someone to look up too! :O
*modeling wise*
Everyone looks up to laggy :cool:
Advancebo
January 17th, 2009, 07:56 PM
He makes us lag from his epicness
teh lag
February 15th, 2009, 06:34 PM
Updated w/ my latest mech. I'm not happy with it, but people I talked to were, so there it is.
mech
February 15th, 2009, 06:51 PM
The Zeus is an odd looking mech, sometimes you have to mix and match characteristics from different mechs and form them to follow the design of whatever you're modelling.
Disaster
February 15th, 2009, 09:44 PM
Do I get bonus points for spotting out that the guns are reused? :P
1bobsam1
February 16th, 2009, 06:54 PM
Look what I found I found an egg. It says LAG on the sniper bitmap.
Heathen
February 16th, 2009, 07:08 PM
uduhhhhh
We noticed to mang.
1bobsam1
February 16th, 2009, 07:24 PM
uduhhhhh
We noticed to mang.
Umm I didn't read the whole form.
Heathen
February 16th, 2009, 08:04 PM
Well there was your first mistake :3
Anyways, I know its a bit late into the game and I am probably gonna catch some shit for this, but what are all these mech's from?
teh lag
February 16th, 2009, 08:10 PM
Well there was your first mistake :3
Anyways, I know its a bit late into the game and I am probably gonna catch some shit for this, but what are all these mech's from?
Dude.
Only the most well-known western mecha franchise ever. (http://en.wikipedia.org/wiki/Battletech)
kid908
February 17th, 2009, 09:15 AM
http://img152.imageshack.us/img152/8923/eliteflightwireyu6.png
Is that an alien bong i see? jk. Looks amazing, especially the elite which has more tris than halo 2 i believe :XD: I'm amazed at thee quality of the brute with such a low tri count.
Huero
April 17th, 2009, 08:16 PM
Hey lag. Add those smgs, carbines, wraiths and enforcers i'm hearing about.
DO IT.
teh lag
April 26th, 2009, 10:12 AM
Updated with Wraith~
Carbine may come later today depending on how good I can make it look.
Carbine as promised!
Higuy
April 26th, 2009, 10:34 AM
Wow they both look really pretty in the max renders
Roostervier
April 26th, 2009, 11:06 AM
I really liked the wraith render. Both updates look real nice.
Choking Victim
April 26th, 2009, 11:11 AM
The detail bump on the wraith is pretty sexy.
ThePlague
April 26th, 2009, 11:18 AM
Those look amazing. Your modeling mixed with Dano's textures make for awesome stuff.
Advancebo
April 26th, 2009, 12:51 PM
holycrap, nice wraiths and carbine. And I like the renders too.
teh lag
May 25th, 2009, 02:16 PM
I had a big-ass post all typed up detailing what all of this is, what my plans are, the inner workings, and all that.
Then I lost it because my dad flipped the wrong switch in our fuse box trying to restart our air conditioning (as it turns out we had an electrical fire and need to replace the whole unit). I'll retype it later, but for now be content with a brief explanation and some pics.
The project : AP Computer Science AB semester final.
The proposition : turn the GridWorld case study (see http://www.horstmann.com/gridworld/ and/or http://www.youtube.com/watch?v=ihOJS6VUFZ8) into a shmup/bullet hell engine.
The progress :
As I stand, I've got (to name a few) a level loading system, player input, collision based on multiple radii defined in each game object, powerups, weapons and weapon upgrades, animated sprites, sfx and music support, basic UI elements (read : very basic), a continuous (based on x/y coordinates rather than a grid with discreet locations) world, objects with children that move with them, a half-legitimate scoring system, and a bunch of other stuff that I don't have time to explain right now. Basically, I ripped apart GridWorld and pieced it back together to create something not unlike Frankenstein's monster, except with more bullet grazing. This is not something that you should be writing in *shudder* Java, but I can't stop nowwwwwwwwwwwwwwwwwwwwww
http://tehlag.modacity.net/one/pix/screenshot5.jpg
http://tehlag.modacity.net/one/pix/screenshot8.jpg
http://tehlag.modacity.net/one/pix/screenshot9.jpg
^ The above pic is what happened when I attempted to find out why my original collision detection code wasn't working by highlighting all affected grid slots with those red dots; it was at that point I ditched the Grid layout entirely in favor of a continuous world.
http://tehlag.modacity.net/one/pix/screenshot10.jpg
^The fruits of making said move to a continuous world.
http://tehlag.modacity.net/one/pix/screenshot13.jpg
http://tehlag.modacity.net/one/pix/screenshot14.jpg
^The beginnings of actual enemies and enemy behavior
http://tehlag.modacity.net/one/pix/screenshot17.png
http://tehlag.modacity.net/one/pix/screenshot20.png
^I'm quite fond of my scrolling background stars and the screen tint that comes on when you fire the bomb/death ray/sprite ripped from SWR.
http://tehlag.modacity.net/one/pix/screenshot23.png
http://tehlag.modacity.net/one/pix/screenshot24.png
^Hey, it's actually starting to look a bit like a game!
