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I think it looks better with the arms back, but I understand we're trying to hone in on the one seen in the trailer. What do you guys think? --[[User:Bobbysoon|Bobbysoon]] | I think it looks better with the arms back, but I understand we're trying to hone in on the one seen in the trailer. What do you guys think? --[[User:Bobbysoon|Bobbysoon]] | ||
[[Image:OniBattle.jpg]] | [[Image:OniBattle.jpg|600px]] | ||
:Hmm, it doesn't look that different to me, overall. What do you mean about the "tail tip thing"? | :Hmm, it doesn't look that different to me, overall. What do you mean about the "tail tip thing"? | ||
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*I'll use the default structure and names. Point taken about the skeletal structure, especially after noticing the shoulders are linked to the neck D=. | *I'll use the default structure and names. Point taken about the skeletal structure, especially after noticing the shoulders are linked to the neck D=. | ||
*the TRAS aiming screen closely resembles a section of Halo's model_animations tag. [ | *the TRAS aiming screen closely resembles a section of Halo's model_animations tag. [[OBD:TRAS|This]] in Oni is like [http://forum.halomaps.org/index.cfm?page=topic&topicID=24629 this] in Halo, which I've done. | ||
*:If I recall correctly, there were 2 types of aiming/looking overlays. Referring to that information in application to a particular type yielded undesired results - axis reversals. So I wonder just how similar these engines are. Some of the provided mapping of halo's engine may be useful with oni. | *:If I recall correctly, there were 2 types of aiming/looking overlays. Referring to that information in application to a particular type yielded undesired results - axis reversals. So I wonder just how similar these engines are. Some of the provided mapping of halo's engine may be useful with oni. | ||