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:A question: if we attach a different particle to a character and change it's values to what Barabus's read, will we get the same thing? Tint is probably the same variable that is referenced in the hit flashes (someone check that out please?) | :A question: if we attach a different particle to a character and change it's values to what Barabus's read, will we get the same thing? Tint is probably the same variable that is referenced in the hit flashes (someone check that out please?) | ||
:[[User:Gumby|Gumby]] 19:09, 25 July 2008 (CEST) | :[[User:Gumby|Gumby]] 19:09, 25 July 2008 (CEST) | ||
[Image: | [[Image:Purple Barabas.jpg]] | ||
==Barabas, the Vamp== | ==Barabas, the Vamp== | ||
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--[[User:Paradox-01|Paradox-01]] 21:51, 25 July 2008 (CEST) | --[[User:Paradox-01|Paradox-01]] 21:51, 25 July 2008 (CEST) | ||
:Yes, I did both of them :( I used p01 (the little dot things). It looks really nice btw if you turn the circles purple and the dots green :) | :Yes, I did both of them :( I used p01 (the little dot things). It looks really nice btw if you turn the circles purple and the dots green :) | ||
: | :Here (<nowiki>https://dl.getdropbox.com/u/60508/FloatingDots.BINA</nowiki>, dead link) is the BINA file if you want to take a look. [[User:Gumby|Gumby]] 22:21, 25 July 2008 (CEST) | ||
Thanks for the file. I tried to go on with that. But still no success. Hmph, there's too much data to take care about. Will wrote down some problems here later. PS: I'm away for one or two days. ~sigh~ --[[User:Paradox-01|Paradox-01]] 00:14, 26 July 2008 (CEST) | Thanks for the file. I tried to go on with that. But still no success. Hmph, there's too much data to take care about. Will wrote down some problems here later. PS: I'm away for one or two days. ~sigh~ --[[User:Paradox-01|Paradox-01]] 00:14, 26 July 2008 (CEST) | ||
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::I fixed it. A simple typo. Now to track down how to make Barabus not die when he regenerates -_- [[User:Gumby|Gumby]] 02:03, 26 July 2008 (CEST) | ::I fixed it. A simple typo. Now to track down how to make Barabus not die when he regenerates -_- [[User:Gumby|Gumby]] 02:03, 26 July 2008 (CEST) | ||
:::Fixed that too. It works pretty well. Barabus regenerates, and if you don't stop him early, you have to let him finish. :) Of course there is another way to stop him...:P The wiki needs updating just a little bit, I suppose I'll do that soon. Also, .oni\.BINA files coming soon. | :::Fixed that too. It works pretty well. Barabus regenerates, and if you don't stop him early, you have to let him finish. :) Of course there is another way to stop him...:P The wiki needs updating just a little bit, I suppose I'll do that soon. Also, .oni\.BINA files coming soon. | ||
[[Image:Purple and green Barabas.jpg]] | |||
[[User:Gumby|Gumby]] 04:30, 26 July 2008 (CEST) | [[User:Gumby|Gumby]] 04:30, 26 July 2008 (CEST) | ||
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:Yeah. | :Yeah. | ||
:https://dl.getdropbox.com/u/60508/BarabusPowerups.rar | :In OUP .BINA format :) (<nowiki>https://dl.getdropbox.com/u/60508/BarabusPowerups.rar</nowiki>, dead link) I can get .oni if you really need me to, but this should do good enough for anyone who is really interested in testing this, while it is untweaked. It works pretty good though. I'd like to add little flashes when it hits a character, and I think I need to make the particles actually disappear, instead of floating into oblivion. [[User:Gumby|Gumby]] 07:05, 26 July 2008 (CEST) | ||
some of my writing deleted. Was updated, see below. | some of my writing deleted. Was updated, see below. | ||
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:...then again, taking stuff from LucasArts is a bad idea. IIRC they do get annoyed when people port models from one game to another (jk2 to jk3 for example). Oh well. I suppose I'll just give the current rifle a reddish tint and be done with it. | :...then again, taking stuff from LucasArts is a bad idea. IIRC they do get annoyed when people port models from one game to another (jk2 to jk3 for example). Oh well. I suppose I'll just give the current rifle a reddish tint and be done with it. | ||
