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 Post subject: Re: aGorm Mod Images
PostPosted: 13 Dec 2011, 15:03 
Map Creator
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Joined: 12 Jan 2005, 10:25
Location: Still signing off after all these years
Image

Image

Image


I'll try and do a vid soon...


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 Post subject: Re: aGorm Mod Images
PostPosted: 13 Dec 2011, 15:08 
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Shmexy!

Is it just me or is there no normal mapping on the units? And if so, why not? You can get quite nice results with shaderpro/crazybump.


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 Post subject: Re: aGorm Mod Images
PostPosted: 13 Dec 2011, 15:16 
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They do have them, they may not be strong enough though to show up... that or possibly this work computer cant handle them. I'll try making the bumps more extrem to see what happens.

aGorm


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 Post subject: Re: aGorm Mod Images
PostPosted: 13 Dec 2011, 18:11 
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weee! :shock:
I think with effects added to all the little things (electric sparks on the disco sphere generator thing, smoke from backpack exhausts,..) it will look even better and alive. (It already is very nice.)
Looking forward to see it in motion.


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 Post subject: Re: aGorm Mod Images
PostPosted: 13 Dec 2011, 18:22 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
I like it but the effects don't match the units.

Perhaps you could do some like the ones in DW:G3?
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 Post subject: Re: aGorm Mod Images
PostPosted: 13 Dec 2011, 19:17 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
Yeah, the grey smoke is so sad. Make us some flashy effects!

Also, I wanna play it!


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 Post subject: Re: aGorm Mod Images
PostPosted: 13 Dec 2011, 19:20 
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Joined: 23 Oct 2004, 00:43
Is there any info on what the gameplay will be fore the aGorm Mod?


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 Post subject: Re: aGorm Mod Images
PostPosted: 13 Dec 2011, 19:57 
AI Coder
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Joined: 14 Sep 2004, 10:32
Location: Cookieland
If your deviating from the TA mechanic of factories and extractors, make sure you leave the door open for someone to come in and put it back in a mutator =]


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 Post subject: Re: aGorm Mod Images
PostPosted: 14 Dec 2011, 10:11 
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Havn't even had time to think about effects yet, just wanted to get things in game first. Effects can come later (still a few more units I want to put in for this phase...)

aGorm


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 Post subject: Re: aGorm Mod Images
PostPosted: 14 Dec 2011, 16:40 
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Joined: 23 Jan 2008, 18:29
Looks fantastic!


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 Post subject: Re: aGorm Mod Images
PostPosted: 14 Dec 2011, 19:08 
Modeler
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Joined: 10 May 2009, 11:27
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Congrats, looks great, a fresh mod for us play ;D

with cool looking grafics man.


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 Post subject: Re: aGorm Mod Images
PostPosted: 09 Jan 2012, 00:49 
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Joined: 14 Mar 2006, 01:46
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i'm in love...


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 Post subject: Re: aGorm Mod Images
PostPosted: 18 Mar 2012, 21:36 
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I'm not dead! Been busy with a lot of RL but starting to free up some time to work on this again, got somewhat demotivated with the crap GUI and not being able to make Chilli work, but have decided that can wait till I have more stuff in game that I can do, like units and effects etc...

Anyway just finished texturing this:
Image

Image

Hopefully get it in game soon.

aGorm


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 Post subject: Re: aGorm Mod Images
PostPosted: 18 Mar 2012, 22:41 
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Looks great...and ominous. :-)
(I hope those cables aren't static.)


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 Post subject: Re: aGorm Mod Images
PostPosted: 26 Mar 2012, 15:33 
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http://www.youtube.com/watch?v=dmPrPH-g4NA

aGorm


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 Post subject: Re: aGorm Mod Images
PostPosted: 26 Mar 2012, 18:59 
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Quite creepy and brilliant.

How did you do it? Posing in upspring / poser gadget / by hand / some other method?


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 Post subject: Re: aGorm Mod Images
PostPosted: 26 Mar 2012, 19:55 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess
my opponent in madness :twisted: ;)

its well- too well.. is in dire need of some spasms... were is the repository...


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 Post subject: Re: aGorm Mod Images
PostPosted: 26 Mar 2012, 20:30 
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Very nice indeed!
From his posts I guess it was done using math and fiddling around.


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 Post subject: Re: aGorm Mod Images
PostPosted: 26 Mar 2012, 20:33 
Lua Coder
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Joined: 20 Feb 2007, 01:10
:shock:


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 Post subject: Re: aGorm Mod Images
PostPosted: 26 Mar 2012, 21:40 
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Joined: 12 Jan 2005, 10:25
Location: Still signing off after all these years
Basicly there are 3 points in the root of the moddel are that are the targets for the feet, every third(ish) of a second the script reads in the position of 1 of these points and compares the cordinates with the units cordinates (meaning each foot recives new cordinates every second, each offset by a third)

Then a sepeart thread running every 25th of a second uses trig to move all the feet to there repective positions, the result being they look like they are stuck to the floor.

The rotation of the legs around the vertical axis is 100% acurate, but I did cut one or two corners with the lower legs as working out an angle for each joint, while possable, would be wastful and complicated and it looks fine just aproxing it off the angle between the foot and the floor.

Still needs a lot of tweeking and its just the walk at the moment, not the guns and stuff. Also it should be easy to adapt the script to work with 4/5/6 ect legged units, and possibly even 2 legged if I change how some of the angles are worked out. Pointless though unless the unit is this sort of size!

aGorm

PS: I'll post the script up when its more compleat and who knows some of you coding whizzes might be able to spot some speed-ups.


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