I suppose there's not much that can really be appreciated in these pics, as the sprites (with the exceptions of the bullets and stars) are taken from either Tyrian or Scarlet Weather Rhapsody, but I felt like posting this so vOv. Maybe when I get around to actually explaining what's going on it'll make more sense. I'll post more progress later when I don't have a shitton of other things to do.
Oh and Rob Oplawar and Seraphim <3 you guys for putting up with my yammering on about my progress.
Roostervier
May 25th, 2009, 02:19 PM
Lookin' nice. : D
Syuusuke
May 25th, 2009, 02:30 PM
You raped a goat, sheep, and a few aliens.
Rob Oplawar
May 25th, 2009, 07:48 PM
Where'd you get those sprites?
teh lag
May 25th, 2009, 07:56 PM
Where'd you get those sprites?
the sprites (with the exceptions of the bullets and stars) are taken from either Tyrian or Scarlet Weather Rhapsody
The sprites from Tyrian were released by their maker at http://lostgarden.com/2007/04/free-game-graphics-tyrian-ships-and.html. The SWR sprties were extracted from the game.
ultama121
May 25th, 2009, 09:42 PM
You got the scrolling background working? Awesome.
Higuy
May 25th, 2009, 10:04 PM
Looks like touhou
Which means I'm looking forward to playing this if I ever get the chance too.
Good background music I suppose? Or have you not put that in yet?
klange
May 26th, 2009, 05:16 AM
Sheesh, we didn't do anything that spectacular with Grid World last year... >_>
Though it's not exactly the best basis for anything that needs to render fast.
Limited
May 26th, 2009, 08:50 AM
Nice looking game lag, so you use a grid to house the different particles/objects and what not?
I'm intrigued by this GridWorld thing.
Rob Oplawar
May 26th, 2009, 09:16 AM
the sprites (with the exceptions of the bullets and stars) are taken from either Tyrian or Scarlet Weather Rhapsody
Oops, sorry, I fail at reading. Looks cool!
teh lag
June 3rd, 2009, 06:42 PM
Mini-update...
http://tehlag.modacity.net/one/pix/screenshot27.png
http://tehlag.modacity.net/one/pix/screenshot28.png
As my partner chugs away on gameplay beyond my pitiful test setup, I've been heaping more things into the game's core. Shown above is my UI sidebar (which I made the bitmaps for and am quite, quite proud of) and projectile homing. I've also been trying to plug the memory leaks that plague the damn thing, to questionable avail despite my having tried to do so for the past 5 days.
Advancebo
June 3rd, 2009, 06:56 PM
Whats the "Graze" do?
teh lag
June 3rd, 2009, 06:58 PM
The number of bullets you have "grazed" (come close to hitting but not quite), which adds points and gives bonus multipliers when you kill a boss. I'm stealing a few/all of my gameplay mechanic from Touhou.
Malloy
June 3rd, 2009, 07:04 PM
Wow that'd look totally legit without the '|'s aside the point markers :D
teh lag
June 5th, 2009, 08:52 PM
Mini-update again...
http://tehlag.modacity.net/one/pix/screenshot29.png
http://tehlag.modacity.net/one/pix/screenshot30.png
My menu system! It's ALIVE!
also note the icons in the bottom-right indicating sound mutage
LlamaMaster
June 5th, 2009, 09:03 PM
Looks awesome. Will it be hellishly hard?
ultama121
June 5th, 2009, 11:23 PM
Llama, Lag's just making an engine. He's going to include like 1 test level... but the purpose of this project is just to make a bullet hell game engine.
Limited
June 6th, 2009, 09:19 AM
Whats that empty square on the UI sidebar you made going to be for?
Whats the memory usage of it? Its not still Java is it?
teh lag
June 6th, 2009, 10:05 AM
Whats that empty square on the UI sidebar you made going to be for?
Whats the memory usage of it? Its not still Java is it?
The empty square will be for weapon power.
Memory usage is my main problem now; it varies anywhere between 30 and 120mb, with 30 being startup, ~80mb early in the game, and 120 after ~5 mins of play. I don't know where all of that is coming from, but I've been trying to find out.
And yes, it's still in Java.
Limited
June 6th, 2009, 01:25 PM
Wtf 30mb? My C++ games only use 6kb.
Are you loading the images every frame or something crazy?
teh lag
June 6th, 2009, 02:16 PM
What can I say? I know next to nothing about how the stuff I'm loading is being stored. There probably are hundreds of copies of all the images floating around in the memory.... but then again that's what I've been trying to solve for the past week now.
Limited
June 6th, 2009, 02:43 PM
What can I say? I know next to nothing about how the stuff I'm loading is being stored. There probably are hundreds of copies of all the images floating around in the memory.... but then again that's what I've been trying to solve for the past week now.
I'm guessing theres a render or paint method used to display the bitmaps right? In there, does it load the physical file into a variable then renders it? That would be your problem, it keeps making new variables with the picture but doesnt clear the bitmap after use.
teh lag
June 6th, 2009, 02:53 PM
Unless something is going horribly, horribly wrong, the images should only be being loaded once and then stored in a map for later use. Given that the size of the collection of images isn't growing (at least according to outputting its size to the console) unless something actually needs to be added to it, I'd think that isn't the case.