:[[User:Gumby|Gumby]] 20:15, 30 July 2008 (CEST) | :[[User:Gumby|Gumby]] 20:15, 30 July 2008 (CEST) | ||
::Gumby, if you can't get anyone to texture [ | ::Gumby, if you can't get anyone to texture [https://www.turbosquid.com/3d-models/3d-laser-rifle/361983 THIS] (which for the sake of our community I hope is not the case), then I suggest you work off the silenced machine gun (<nowiki>https://www.turbosquid.com/FullPreview/Index.cfm/ID/221645</nowiki>, dead link) or maybe [https://www.turbosquid.com/FullPreview/180387 THIS] (the latter is not too serious, but it can be a nice double Easter Egg if you add a Fire Nation sigil to the butt of the gun). You can also use a Jackhammer shotgun if you find one. --[[User:Geyser|geyser]] 20:51, 30 July 2008 (CEST) | ||
::::Jumping in... | ::::Jumping in... | ||
:::: | ::::[[Image:w20_lzr.jpg]] | ||
::::The files are here: http://edt.oni2.net/AE_Files/w20_lzr.zip | ::::The files are here: http://edt.oni2.net/AE_Files/w20_lzr.zip | ||
::::EDIT: Rough UV map created. The zip file now contains the .obj, mtl and texture file in layers. | ::::EDIT: Rough UV map created. The zip file now contains the .obj, mtl and texture file in layers. | ||
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::::[[User:EdT|EdT]] 23:59, 30 July 2008 (CEST) | ::::[[User:EdT|EdT]] 23:59, 30 July 2008 (CEST) | ||
:::::Thanks a lot for w20_lzr - doesn't the mesh look awesome even when it's all gray? ^_^ maybe match the position of the right hand though, and settle for the left hand sticking through the mesh a bit. MAX is a proprietary format, so you have to find someone who uses Max (Pierre, Ricker, maybe someone I don't know). There are a couple of converters that attempt to read Max (e.g., 3D Exploration on PC), but the UV coordinates are lost in the process. While you're at it, maybe import the "silenced machine gun" | :::::Thanks a lot for w20_lzr - doesn't the mesh look awesome even when it's all gray? ^_^ maybe match the position of the right hand though, and settle for the left hand sticking through the mesh a bit. MAX is a proprietary format, so you have to find someone who uses Max (Pierre, Ricker, maybe someone I don't know). There are a couple of converters that attempt to read Max (e.g., 3D Exploration on PC), but the UV coordinates are lost in the process. While you're at it, maybe import the "silenced machine gun" (<nowiki>https://www.turbosquid.com/FullPreview/Index.cfm/ID/221645</nowiki>, dead link) - or pimp up 17secs's AEG rifle? | ||
:::https://starwars.fandom.com/wiki/DXR-6_disruptor_rifle This is what I am talking about. The same function as the mercury bow, but operates on the other end of the temperature spectrum. Not the evil thing I was trying to make for you. ^_^ I'm going to change the current wall decal to a more blasting one, that glows and then fades to black. Setting them on fire might be fun too, but not important. The weapon normally has two modes, mode 1 being a ROF at around that of a plsma rifle, doing medium damage, and mode two being a charge mode that uses more ammo, but is usually instakill. If I make two modes, the charging version will NOT use an actual charge. I will use the weapon cooloff timer to imitate a recharge. I could try to use some sort of a timer ala the SBG, but it would be messy, and wouldn't fit right with the ammo usage. | :::https://starwars.fandom.com/wiki/DXR-6_disruptor_rifle This is what I am talking about. The same function as the mercury bow, but operates on the other end of the temperature spectrum. Not the evil thing I was trying to make for you. ^_^ I'm going to change the current wall decal to a more blasting one, that glows and then fades to black. Setting them on fire might be fun too, but not important. The weapon normally has two modes, mode 1 being a ROF at around that of a plsma rifle, doing medium damage, and mode two being a charge mode that uses more ammo, but is usually instakill. If I make two modes, the charging version will NOT use an actual charge. I will use the weapon cooloff timer to imitate a recharge. I could try to use some sort of a timer ala the SBG, but it would be messy, and wouldn't fit right with the ammo usage. | ||
