AE talk:Iron Demon: Difference between revisions
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==Iron Demon== | ==Iron Demon== | ||
;Incoming from [[ | ;Incoming from [[AE_talk:Casey|HERE]]... | ||
:And I have one crazy idea about Iron demon - | :And I have one crazy idea about Iron demon - | ||
::if you look how middle part of Iron demon looks | ::if you look how middle part of Iron demon looks |
Revision as of 15:40, 18 April 2012
Iron Demon
- Incoming from HERE...
- And I have one crazy idea about Iron demon -
- if you look how middle part of Iron demon looks
- and then look at that weird furniture which is on the walls around dish area in Compound level,
- aren't those models almost the same if you leave out those weird antennas???
- and then look at that weird furniture which is on the walls around dish area in Compound level,
- Loser 10:53, 20 January 2007 (CET)
- if you look how middle part of Iron demon looks
- I've noticed that long ago, but that "furniture" is part of the environment now
- and converting environment meshes (quad-based) to M3GM format is not my idea of a fun time.
- I've tried cross-linking Mutant Muro's bones to M3GMs available in 'level19_Final, and didn't have much success.
- (even if you find a suitable mesh, you still have to resize it... and that means altering the whole PNTA...)
- Very probably, the Iron Demon will be a Mutant Muro with completely new meshes (e.g., those by 17seconds).
- We are already working towards user-friendly import of 3D data into Oni, so be patient and you'll be fine ^^
- geyser 15:59, 22 January 2007 (CET)
m1_ird Iron Demon Concept
- Files
- http://edt.oni2.net/AE_Files/m1_ird.zip
- File contains .oni, .tif, .obj, .3ds files
- Comments
- I started this before my injury, but I can't really work on it right now. So I thought I'd share what I have done so far and maybe someone will want to work on it. I made it as an ONWC, just to make it easier to spawn it in the game and see how it looks. Also, Konoko can carry it to any location you want :-) I've included a .3ds version which has over 2,300 polygons for reference and the .obj version with around 1,400 polygons which is the game version. The .tif file has a UV Map layer, which basically corresponds to each body part. I colored a few body parts for testing. Hopefully, in another week, I'll feel good enough to sit in front of the computer and make some videos for the AE Trailer. --EdT 19:46, 7 August 2008 (CEST)
- Erm, what's with that odd naming convention of yours... I mean, even with the weapons: you guys keep numbering them as if it was at all relevant (for Oni's original weapons they are consistent with the AI shooting skills in the ONCC, but for imported guns... numbers? what numbers?)
- Anyway, handling this guy as a single mesh, reducing the detail, trying to set up a single texture just so that it can be displayed somewhere... that's quite a rollback, especially the detail-reducing and UV-discarding bit. The ID has to be an ONCC eventually, so come on...
- geyser 04:13, 8 August 2008 (CEST)
- Since, I obviously "suck" at 3D modeling, I will leave that to more capable hands and spend my time elsewhere. --EdT 05:16, 8 August 2008 (CEST)
- I hope no offense was taken, Ed. Truth be said, if it wasn't for your "m1_ird" ONWC, I wouldn't have taken action on the Demon myself, and we'd been ONCC-less for Mukade knows how long. Reaction sorta comes easier to me than true initiative ^_^ and your "sucking" actually inspired me to do it the way I did ^_^ so it's all good, it's all good. --geyser 05:30, 8 August 2008 (CEST)
- Since, I obviously "suck" at 3D modeling, I will leave that to more capable hands and spend my time elsewhere. --EdT 05:16, 8 August 2008 (CEST)
- geyser 04:13, 8 August 2008 (CEST)