Limited
June 6th, 2009, 02:59 PM
Hmm, when you "render" it, are you sure you clear it first? Maybe its just increasing the size. I'm not too sure how games are dont in Java. If this was C++ I'd be sorted.
klange
June 6th, 2009, 03:19 PM
Wtf 30mb? My C++ games only use 6kb.
Are you loading the images every frame or something crazy?
It's Java. Think about it.
\/ I'd expect as much from the JVM. Have you seen that thing's garbage collector?
Limited
June 6th, 2009, 03:24 PM
It's Java. Think about it.
If your talking about the size used, I relise Java has to use all the run time stuff. Its more about the fact the size keeps going up and up over time.
Malloy
June 10th, 2009, 09:17 AM
Make a unique game afterwoulds man, use your 3D models for renders, optimise, make into a sprite sheet and get the animation frames from max renders.
teh lag
June 16th, 2009, 09:59 AM
Well, I won't clutter up the QCT with a long-term project's updates.
http://tehlag.modacity.net/one/pix/wip/ODST-06.png
http://tehlag.modacity.net/one/pix/wip/ODST-07.png
Fixed the helmet proportions; planning on revising the forearm as per my goal of having as few tris vs. quads as possible. Same deal as always, happy to hear what's wrong with it.
MetKiller Joe
June 16th, 2009, 10:12 AM
Looks great. Again, you could always just bake the high res on a lower res mesh for normal maps.
Hunter
June 16th, 2009, 03:00 PM
Stop making porn!
Looks amazing. Could make some really nice renders with them when finished.
teh lag
June 16th, 2009, 05:41 PM
i'm sorry i can't help it
http://img31.imageshack.us/img31/1198/odst08.png (http://img31.imageshack.us/i/odst08.png/)
http://img31.imageshack.us/img31/7376/odst09.png (http://img31.imageshack.us/i/odst09.png/)
Considering ditching the two ammo pouches on either side of the upper arm plate, as they're really too small to hold anything useful. I don't know what I'd replace them with... I'm thinking something with wires sticking out (radio? idk). Also, to avoid confusion/unnecessary questions : the red represents areas that will have an emblem (probably just the UNSC logo) painted over them in the texture.
Really though, I need some crit. Stop saying "it looks good," tell me what it's missing.
BobtheGreatII
June 16th, 2009, 05:46 PM
It's missing the rest.
[/badpost]
Honestly, I haven't noticed anything that looked off to me. Other than the brown pouches. Maybe a dark gray or something. But again, that's not major since you aren't texturing it yet.
SnaFuBAR
June 17th, 2009, 01:34 AM
Turn the two small change bags into a shaped holster for two smg clips. The brown fabric-like (or at least non-rigid material) are far too "doughboy" for an ODST.
Heathen
June 17th, 2009, 01:52 AM
too small to hold anything useful.
salt?
Its fucking hot inside those suits and your body loses a lot of salt.
Pills?
Some people need the shit.
Vitamin meals?
Its the fucking future mang.
teh lag
June 17th, 2009, 02:23 PM
Went with Snaf's idea. I like the way it looks now way better. Normally I wouldn't post an update when the part I've added is only half-finished, but I might not be able to get on again today so :
http://img15.imageshack.us/img15/6190/odst10.png (http://img15.imageshack.us/i/odst10.png/)
http://img15.imageshack.us/img15/1821/odst11.png (http://img15.imageshack.us/i/odst11.png/)
The back is really just there for the purpose of being there atm; I have put about 0 minutes of work into making it look like something. Just bear with me and I'll make it cool. The hands are placeholders too until I come up with an actual design (they're taken from the H1 marines right now).
Chainsy
June 17th, 2009, 02:25 PM
I don't get why there are lights on his chest plate, that's a high impact area, if you're going to have them, move them up to shoulders, but it seems kind of useless when he has one on his head. I am just assuming these are flashlights or scanners of some sort, and they look pretty fragile.
Joshflighter
June 17th, 2009, 05:06 PM
I wanna model a biped too mommy! *Leaves crying*
Hunter
June 17th, 2009, 05:12 PM
That pure bonage there lag. :P
Looks awesome.
Delta4907
June 17th, 2009, 10:19 PM
Is it just me, or does the head seem to small in proportion to the rest of the body? I guess I'll just wait until its finished.
teh lag
June 18th, 2009, 12:40 PM
Final push now... I'm hoping this will be done by the weekend. The back is still a bit bland; I'm considering doing a backpack similar to this (http://www.bungie.net/images/Games/JKLSKESUDLD/concept_art/characters/Halo3-ODST_CharConcept-01.jpg), though that could pose problems ingame (extending out of the collision boxes and such). I still don't know what I'll do with the hands, and since I hate modeling hands they'll probably be the last thing I do.
http://img20.imageshack.us/img20/2157/odst12.png (http://img20.imageshack.us/i/odst12.png/)
http://img4.imageshack.us/img4/7725/odst13.png (http://img4.imageshack.us/i/odst13.png/)
I don't get why there are lights on his chest plate, that's a high impact area, if you're going to have them, move them up to shoulders, but it seems kind of useless when he has one on his head. I am just assuming these are flashlights or scanners of some sort, and they look pretty fragile.
Yeah, I think you're right. Just wanted to put something there so I could cover up the otherwise simple geometry of the plate.