:::For a model [ | :::For a model [https://www.turbosquid.com/FullPreview/180387 THIS ONE] seems most appopriate. I'll ask around for someone to texture it. | ||
:::[[User:Gumby|Gumby]] 21:50, 30 July 2008 (CEST) | :::[[User:Gumby|Gumby]] 21:50, 30 July 2008 (CEST) | ||
::::Unless you plan to stage scripted scenes that gib characters (à la mad bomber) at the exact moment when you shoot them, why do you bother with a weapon you can't easily implement in time for the trailer? The trailer doesn't care about firing modes or crashes or anything a release of the Edition would care about. All it cares about are visuals: that's what makes it modder-friendly, if you're creative and willing to play along. One thing you could try for your super-duper-rifle is a blown-up effect that would throw the target in the general direction of the flying bullet (à la Schwarzie-Eraser). I wouldn't make much damage, but in conjunction with character-wall collision or cratering it could be quite exotic and it would look good as a trailer highlight. Another exotic thing you can do is a grenade (or plasma ball, why not) that keeps bouncing off walls but explodes on characters (or sticks to them and burns them later; OK, that's a Halo ripoff, but it's still good fun ^_^ ) also, the rocket launcher can be done very easily (there's even a warhead in Oni for you to use), and the faster it's done, the better. So enough sabotage for now, let's get busy with what can make a difference for the trailer. As for the NGE Pallet rifle, as you can see it's already textured so I hope you won't have much trouble beating it into shape (it might be a good idea to change the color scheme a little bit; the Fire Nation sigil is... just a suggestion ^_^ ). If you get busy with bouncy grenades or bazookas, I'll direct you to mesh candidates. --[[User:Geyser|geyser]] 22:57, 30 July 2008 (CEST) | ::::Unless you plan to stage scripted scenes that gib characters (à la mad bomber) at the exact moment when you shoot them, why do you bother with a weapon you can't easily implement in time for the trailer? The trailer doesn't care about firing modes or crashes or anything a release of the Edition would care about. All it cares about are visuals: that's what makes it modder-friendly, if you're creative and willing to play along. One thing you could try for your super-duper-rifle is a blown-up effect that would throw the target in the general direction of the flying bullet (à la Schwarzie-Eraser). I wouldn't make much damage, but in conjunction with character-wall collision or cratering it could be quite exotic and it would look good as a trailer highlight. Another exotic thing you can do is a grenade (or plasma ball, why not) that keeps bouncing off walls but explodes on characters (or sticks to them and burns them later; OK, that's a Halo ripoff, but it's still good fun ^_^ ) also, the rocket launcher can be done very easily (there's even a warhead in Oni for you to use), and the faster it's done, the better. So enough sabotage for now, let's get busy with what can make a difference for the trailer. As for the NGE Pallet rifle, as you can see it's already textured so I hope you won't have much trouble beating it into shape (it might be a good idea to change the color scheme a little bit; the Fire Nation sigil is... just a suggestion ^_^ ). If you get busy with bouncy grenades or bazookas, I'll direct you to mesh candidates. --[[User:Geyser|geyser]] 22:57, 30 July 2008 (CEST) | ||
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::::(Hides before geyser notices him distracting EdT) | ::::(Hides before geyser notices him distracting EdT) | ||
::::[[User:Gumby|Gumby]] 21:08, 15 August 2008 (CEST) | ::::[[User:Gumby|Gumby]] 21:08, 15 August 2008 (CEST) | ||
[[Category:Userspace]] |