User talk:Geyser
Clean slate here, marking my change of status. I'm still an admin, and I'll be making a few contributions (mostly Edition brainstorming and todo). But you no longer should feel like you need my permission to carry out more or less radical initiatives. You're all big boys (as in grown-up boys with jobs), so there's no reason why you couldn't weigh the pros and cons of an initiative on your own. You just need to think of it for a while, not as the designer but as an implementer and an end-user; you have to try and take some distance with respect to every kick-ass idea of yours if you want to see what it's "actually" worth (good old cartesian doubt, sorta); experimenting with a bunch of pages in your user space is always a good idea if you're not sure whether your idea is somehow evil (you always have to ask yourself that before you embrace something tempting, right?). And if "it's not EZ being OC", then, heck, try not to be OC for a change, chances are that it will be easier... --geyser 03:19, 24 March 2008 (CET)
As for me, well, I'll try to maintain a minimal presence here, but I have an awful lot to deal with IRL. Truth is, I'll be lucky as hell to make it at all; I hold out hope that my dedication to Oni has not yet brought me to a point of no return, but either way these are going to be a very tough few months. Take care. --geyser 03:19, 24 March 2008 (CET)
- Best wishes; I will miss your constant harassment on the wiki! In your absence, I promise I'll try to ask myself, "What would geyser say?", before making an edit. --Iritscen 15:05, 24 March 2008 (CET)
- Really really on Oni-sabbatical now, until further notice. Expect nothing. Take care. --geyser 21:57, 10 June 2008 (CEST)
- Enjoy your break from Oni. EdT
Just in case, you are not visiting OCF, Loser is back and has come up with demo of a wall collision particle system: http://loser.oni2.net/Videos/Head2Wall_collision.wmv
http://oni.bungie.org/community/forum/viewtopic.php?pid=6944#p6944
EdT 15:25, 26 May 2008 (CEST)
- Loser's intuition and patience are impressive as always. However, it can be a bit frustrating how he constantly comes up with something new instead of consolidating the hacks-so-far into something reliable and non-controversial enough to qualify as a release. Thus, the general TRAM hacks in the latest Edition bundles cause crashes via memory corruption. I've commented on that HERE. Oh well... We'll figure out something Soon Enough. --geyser 21:57, 10 June 2008 (CEST)
Thanks for the comment on the YouTube video. I really don't know how to make adjustments with 3D meshes. Being able to edit the TRAC in .xml is great. It still needs a lot of work, like you said the pelvis height problem for one thing, but it is a fun start.
Here's the files: http://edt.oni2.net/AE_Files/motoko.zip
EdT 04:28, 27 May 2008 (CEST)
- My adjustments to the meshes are mostly limited to selecting groups of vertices and moving/scaling them around. I try to keep the transformations consistent withe the model's symmetry, either by transforming self-symmetric group of vertices or by transforming a pair of symmetric groups in exactly the same way. In some circumstances I need to delete/subdivide/create triangles or weld edges, or to fix UV vertices. Those are rather simple operations after you've done them once or twice, but a lot depends on the quality of your tool's manual/help. Blender has very poor documentation (partly due to the fuzziness of the product itself), XSI's docs are wonderful. Dunno about Cheetah.
- geyser 21:57, 10 June 2008 (CEST)
If you're interested I made some new weapons: http://edt.oni2.net/AE_Files/NewWeapons.zip It has Halo's assault rifle, an Uzi like machine gun and a shotgun. The shotgun is basically, the chaingun without sustained fire. However, if you continue to hold the mouse button down, the audio continues. I haven't figured out how to fix that yet.
Hope all's well with RL.
EdT 02:30, 29 July 2008 (CEST)
I can't say it feels OK to keep importing ripped Halo assets apart from the Spartan (I'd rather use original weapons or steal from other games). As for the shotgun and SMG, making Oni look like Counter-Strike is not much of an improvement, so this is not trailer stuff: prefer the weapon meshes that I listed on AE:BGI, which I think are original and futuristic in an Oni sort of way: of course they would gain from having unique firing properties and being more than just a bunch of bullet-spewing machines... but a "bap" (BGI AutoPistol), a shotgun and maybe a machine gun won't hurt and could actually make BGI troops look more badass (just a suggestion, though, dude: don't showcase a new weapon with a trite stand-and-fire sequence - rather, set up a moving camera, show a death squad of Spartan mow down TCTF/Strikers/civilians; don't forget clear views or close-ups of the weapon). Coming back to the shotgun: we'll come to polish the ONWC and PAR3 eventually, but in the short run (for the trailer) sound issues are irrelevant.
- geyser 11:34, 29 July 2008 (CEST)
Good points about the weapons, I picked these models as a starting point since they had textures. Looked at the weapons on the BGI page. the lack of textures is a problem for me, I'm not good with graphics at all, (the Delorean as an example). But I'll work on getting the models ready for Oni.
I was reading the comments on the AE Trailer page and its obvious you have a plan for the Anniversary Edition. Currently, as a community we are going in all sorts of directions, trying out different things, which in a way is good. For ex Paradox's Imago project. Perhaps to get more organized, can you make a single page called AE:Roadmap with your ideas about the direction AE could take. I noticed you already made a few pages such as AE:BGI, AE:NInja, AE:Training, but they get lost in the wiki. So a Roadmap page with links to these pages could help to focus our attention. The same roadmap could also be posted to OCF for the lurkers to take note and some may come out and help.
FYI, I have been trying to find some Mac programmers that could help with the Mac engine, but so far, no success.
EdT 15:49, 29 July 2008 (CEST)