Is it just me, or does the head seem to small in proportion to the rest of the body? I guess I'll just wait until its finished.
It's just you. My helmet is in proportion with the head of the marines in H1 (fits rather nicely too).
BobtheGreatII
June 18th, 2009, 12:45 PM
That looks sweet. Great work.
Makes me want ODST right now.
Masterz1337
June 18th, 2009, 12:51 PM
It's looking great, not really a fan of the nades on the belt though..
MetKiller Joe
June 18th, 2009, 01:39 PM
Very nice work. Are you planning to put it into unreal?
NuggetWarmer
June 18th, 2009, 02:27 PM
It's looking great, not really a fan of the nades on the belt though..
You've never been a fan of nades on belts. :C
PlasbianX
June 18th, 2009, 04:12 PM
It might just be me, but the proportions of his arms to the rest of his body so far look off. They seem like theyre a little too small.
Hunter
June 18th, 2009, 05:12 PM
He looks a bit fat.
BobtheGreatII
June 18th, 2009, 05:21 PM
He looks a bit fat.
You look a bit fat. :-3
Nah, I think it's just because of all the pieces of the armor. If anything he's bulky. Not fat.
ICEE
June 18th, 2009, 05:23 PM
You'd look fat too if you had a belt full of pouches holding miscellaneous objects of intrigue.(E: FFFFF bobthegreat) That most likely accounts for the disproportionate appearance of his head too. I like the way this is going, Do you mind letting me practice third person animations with it once its finished and rigged?
Heathen
June 18th, 2009, 05:42 PM
Belts, pouches, grenades, backpacks, fannypacks, bells, whistles, and a USB port.
This dude has lots of stuff.
Hunter
June 18th, 2009, 05:50 PM
Looking at it again, your right. Equipment makes him more bulky.
Corndogman
June 18th, 2009, 11:44 PM
I think once the rest of the body is there he'll look more proportionate, and less bulky. Just wait until he finishes it before we decide if the proportions are off.
teh lag
June 19th, 2009, 03:25 PM
http://img190.imageshack.us/img190/8342/odst15.png (http://img190.imageshack.us/i/odst15.png/)
No, no wireframe right now. You'll get one later when it's done.
Still to do :
-Make the back of the boots not suck
-Something for the back of the legs
-Backpack?
-Those fucking hands
And for those wondering about proportions :
http://img190.imageshack.us/img190/5173/odst14.png (http://img190.imageshack.us/i/odst14.png/)
Chainsy
June 19th, 2009, 03:30 PM
Put something different for the stomach belt/pouch thingie, looks ugly tbh.
Joshflighter
June 19th, 2009, 03:37 PM
No. It pwns. Thats amazing! D:
Chainsy
June 19th, 2009, 03:47 PM
No I think it needs more originality, here is a sketch I am working on for a custom odst, look at the stomach. I have the pouches like that, but only as connectors on the sides, and on the front I put 2 holsters for holding weapons, imagine a odst yanking 2 smgs out of there while running through gun fire?
http://i305.photobucket.com/albums/nn229/1chains1/Untitled-1copy-2.png
(didn't want to post it as a pic for reasons of possible thread jacking by accident)
Getting more custom shit onto it like that adds to its own identity and adds for a smoother flow, lags stomach belt/pouch thing just stands out and looks boring with them going all the way around with no interesting variation and there would be no point in that many patches.
teh lag
June 19th, 2009, 03:52 PM
I understand the complaint, but I'm happy with the overall desgin I have for the ammo belt.
Oh yes, and ICEE you can have it when it's done.
=sw=warlord
June 19th, 2009, 04:08 PM
can we see a side view?
Because the back seems to make him look like the hunch back of notre dame.
Malloy
June 19th, 2009, 04:16 PM
I like it, put it in CE even if its over polied :P
Hunter
June 19th, 2009, 05:22 PM
Theres only one word for that lag. Fucking AMAZING! It is almost as good as Transformers 2 which I have just got back from seeing which is simply amazing, best film I have ever seen. And the model is amazing!!!!
teh lag
June 19th, 2009, 06:25 PM
can we see a side view?
Because the back seems to make him look like the hunch back of notre dame.
Yes you can.
http://img44.imageshack.us/img44/7167/odst16.png (http://img44.imageshack.us/i/odst16.png/)
Here's that wireframe too.
http://img44.imageshack.us/img44/3494/odst17.png (http://img44.imageshack.us/i/odst17.png/)
I like it, put it in CE even if its over polied :P
Uh, I was always planning on downresing it and putting it into CE. It's ~84k polies right now though.
Theres only one word for that lag. Fucking AMAZING! It is almost as good as Transformers 2 which I have just got back from seeing which is simply amazing, best film I have ever seen. And the model is amazing!!!!
uh
thanks?
Rob Oplawar
June 19th, 2009, 06:46 PM
See here's the thing. The reason I like ODSTs as compared to other traditional sci-fi videogame soldiers is because ODSTs are lightweight and fast and agile- at least, that's the vibe I get from them in the games. That ODST you've made, while awesome, looks like he's wearing about 200 lbs of gear and has a top running speed of about 5 miles per hour.
There is such thing as too much of a good thing. It all looks good, but there's too much of it. I say, trim off about 50% of that fat.
