for advanced bug lair there can be used the same animation as it is used for morphing - a lot of tiny bugs on that model
- infraradar and thermal scan satelite (working as global thermal scan, showing underground lairs (?? and sandbugs??? this not yet) - main underground hive with extra exits and special map surface - bug acid lake - worker bug
Last edited by PepeAmpere on 03 Apr 2012, 18:02, edited 1 time in total.
With kind permission of skull2 (Milán Farkas) I can show you new material - study of plasma throwing bug (maybe replacement for current big bug pennis)
Joined: 25 Aug 2004, 12:31 Location: Has not played *a in years.
my bug models that kaiser did textures for are ccnc so you can use them give proper credits and don't make money off them. Oh and be sure to share things like walk scripts and stuff if you manage to make them behave decently.
my bug models that kaiser did textures for are ccnc so you can use them give proper credits and don't make money off them. Oh and be sure to share things like walk scripts and stuff if you manage to make them behave decently.
bunch of notes, because they are far from game-ready...
-all textures are in fireworks png format. you must flatten them for game use (as is, they are each about 5 megs) but i've sent them to you as-is in case you want to edit them. -specular is saved as greyscale. will need to be formatted correctly to work with spring -bumpmaps are saved as greyscale cavities. you can use a program like crazybump to generate normals, it's pretty easy! -i didn't do teamcolor, sorry bout that... but maybe you can make some using the source images, or if you ask me really, really nicely i'll make it for you
they open okay in blender for me but let me know if there is a problem with the files etc and i will be happy to help.
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