aGorm Mod Images - Page 6

aGorm Mod Images

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

Moderators: MR.D, Moderators

User avatar
AF
AI Developer
Posts: 20667
Joined: 14 Sep 2004, 11:32

Re: aGorm Mod Images

Post by AF » 28 Mar 2012, 15:14

I like it, my only qualm with the legs is the rear leg, but you seem to have all that planned out
0 x

User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Re: aGorm Mod Images

Post by aGorm » 11 Apr 2012, 15:19

Is there a decent tutorial on how you use lups and ceg's? I want to get away from the built in effects but after looking in zero-k I can see an increadible array of differnt things and not much in the way of explanations on how you put things together...
0 x

User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: aGorm Mod Images

Post by knorke » 11 Apr 2012, 16:07

No real guide on CEGs except http://springrts.com/wiki/CEG

I tried to build effects in steps.
eg for an explosion first do some black smoke via
http://springrts.com/wiki/CEG-Classes#C ... icleSystem (CSimpleParticleSystem is basically some particles that get thrown in a direction.)
For smoke the particle speed should be slow and they should drift upwards: set the parameters to archive that. (needs some experimenting)

Then you might want to add some fire sparks to the explosion.
So just c&p the smoke part, and change some parameters.
eg increase the speed and change the color -> tada, now it is fire.

At the end maybe add a groundflash thing (glowing circle on ground) for shockwave.

And this way you build the whole effect. It is VERY cumbersome though. Not really difficult but time consuming.
After a while one might get a feel for it but I ended up randomly editing numbers until it was closeenough.jpg :roll:
If you try to tweak too many things at once, it gets hard to keep track of what changed.

Did you try car's ceg spawner? It is in toolbox:
http://springrts.com/phpbb/viewtopic.php?t=27268
Allows you to browse cegs of other games, then you can open the file and see how they did it. (personally did not find that insightfull because it is basically staring at seemingly random numbers)
0 x

User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Re: aGorm Mod Images

Post by aGorm » 13 Apr 2012, 15:40

http://www.youtube.com/watch?v=7V-ONf1A ... e=youtu.be

Thanks to knorke, Smoth, and the Zero-K guys, and everyone else who has kept the faith, I have something aproximating a game...

Now to power on and finish this race and get the bears in game.

aGorm
0 x

User avatar
FireStorm_
Posts: 664
Joined: 19 Aug 2009, 16:09

Re: aGorm Mod Images

Post by FireStorm_ » 13 Apr 2012, 15:54

Looks great!
(Where is the flying/hovering unit?)
0 x

User avatar
azaremoth
Cursed Developer
Posts: 537
Joined: 17 Feb 2005, 22:05

Re: aGorm Mod Images

Post by azaremoth » 14 Apr 2012, 20:29

Looks very promising! Keep up the good work! :-)
0 x

User avatar
Anarchid
Posts: 1379
Joined: 30 Nov 2008, 04:31

Re: aGorm Mod Images

Post by Anarchid » 07 Mar 2014, 14:43

I wonder if anything is left somewhere of this...
0 x

User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6088
Joined: 29 Apr 2005, 01:14

Re: aGorm Mod Images

Post by FLOZi » 07 Mar 2014, 17:27

Anarchid wrote:I wonder if anything is left somewhere of this...

I have a megabears_vs_cybernauts.sdd but it contains only one unworking tank :(
0 x

User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Re: aGorm Mod Images

Post by aGorm » 08 Mar 2014, 17:28

Yes, I still have all the files. Unfortunately I quit my Job and turned freelance and started my own business.... so I have been short on time.

If anyone does have any of the files... please don't go giving them out. I'm not done yet :-)

aGorm

:: You know you haven't been log in for a long time when the "Random wip 2012+" thread is marked as unread... ::
0 x

User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10183
Joined: 24 Jan 2006, 21:12

Re: aGorm Mod Images

Post by PicassoCT » 08 Mar 2014, 17:40

You know Warlord said the same thing. Or was it "may the Force be with you" when they force-released his mod. Muhahaha!

Also welcome back. You cant have been so freelance, when you notice people postin here
0 x

User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Re: aGorm Mod Images

Post by aGorm » 08 Mar 2014, 17:45

I lurk every few months to keep up to date on things.. just a coincidence I happened to log on today.
0 x

User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6088
Joined: 29 Apr 2005, 01:14

Re: aGorm Mod Images

Post by FLOZi » 08 Mar 2014, 17:50

Serendipity. 8)
0 x

User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10183
Joined: 24 Jan 2006, 21:12

Re: aGorm Mod Images

Post by PicassoCT » 08 Mar 2014, 19:01

Sigh so its a thousand and one post, before we can do that thirteen open source pirates on the deadmans repository song again.
Fine with me.

;)
0 x

User avatar
AF
AI Developer
Posts: 20667
Joined: 14 Sep 2004, 11:32

Re: aGorm Mod Images

Post by AF » 08 Mar 2014, 20:26

Freelance? Details?
0 x

User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: aGorm Mod Images

Post by SinbadEV » 08 Mar 2014, 21:05

AF wrote:Freelance? Details?
Yes... how much does your time cost? Maybe we could crowd-fund your fees and pay you to finish your game :D (not that I have money).
0 x

User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10183
Joined: 24 Jan 2006, 21:12

Re: aGorm Mod Images

Post by PicassoCT » 07 Mar 2017, 10:38

Yearly bump. What happend to agorm?
0 x

byronPhelp
Posts: 1
Joined: 01 May 2019, 16:42

aGorm Mod Images

Post by byronPhelp » 18 May 2019, 23:52

Does anyone know the rules/laws of posting another artist's images on a website without their consent but with full credit towards the artist?
0 x

User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10183
Joined: 24 Jan 2006, 21:12

Re: aGorm Mod Images

Post by PicassoCT » 19 May 2019, 16:13

§1) Just do it. Artists are attention whores by nature, and drama is sure to attract this kind flys. Recolour one pixle, say you where "inspired" and its all good in the hood.
0 x

User avatar
ThinkSome
Posts: 260
Joined: 14 Jun 2015, 13:36

Re: aGorm Mod Images

Post by ThinkSome » 19 May 2019, 18:18

The rules are stated in the license under which the artwork is offered. If there is no license stated, then the default "all rights reserved" applies and you must obtain explicit consent.
0 x

User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Re: aGorm Mod Images

Post by aGorm » 05 Jul 2019, 17:07

Picasso is the drama...

Out of interest why would you want to post a picture from a game that does not exist?

Alas - all these modals looks very old now, graphics have moved on a lot...

aGorm
0 x

Post Reply

Return to “Art & Modelling”