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Thread: Ain't got time pfhor this...

  1. #31
    and Masterz1337 too! Advancebo's Avatar
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    Re: Ain't got time pfhor this...

    Mudbox or Zbrush or something.
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  2. #32
    got dam forumers.... SnaFuBAR's Avatar
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    Re: Ain't got time pfhor this...

    Quote Originally Posted by t3h m00kz View Post
    EDIT: Alright people, I won't lie. I'm confused, 100% confused as to how I'd model this weapon.

    Any links or advice or anything that would help me in figuring out the best way to model this would be appreciated. I'd be good practice for lowpoly organic modeling eh?
    Send me your AIM or something and I'll teach you myself.

    Quote Originally Posted by Advancebo View Post
    Mudbox or Zbrush or something.
    low poly? do it in mudbox or zbrush? are you daft?
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  3. #33

    Re: Ain't got time pfhor this...

    Quote Originally Posted by SnaFuBAR View Post
    Send me your AIM or something and I'll teach you myself.
    Sent.

    Thanks bro
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  4. #34

    Re: Ain't got time pfhor this...

    Bit of an update

    Spnkr (Needs FP animations)


    Tozt-7


    And with the help of Snaf, on basic organic modeling, the Alien Rifle


    NEED A DISPENSER HERE

    www.xfire.com/video/118352/

    Right now I need to add a #primary trigger node to the Spnkr before I animate it, the flames on the Tozt-7 come out of the 3P animations, and the Alien Weapon needs tagwork and looks fubar in 3P (nothing one could really do about that though). Other than that, just the sounds. Also fixed up the Shotgun animations

    Once I'm done with everything, then comes the task of UVW unwrapping and texturing. o boi

    Props, Snaf.

    E: Updated the videos
    Last edited by t3h m00kz; August 21st, 2009 at 02:19 AM.
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  5. #35
    --- itszutak's Avatar
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    Re: Ain't got time pfhor this...

    That pistol(revolver?) reload makes me smile every time. I don't know why.

    I like how the rest of it looks, too.

    Only thing I don't like is the AR reload, which looks a bit too "mushy" to me. (Also the SPNKR looks odd in first person but I have no clue how the hell it's being carried in M1)
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  6. #36

    Re: Ain't got time pfhor this...

    I've noticed the SPNKR's icon and pickup bitmap do NOT match the FP bitmap. at all. It's really, really fucked up. I don't understand it.

    In other news, I'm going to work on getting a more Marathon-y HUD. I've never worked with HUD before, so I'm diving into some really unfamiliar territory. Seems understandable though, hopefully it'll be a success... funny though, I really suck with making bitmaps.
    Last edited by t3h m00kz; August 23rd, 2009 at 03:08 AM.
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  7. #37
    --- itszutak's Avatar
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    Re: Ain't got time pfhor this...

    Any ideas on how terminals could be implemented (assuming you're thinking of some sort of campaign)?
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  8. #38
    Back for the Russian Halo p0lar_bear's Avatar
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    Re: Ain't got time pfhor this...

    Quote Originally Posted by t3h m00kz View Post
    I've noticed the SPNKR's icon and pickup bitmap do NOT match the FP bitmap. at all. It's really, really fucked up. I don't understand it.

    In other news, I'm going to work on getting a more Marathon-y HUD. I've never worked with HUD before, so I'm diving into some really unfamiliar territory. Seems understandable though, hopefully it'll be a success... funny though, I really suck with making bitmaps.
    You know who to ask if you need help with HUDs.

    How are you going to go about making it, though? Not only is the HUD for Marathon intrusive as all hell, making it exactly the same won't work.
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  9. #39

    Re: Ain't got time pfhor this...

    Quote Originally Posted by p0lar_bear View Post
    You know who to ask if you need help with HUDs.

    How are you going to go about making it, though? Not only is the HUD for Marathon intrusive as all hell, making it exactly the same won't work.
    It's going to be loosely based on it. Not a direct duplicate, but noticably similar. IE the Radar is going to use a bitmap designed like the Marathon radar.

    But yeah when I wake up tomorrow I'll ask you more about it lolz

    Quote Originally Posted by itszutak View Post
    Any ideas on how terminals could be implemented (assuming you're thinking of some sort of campaign)?
    No idea. I've never done any SP stuff. It's a huuuuge maybe though, if I can figure out how the stuff works.
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  10. #40
    Back for the Russian Halo p0lar_bear's Avatar
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    Re: Ain't got time pfhor this...

    Quote Originally Posted by itszutak View Post
    Any ideas on how terminals could be implemented (assuming you're thinking of some sort of campaign)?
    I've got a couple ideas to pitch for this.

    Could do it like Halo 3, where a pesudo-cinematic sequence happens upon activating the terminal. The camera then pans up to the screen, the HUD is hidden while reading, and then a script would constantly check to see if the player hit some buttons (action, escape, etc), and change the permutation of the terminal's model (or change the position of it, if it's made into a device) when a button is hit. Each permutation would have the same geometry, but a different shader with a different high-res, no mipmap diffuse with the text on it.

    A less convoluted and better on file size, but kinda hackish method, would be to reskin the help text screen (the screens that appear during the tutorials on Easy or Normal in the Halo campaign) to look like the terminal, and have a script set their text when activated and show you it. Multiple times for multiple pages, since help screens pause the game.

    Of course, let's see, first, if m00kz can take it as far as a solo campaign.
    Last edited by p0lar_bear; August 23rd, 2009 at 04:47 AM.
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