Journeywar - Page 16

Journeywar

PicassoCT's stunning mixture of game design and psychedelia, for your enjoyment!

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PicassoCT
Journeywar Developer & Mapper
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Re: Journeywar

Post by PicassoCT »

knorke wrote:make the headcrabzombie have a normal had too so headcrabs can really attach themself to the head \o/
1.1.I thought about the lazy-dirty(&noobfriendly)-way. Headcrab is able to revive one corps, and one corspe only, and the corpse always ends up as a headcrabzombie (no matter what tank, unit died for it)
I know you demand more, but i ve got to be happy if i get less to be funny, entertaining and strategic challenging.

I cannot make a zombiefied version for everything. Zombie-Beherith, zombie-swiftspear, zombie-spider, this is freakin insane, this featurecreep plague got to be stoped right here. Its humanoid. It moans. It demands brains.

1.2.On living units, the headcrab just jumpattacks. Should the headcrab scratch away the remaing hitpoints see 1.1
Blackdutchie wrote:Kopie von Spreadsheet lists conroach as unmodeled and untextured, but didn't i see a conroach somewhere in this thread before?
The roach is done, the spreadsheet is incorrect. Thx for looking through with open eyes.
Wombat wrote:
ah no wait, i get it now, these are on the pic. again, send me some base models so they dont look totally different.
I will modell a resistance fighter, after the restrictor is done and you zombifie it- deal?
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Wombat
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Re: Journeywar

Post by Wombat »

coolio
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

Restrictor is finnished. Antlions of all Universes beware.

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PicassoCT
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Re: Journeywar

Post by PicassoCT »

Resistance Warrior Precoloured

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PicassoCT
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Re: Journeywar

Post by PicassoCT »

for wombat only
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Wombat
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Re: Journeywar

Post by Wombat »

Image

dunno if thats what u wanted :DDDDD could add come more tentacles around human body, dunno if u wanted this crab to be changed that much. tho i think these claws controlling hands are cool.
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

The Size is good, in a RTS the headcrab gotto be big so you can see it from high above, but the claws dunno.. if i can animate that.. ive got already problems with arms alone and to have them both raise and swing at the same time...

Can you make the headrab claw into the upper body of the zombie, and give the hostbody some claws of his own instead?

Image

Look at the hand of the hl1 zombie, this things closecombat mellee would be visible from 50 Meters above in the air. Underground minerals give growth to superior claws - its proven by scientists.
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Wombat
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Re: Journeywar

Post by Wombat »

ah damn, didnt think about animation :C
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scifi
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Re: Journeywar

Post by scifi »

PicassoCT wrote:Restrictor is finnished. Antlions of all Universes beware.

Image
looking nice man, but im curious how it will look inside the spring engine, without those lovely shaders.

still it looks low poly and good keep it up. :wink:
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

i still cant guess how this will look ingame, because ill have to do some more buildings for the minimemod, but here is a picture, with bumpmap off, shinyness off and selfilumination 100%. It doesent get fuglier, this is basically a springunit without texture 2.

So, this will be ingame, deal with it.
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smoth
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Re: Journeywar

Post by smoth »

The texture 2 will make a difference.
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

smoth wrote:The texture 2 will make a difference.

Gotobe shiny as a hiney!
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knorke
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Re: Journeywar

Post by knorke »

PicassoCT, you should still just export one model and look at it ingame. Does not even needed scripting or weapon, just so that you see it rendered ingame. I was surprised myself for example I did not realize you have to leave space between stuff on the texture so that stuff does not bleed into each other on the edges. And some maps have really funky lightsettings and whatnot.
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KaiserJ
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Re: Journeywar

Post by KaiserJ »

picasso... make sure your models are split into moveable parts! im worried looking at your soldier, which is very nice, that it's a solid mesh and thusly will be inappropriate for spring (unless you've hidden the seams well)
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Wombat
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Re: Journeywar

Post by Wombat »

sory for delay, woke up bit late, but i remember about u !

1 important request. dont make *another spring game that wont be played*. develope single (dunno if u had that in plans or not)
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

singleplayer will be developed, even got some storyboard already done.
Will be ueberawesome, although i have to admit i wont do anything as fancy as the original hl, when it comes to facial animation or stuff. Just awesome story, told in mp3s and scripted secquences, nothing more. Spoiled Cliffhanger: Shepard gets Gordon ;)


Soldier is split into moveable parts. Proof and Evidence are here. Green part is the actuall body, blue is the upperbody as turret, the arms are red, and work like a cannon with limited angle. I may have been mainly into modelling and texturing, but im not completely ignorant when it comes to game mechanics. Thank you for caring tho.

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Some of those Units have two turrets (BlackGuardMTW) which will be troublesome, but just because the ResistanceWarriorZombie (who has to walk stiff like a stick) is not parted, this doesent mean i didnt plan that in.

Thx Knorke for the information about texturing, that was really news to me - so the spring engine doesent take Uvw-coordinates as serious as they could be? That explains the space between on a lot of the textures i looked.
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scifi
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Re: Journeywar

Post by scifi »

PicassoCT wrote:i still cant guess how this will look ingame, because ill have to do some more buildings for the minimemod, but here is a picture, with bumpmap off, shinyness off and selfilumination 100%. It doesent get fuglier, this is basically a springunit without texture 2.

So, this will be ingame, deal with it.
Image
from what im seing here, with the texture 2 it will look great.

some CA models are pure black with just team color on it, and the texture 2 makes the model from shit = to good. so do it rigth and it will work :D
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knorke
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Re: Journeywar

Post by knorke »

so the spring engine doesent take Uvw-coordinates as serious as they could be?
nope..from far i noticed on a 51x512 texture you need ~4 pixels empty area. or said different, uwmap coordinates should be 4 pixels smaller than texture.

you could break the guys legs er i mean split them at the knees for better walking. als split arms into left/right.
Random unit from lolimod:
base , pelvis , chest , ruarm , rfarm , rhand , rifle , rpistol , luarm , lfarm , lhand , lpistol , head , hat , rthigh , rshin , rfoot , lthigh , lshin , lfoot
Most spring humanoid units have that many pieces plus some empty pieces to emit effects or projectiles from.
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PicassoCT
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Re: Journeywar

Post by PicassoCT »

knorke wrote: you could break the guys legs
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I want you for Civil Protection!

Once i got the Citadell done, i will import it. Im ConVinced, surrender, give me a white flag, no more beatings on my back, picassotrain is on your track, and never ever gonna turn back!

;)
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Wombat
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Re: Journeywar

Post by Wombat »

Image

wanted to add more tentacles but then again, dunno how u are going to animate it. just copy others :D
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