Mudbox or Zbrush or something.
Bit of an update
Spnkr (Needs FP animations)
Tozt-7
And with the help of Snaf, on basic organic modeling, the Alien Rifle
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.
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)
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.
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
No idea. I've never done any SP stuff. It's a huuuuge maybe though, if I can figure out how the stuff works.
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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