[227] [UT] Alternate Pawns
- SteadZ
- Skaarj Warlord
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Subject: Re: Altermate Pawns
Post Posted: 14 Aug 2012, 23:04
That looks 10x better than the original Stone Titan . I can't wait to see the other onesa that you're going to make. Good to hear that you'll make the Pirate Skaarj.
- Mister_Prophet
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Subject: Re: Altermate Pawns
Post Posted: 15 Aug 2012, 03:15
He's all spikey! I can see a clever skinner working wonders with that (Tarydium Titan anyone?).
- Jet v4.3.5
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Subject: Re: Altermate Pawns
Post Posted: 15 Aug 2012, 03:49
Mister_Prophet wrote:He's all spikey! I can see a clever skinner working wonders with that (Tarydium Titan anyone?).
I had a similar idea with my super duper Archdemon for Hephaestus Mines, but with the orange crystal stuff instead.
Also, to Qtit, I do want to note that I found a nifty new thing for 3DS Max that changes parts of its UI and important key commands to those similar to Blender, so now I'm a bit tempted to try this and what we discussed a bit before via PMs- (I don't know when, though, 'cause I have one more day of work tomorrow). Great looking stuff. The real selling point for me is Chef Fucker and his bouncy hat (I lost it when I saw it flop down hilariously in the video). Great stuff, overall, Q.
- TheIronKnuckle
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Subject: Re: Altermate Pawns
Post Posted: 15 Aug 2012, 11:48
keen for tarydrium titan
Ignorance is knowing anything
And only idiots know everything
And only idiots know everything
- Z-enzyme
- White Tusk
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Subject: Re: Altermate Pawns
Post Posted: 15 Aug 2012, 12:59
Tarydium Titan? Interesting. Gonna have to make it glowy and shiny and... Hmmmmmmmm.................................
- SteadZ
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- evilgrins
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Subject: Re: Altermate Pawns
Post Posted: 15 Aug 2012, 21:35
TheIronKnuckle wrote:keen for tarydrium titan
Is that like Space Godzilla, with all the crystals on it's back?
- AlCapowned
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Subject: Re: Altermate Pawns
Post Posted: 17 Aug 2012, 13:12
Great job, these looks great (especially the armored krall).
UTPT can export all of a model's frames as one big *.3ds file or separate files, but I don't know if that would work for what you're doing.
Qtit wrote:Btw, if anywone knows a way to batchexport frames of an animation, I'm very much interested.
UTPT can export all of a model's frames as one big *.3ds file or separate files, but I don't know if that would work for what you're doing.
- Z-enzyme
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Subject: Re: Altermate Pawns
Post Posted: 17 Aug 2012, 14:01
Well, I need obj. 3ds can be really screwed up, so, no. But thanks for the suggestion!
- ividyon
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Subject: Re: Altermate Pawns
Post Posted: 20 Aug 2012, 14:04
Food for thought:
Could you use this method to create overlay models for players that show them having armor, thigh pads, a shield belt, helmet etc.?
As in, for Armor you'd remove everything save for the torso, texture it differently, add shoulder pads and make it fatter etc., then script the Armor pickup so that it puts that mesh on your regular player model when you wear it. What do you think?
Would definitely be easier for campaigns where you have one default player model you can't change, so that you don't have to make 6 variations of each armor type...
This would also allow for customizable looks! In fact, you could just, say, cleave a player model in half and fuse two models together on the PlayerPawn to allow different textures on each half... voila, customizable shirts/pants!
Could you use this method to create overlay models for players that show them having armor, thigh pads, a shield belt, helmet etc.?
As in, for Armor you'd remove everything save for the torso, texture it differently, add shoulder pads and make it fatter etc., then script the Armor pickup so that it puts that mesh on your regular player model when you wear it. What do you think?
Would definitely be easier for campaigns where you have one default player model you can't change, so that you don't have to make 6 variations of each armor type...
This would also allow for customizable looks! In fact, you could just, say, cleave a player model in half and fuse two models together on the PlayerPawn to allow different textures on each half... voila, customizable shirts/pants!
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- Z-enzyme
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Subject: Re: Altermate Pawns
Post Posted: 20 Aug 2012, 15:50
Well, nothing easier really. As it comes for modeling. Scripting is another thing, but, yea, the armor thingy is very doable. And, I like it
- SteadZ
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Subject: Re: Altermate Pawns
Post Posted: 20 Aug 2012, 19:07
That would be a good idea, I could use that sort of thing. As Sana said, it would be great for campaigns that use a default player that you can't change, which is ideally what I would like to do for OSC.
- Jet v4.3.5
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Subject: Re: Altermate Pawns
Post Posted: 20 Aug 2012, 19:54
sana wrote:Food for thought:
Could you use this method to create overlay models for players that show them having armor, thigh pads, a shield belt, helmet etc.?
As in, for Armor you'd remove everything save for the torso, texture it differently, add shoulder pads and make it fatter etc., then script the Armor pickup so that it puts that mesh on your regular player model when you wear it. What do you think?
Would definitely be easier for campaigns where you have one default player model you can't change, so that you don't have to make 6 variations of each armor type...
This would also allow for customizable looks! In fact, you could just, say, cleave a player model in half and fuse two models together on the PlayerPawn to allow different textures on each half... voila, customizable shirts/pants!
I'll just put this here.
- ividyon
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Subject: Re: Altermate Pawns
Post Posted: 20 Aug 2012, 22:20
Yes, we didn't have easy access to modified, existing models with their animations kept intact until now.
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- SteadZ
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Subject: Re: Altermate Pawns
Post Posted: 20 Aug 2012, 22:28
All thanks to Qtit here!
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