Joshflighter
June 19th, 2009, 07:46 PM
Theres only one word for that lag. Fucking AMAZING! It is almost as good as Transformers 2 which I have just got back from seeing which is simply amazing, best film I have ever seen. And the model is amazing!!!!
Wah? Its not out yet. D:
Advancebo
June 19th, 2009, 08:03 PM
He doesnt live in North America I believe.
teh lag
June 19th, 2009, 08:29 PM
See here's the thing. The reason I like ODSTs as compared to other traditional sci-fi videogame soldiers is because ODSTs are lightweight and fast and agile- at least, that's the vibe I get from them in the games. That ODST you've made, while awesome, looks like he's wearing about 200 lbs of gear and has a top running speed of about 5 miles per hour.
There is such thing as too much of a good thing. It all looks good, but there's too much of it. I say, trim off about 50% of that fat.
but but but bigger is better :smith:
I see what you're saying. I'll try out a few "flavors" of added-on gear when I finish it up tomorrow... I actually had another set of pouches on the legs (where now there's just an unused strap) but that made even me say "ok, that just looks ridiculous." My main inspiration was this picture (http://www.bungie.net/projects/odst/asset_popup_viewer.aspx?at=51&cc=29&item=12) however, and it's certainly got that traditional bulky look to it.
Rob Oplawar
June 19th, 2009, 11:11 PM
Yes, I quite like that image. I can definitely see ODSTs carrying a fuckton of gear with them in their drop pods, and humping it great distances to get into position, but before combat I would like to think they ditch all the heft. Anyways, that's my two cents. The gear all looks very good. If you put that ingame with the standard light, quick, bouncy marine animations, eh, maybe not so much.
ICEE
June 20th, 2009, 02:07 AM
Oh yes, and ICEE you can have it when it's done.
:iamafag:
your the best
Also, I have to say that even though you totally improvised that back-plate, it really works well. It would be cool to see the machete like in the concept art hanging off the back.
teh lag
June 20th, 2009, 12:16 PM
Yeah, I'm calling this guy done now. I'm tired of seeing it. Additional comments now on page 1.
ICEE
June 20th, 2009, 01:06 PM
Just leaving the hands that way then?
teh lag
June 20th, 2009, 05:07 PM
Yeah. Maybe I'll redo them when I unwrap/downres/whatever I do next to it.
I've also added the CMT SMG to the front page. There's not much left in my old work that I'm considering putting up now. Maybe the CMT Enforcer, but even that's pushing what I want to show off.
kid908
June 20th, 2009, 05:46 PM
Look really awesome. looks...Fat and phat at the same time.
Irrelevant:
Damn I no longer have time to work in max lately =\
neuro
June 22nd, 2009, 02:05 AM
ahhh what did you do to his hands D:
i actually like the shield-thing on his back, it gives some nice shape-contrast.
Horns
June 22nd, 2009, 03:50 AM
Great work man. I wish i was as good as you. Hopefully I can get there some day.
FreedomFighter7
July 1st, 2009, 04:27 PM
Wow that all looks awesome!! I think they're right about the extra amount of gear, in WW2 when paratroopers landed on D Day they were carrying a bunch of gear, which most simply dropped because it would slow them down enough to get killed and make a ton of noise when moving.
il Duce Primo
July 1st, 2009, 05:56 PM
Wow that all looks awesome!! I think they're right about the extra amount of gear, in WW2 when paratroopers landed on D Day they were carrying a bunch of gear, which most simply dropped because it would slow them down enough to get killed and make a ton of noise when moving.
Most of their gear usually was ripped off during their jump out of the plane. Actually, I think it was when they pulled their parachute all their gear was torn off.
teh lag
October 17th, 2009, 10:48 AM
Updated with some animations - specifically one I made yesterday of a Brute boarding a Scorpion. In the coming days I may or may not put up some of my FP stuff depending on how it comes out.
Ki11a_FTW
October 17th, 2009, 11:04 AM
it looks pretty nice, but doesn't the spartan armor weigh 1000 pounds?
teh lag
October 17th, 2009, 11:10 AM
Pretend it's just a marine. I only used a Spartan because I didn't have a good marine biped system rig on-hand. Also consider that in First Strike, a Brute easily matches a Spartan in strength.
Ki11a_FTW
October 17th, 2009, 11:12 AM
ah k. Well if you consider it with a marine that perfect :downs:
Higuy
October 17th, 2009, 11:15 AM
If I had to choose between Halo 3's brute boarding, and yours, I would choose yours. Yours flow alot better and looks cooler too.
Advancebo
October 17th, 2009, 01:04 PM
The brutes feet should have moved around a bit more while it was pulling off the hatch.
teh lag
October 17th, 2009, 01:11 PM
Yeah... Leg movement is not my forte (as also evidenced by how blocky the motion is when he climbs on); I've always struggled with making it look right and usually end up copping out by picking a "useful" pose and not moving from it unless it's absolutely necessary. One of these days I'm going to make something with more interesting leg movement. I've heard the same about the Wraith boarding animation.
FRain
October 17th, 2009, 01:19 PM
HAHA is he headbutting the hatch?
Amit
October 17th, 2009, 02:04 PM
HAHA is he headbutting the hatch?
