aGorm Mod Images - Page 5

aGorm Mod Images

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

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

Re: aGorm Mod Images

Post by aGorm »

Image

Image

Image


I'll try and do a vid soon...
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: aGorm Mod Images

Post by Beherith »

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

Re: aGorm Mod Images

Post by aGorm »

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

Re: aGorm Mod Images

Post by knorke »

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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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: aGorm Mod Images

Post by smoth »

I like it but the effects don't match the units.

Perhaps you could do some like the ones in DW:G3?
Image
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zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Re: aGorm Mod Images

Post by zwzsg »

Yeah, the grey smoke is so sad. Make us some flashy effects!

Also, I wanna play it!
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: aGorm Mod Images

Post by Pxtl »

Is there any info on what the gameplay will be fore the aGorm Mod?
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: aGorm Mod Images

Post by AF »

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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aGorm
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Joined: 12 Jan 2005, 10:25

Re: aGorm Mod Images

Post by aGorm »

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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SirArtturi
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Joined: 23 Jan 2008, 18:29

Re: aGorm Mod Images

Post by SirArtturi »

Looks fantastic!
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scifi
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Joined: 10 May 2009, 12:27

Re: aGorm Mod Images

Post by scifi »

Congrats, looks great, a fresh mod for us play ;D

with cool looking grafics man.
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IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Re: aGorm Mod Images

Post by IceXuick »

i'm in love...
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Re: aGorm Mod Images

Post by aGorm »

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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FireStorm_
Posts: 666
Joined: 19 Aug 2009, 16:09

Re: aGorm Mod Images

Post by FireStorm_ »

Looks great...and ominous. :-)
(I hope those cables aren't static.)
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aGorm
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Joined: 12 Jan 2005, 10:25

Re: aGorm Mod Images

Post by aGorm »

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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: aGorm Mod Images

Post by FLOZi »

Quite creepy and brilliant.

How did you do it? Posing in upspring / poser gadget / by hand / some other method?
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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: aGorm Mod Images

Post by PicassoCT »

my opponent in madness :twisted: ;)

its well- too well.. is in dire need of some spasms... were is the repository...
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: aGorm Mod Images

Post by knorke »

Very nice indeed!
From his posts I guess it was done using math and fiddling around.
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very_bad_soldier
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Joined: 20 Feb 2007, 01:10

Re: aGorm Mod Images

Post by very_bad_soldier »

:shock:
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aGorm
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Joined: 12 Jan 2005, 10:25

Re: aGorm Mod Images

Post by aGorm »

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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