No, it's just the strain of pulling the hatch off.
Also, if the MC was in that situation he'd have a pistol already pointed at the top of the hatch waiting for it to come off.
teh lag
October 17th, 2009, 02:40 PM
I've re-uploaded the video, hopefully it's a bit better now. If all goes well I'll have some FP stuff tonight.
E : All has not gone well. No FP stuff tonight.
Ganon
October 18th, 2009, 01:37 AM
looks like it's head is going through the hatch
teh lag
November 2nd, 2009, 11:24 AM
Updated with FRG+Shotgun FP animations at ODX's request.
looks like it's head is going through the hatch
Yeah.
e: oh yes,
http://tehlag.modacity.net/one/pix/wip/sapien%202009-10-31%2017-25-36-60.png
http://tehlag.modacity.net/one/pix/wip/sapien%202009-10-31%2017-27-43-45.png
http://tehlag.modacity.net/one/pix/wip/sapien%202009-10-31%2017-57-09-48.png
Finally got these guys down to a CE-acceptable poly level and set them up with a rig I'm fairly proud of; Disaster has decided to be cool and skin them. I'm thinking of making a FP rig from the high-poly as well, so people who want to be on the latest curve of cool and have an ODST map don't have to use comparatively shitty assets.
Ki11a_FTW
November 2nd, 2009, 12:37 PM
what makes you think your assets aren't shitty? :realsmug:
Tell disaster to skin those now!!
teh lag
November 2nd, 2009, 02:18 PM
First post: now with more FP animations.
SnaFuBAR
November 2nd, 2009, 03:00 PM
pretty nice shit tbh
ODX
November 2nd, 2009, 03:30 PM
Haaaay, thanks!
Seems like you've messed around with some animations a bit, especially the mag-out for the SMG, which looks completely different now. Your style is really quite heavy on your animations now, they're absolutely amazing!
Disaster
November 2nd, 2009, 03:34 PM
Disaster has decided to be cool and skin them.
:neckbeard:
ICEE
November 2nd, 2009, 04:39 PM
looks cool to me. Some of the animations seem to push it though when it comes to bounciness.
Amit
November 2nd, 2009, 04:52 PM
The ODSTs...they seem a little chunky, don't they? Too many space marine bars?
FRain
November 2nd, 2009, 06:18 PM
I don't know why, but your animations always make it like the gun is superheavy, or the arms are made of elastic. They bounce around too much.
teh lag
November 2nd, 2009, 06:24 PM
I prefer overdoing the weight and ending up with a stylized anim over no weight and a boring one. I'll tone it down for my next set.
teh lag
January 25th, 2010, 04:04 PM
Updated with some generic FP stuff. Also fixed up the OP's formatting.
Ixz34X25RPE&fmt=18
Featuring the same motions that everyone has known by heart for the past 2.5+ years. But hey, at least I got to break in my ODST model's FP rig (which seems to hold up pretty well, with the exception of the wonky finger offset in the PR. That set was done on a weird H2 FP rig anyway, so I didn't expect it to import perfectly onto something else). I kinda like what I came up with for the PR pose... the vent-stick thingy clashes on the glow of the interior but a little bloom or some particles could hide that in-game. Dano did a really amazing job on the later stuff he did for the team; that PR is one of my favorite weapons just because of how it looks.
Oh well. One of these days I'll make something cool and unique.
The first AR is for CMT, the second is for Mr. Chrizler34. The PR is CMT's as well.
Amit
January 25th, 2010, 11:49 PM
Updated with some generic FP stuff. Also fixed up the OP's formatting.
Ixz34X25RPE&fmt=18
Motions still look choppy and rushed.
rossmum
January 26th, 2010, 12:11 AM
those are a bit fucking sweet lag, just make the ar bolt release less of a push and more of a flick
Timo
January 29th, 2010, 03:59 AM
Plasma rifle anims are sweeeeet :]. I don't like how he shakes his hand off though, it's like he's trying to swat/flick something off his thumb (maybe if the gun could splat some crap onto his thumb? ;o).
If the AR is supposed to be held by the same guy, i'd slow down the look-around idle animation for the gun, it seems to be way too rushed.
teh lag
February 13th, 2010, 01:21 PM
Question time.
http://tehlag.modacity.net/one/pix/wip/elitefp.png
Is this something you guys would like to see finished? (There's quite a bit of nasty geometry and re-scaling to fix on the hands, and then it needs to be rigged and animated.) I've already got my Elites set up with the animations they're missing to be player-usable (warthog seats, 2-handed weapons, player melees, etc), I'm just wondering if I should bother going all the way with FP when I release them (like I plan to with the ODSTs as soon as someone skins them).
Lateksi
February 13th, 2010, 01:24 PM
Playing as an elite is something a lot of people would like, and the community is lacking good FP elite arms.
ICEE
February 13th, 2010, 01:30 PM
Yeah man, I'd animate with them for practice if you did. I'm sure they would see tons of use
Amit
February 13th, 2010, 03:36 PM
Looks like a decent amount of time has already gone into it so far. It would be an awful waste if you didn't have it finished.
ICEE
February 13th, 2010, 04:19 PM
I think it would be cool to see those with slightly stubbier fingers. Elite FP arms have always seemed so unfit for FP.
ODX
February 14th, 2010, 12:54 PM
I think it would be cool to see those with slightly stubbier fingers. Elite FP arms have always seemed so unfit for FP.Aye, the two main fingers always gave me problems when it came time to have them wrap around the handle in a way that looked good.
Never really got into Elite FP animating, but I'm pretty interested and once I get my computer back up and running it'd be nice to have a good pair of non-Halo 2 Elite Arms.
teh lag
February 14th, 2010, 01:42 PM
I'll see what I can do about the fingers. After a lot of wrangling with the Skin Mirror tool in 3ds I've got a preliminary rig going right now. There are still some proportion and UV issues with the hands but it's making progress.
=sw=warlord
February 14th, 2010, 02:00 PM
Am i the only one who instantly saw this first?
http://i48.tinypic.com/13z8w8k.png
ICEE
February 14th, 2010, 02:16 PM
that would be a part of the armor. It is supposed to be there, don't worry about it.
Amit
February 14th, 2010, 02:39 PM
Am i the only one who instantly saw this first?
http://i48.tinypic.com/13z8w8k.png
LOL
teh lag
February 27th, 2010, 09:06 PM
http://www.youtube.com/watch?v=ROvRg1TW0UU
Badoo badoo. (bad; oo[ps])
With a new FP rig comes a new lease on life and new opportunities to use the load/save animation tools in 3DS. Have I hit a new low of laziness? Perhaps.
I tried to correct a few of the problems in the earlier incarnation of this AR set (yes, the human version got the same changes). Rossmum suggested that I make the bolt push more like a flick than a... push, which I was not so successful in doing looking back on it. I tried, at least.
The Sniper's bolt push was loosely based on the one that the BR had in H2's E3 2003 demo, and I am very happy with it. Maybe it's a little too forceful but I prefer style over realism. To a degree.
I know that sometimes the origin changes slightly between the ready and idle animations - oh well. Ingame it doesn't show up, I just wasn't too hot on the idea or re-rendering 100 frame animations to fix it.
Expect to see the Elite stuff showing up in a tag release sometime soon - I've been working hard to get my CMT content ready for public open-source release since the team called it quits.
t3h m00kz
February 28th, 2010, 01:23 AM
Sweet anis.
Am i the only one who instantly saw this first?
http://i48.tinypic.com/13z8w8k.png
idgi what am I looking at
=sw=warlord
February 28th, 2010, 06:51 AM
Sweet anis.
idgi what am I looking at
"Let's put a smile on that face of yours."
ODX
February 28th, 2010, 09:24 AM
Very awesomely awesome job, aside from the really static melee for the AR but I think you've said you're no good at melees. Surprisingly enough though that sniper one is nice, a style shines through as well quite clearly and I love it. There's not really much I can say Lag, it seems you've reached the point where the little 'mistakes' and errors in perhaps movement or other things you make, just add to your style and shouldn't really be changed else the whole thing is wrecked.
The only 'problem' I could really find was this, you lazy coot:
http://i45.tinypic.com/2eobf4k.jpg
Also, what is this thing I see during the firing?:
http://i46.tinypic.com/vxzz4i.jpg
Lastly, did you perhaps use the frame bone24 to make the elite walking for the sniper, btw? Looks like you maybe did, since the arms and everything aren't moving in the way they normally do when just the frame gun is touched.
teh lag
February 28th, 2010, 09:41 AM
I have just one base moving animation that I import onto all of my sets now - that's why I was showing it off.
0 - base
3 - bone24 rotated down
7 - gun+arms moved up (vertical-only keyframes; no horizontal)
11 - bone24 returned to base; gun+arms returned to base vertically and moved left
14 - bone24 rotated down
18 - gun+arms moved up (vertical-only keyframes; no horizontal)
22 - everything back to origin
+ some curve editing to make it loop correctly. The Sniper move animation has a little left-right rotation on bone24 too.
The yellow thing is the sniper's bullet casing. The geometry exists in the model and there's a node for it so I figured I may as well stick it in there.
ODX
February 28th, 2010, 04:10 PM
Hmm, I'll have to try that sometime, sounds neat.
ICEE
February 28th, 2010, 05:03 PM
You should really get max 2010, the layer tool really helps with the move animations.
Heathen
March 4th, 2010, 04:48 PM
"Let's put a smile on that face of yours."
I thought it was :O
Lateksi
March 6th, 2010, 05:59 PM
Yeah it's either C: or :o - one of the covenant mysteries.
lol
teh lag
March 21st, 2010, 09:20 AM
Tried something new and recorded myself while animating. I'm not really sure what exactly people can take from this if it's sped up 8x. Consider this an experiment (as the title says) on all counts. I lost a good 2/3 of the animation process in an unfortunate CamStudio crash, so a lot of the reload is missing. Sorry about that. Ironclad suggested I edit the opening of the reload to be a bit more 'exciting'... I agree that it's boring, but the left hand has been link constrained to hell and back and even the smallest change makes it go crazy now. Not the best plan in hindsight, but there's not much I can do now. At least the reload is half-cool. As for the other anims.... well, there's nothing much to comment on. They're not particularly creative, I just wanted something easy to test this on. I'm becoming very fond of my Elite FP though.
Annotations will come as soon as YT lets me do them; there's a lot of things I do here (curve editor mostly) that I think a lot of people could learn from.
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Rob Oplawar
March 22nd, 2010, 05:03 PM
Cool, I love to see people's process. I'd crit the animations, but I wouldn't have much informed crit to offer.
teh lag
March 23rd, 2010, 04:12 PM
ArVC72YFxjY
Same deal as last time.
I lost a few minutes of the grenade animation, but most of it is there and intact. This is a more accurate view of how I animate now - I just merge in the moving anim and left arm motion for the nade throw without redoing them for each weapon. Overall I'm very happy with how this set is coming out. Depending on how much free time I have, the reload will be up sometime between tomorrow and this weekend.
ODX
March 25th, 2010, 09:43 PM
Hmmm, I never knew what exactly the curve editor did but after seeing you use it I've started to experiment.
So far the only use I found was separating the movement and the rotation key frames in-case I accidentally fuse them, hah.
Roostervier
March 26th, 2010, 07:52 PM
helps in certain cases where shit isnt smooth enough, but i dont use it much either
teh lag
March 27th, 2010, 08:55 AM
Finished the Flamethrower. Not sure what I'll do next, I'm a little worn out form doing 2 sets in one week.
I think I didn't quite fix the problems with the posing animation that ODX was talking about, but I might just be saying that because I've seen it so many times now. Big thanks to Ironclad and Flyinrooster for giving me suggestions on the incredibly awkward release of the fuel canister.
Overall I think this ended up okay.
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Corndogman
March 28th, 2010, 05:09 PM
The curve editor is also useful if you want to see how things loop (as in relative repeat) without manually copying key frames. i.e. a walking animation. I also like just being able to see a better organized view of my object(s) motions when animations get complicated, instead of just the time slider.
teh lag
April 28th, 2010, 08:50 PM
Hey, it's more of these. Elite Needler and Pistol. Nothing too creative here, but I've been working on yet another animation vid that should satisfy any creative craving you have by tomorrow afternoon...
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teh lag
April 29th, 2010, 08:17 PM
Uh oh a double post call the post patrol!
http://www.youtube.com/watch?v=-SR88yODcsI
To hell with realism. To hell with practicality. To hell with how guns work. STYLE ALL THE WAY. BELIEVE IN THE GETTER and all that. I set out to make the most impractical, ridiculous reload animation devised by man, and by God I think I did it.
This was the most fun project I've done in a long time. I'll probably be making sounds (more like editing the Bungie sound team's hard work) for the anim and uploading those later just because I can - I'm seriously in love with this. Hopefully seeing this will teach you guys a lesson or two in how to be creative - the world can become an exciting, novel place if you just remove all your normal inhibitions and view it as an 8-to-12 year old would.
Rob Oplawar
April 30th, 2010, 12:31 PM
Haha, awesome. One thing: please make your captions stay up there longer to give people time to notice and read them.
teh lag
April 30th, 2010, 01:47 PM
Sure thing. Was this just a problem on the most recent videos or all of them? It's hard for me to judge, since I A) am a fast reader and B) already know what they say.
Rob Oplawar
April 30th, 2010, 06:46 PM
Only noticed it on the most recent one, which was pretty bad. There were a couple of long captions that I had to rewind and pause to read.
teh lag
June 9th, 2010, 05:00 PM
Coming soon: this, but in CE.
http://www.youtube.com/watch?v=BPzya8YP5m8
With this, the FP Animations for the stock Halo 1 weapons are completely finished. ODX did the Oddball for me, and the only two others I haven't uploaded are the Plasma Pistol. and FRG, which may get some attention More likely though, the next you hear from this project will be in the form of an in-game video or beta release.
ICEE
June 10th, 2010, 02:31 AM
Very cool man. Mind making a video of the remaining weapons so I can see them? I don't have CE installed anymore.. Doesn't have to be fancy like this though for my sake.
ODX
June 10th, 2010, 08:25 AM
He'll probably show them all in the release video either in render form or the in-game'd versions.
teh lag
July 22nd, 2010, 07:34 PM
Even though I'm not going to stick around this site anymore (more on that later), I figure there's no sense in begrudging you all my latest animation video. So, for those who care...
http://www.youtube.com/watch?v=Q5MZMCslp4o
Let's jump on this motion-blur bandwagon.
After becoming reacquainted with the Halo 2 FP arms for my tutorial a few days back, I decided on a whim to give my old SMG animations an overhaul. At the same time, I had just finished rigging the H3 Elite FP to the bones of my custom CMT Elite's FP, and I wanted to get another set out of the way for the first official release my Elite project. So, here we are.
I planned to do a real-time narration for the animation of both sets, but I forgot to record the SMG at all and the Sword just didn't work out well. I'll try to do it for the next thing I animate. But, since I didn't, here's a little treat for you all to nibble on...
http://tehlag.modacity.net/one/notpix/lookit/CMT%20SMG%20Animations%207-20-10%20Max%20Files.rar
ODX
July 22nd, 2010, 08:01 PM
I always kind of thought that when the weapon sways the first time in the posing, it stops suddenly, but then the second sway/position is lighter and looks better/how the first one should be as well.
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