User talk:Geyser: Difference between revisions

From OniGalore
Jump to navigation Jump to search
(getting help?)
m (+cat)
 
(80 intermediate revisions by 6 users not shown)
Line 1: Line 1:
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... --[[User:Geyser|geyser]] 03:19, 24 March 2008 (CET)
[[TestToo]]
 
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. --[[User:Geyser|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. --[[User:Iritscen|Iritscen]] 15:05, 24 March 2008 (CET)
::Really really on Oni-sabbatical now, until further notice. Expect nothing. Take care. --[[User:Geyser|geyser]] 21:57, 10 June 2008 (CEST)
 
:::Enjoy your break from Oni.  [[User:EdT|EdT]]
----
----
Just in case, you are not visiting OCF, Loser is back and has come up with demo of a wall collision particle system:
No idea which part of the page to leave new messages in, but I guess this will do. You wrote [[Special:PermaLink/9550|HERE]], "All 3 guns have been modeled by 17secs and are available as low-poly OBJ." Do you know where they are? I've attempted to browse your FTP directories, but it's difficult with that placeholder image at the top of your subdomain blocking a top-level perusal of available directories. Thanks. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 22:08, 13 April 2019 (CEST)
http://loser.oni2.net/Videos/Head2Wall_collision.wmv
:I don't think I ever uploaded those guns on my FTP, and I lost all my Oni files from the time when I wrote that comment. If no one else backed up the models, then there's no way but to remodel them (except the SPAS, for which there are plenty of models available already). [[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 17:54, 6 January 2020 (CET)
 
::Ah, oh well. We have similar enough models to these three, available as part of the "New Weapons Collection" mod.  --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 18:01, 6 January 2020 (CET)
http://oni.bungie.org/community/forum/viewtopic.php?pid=6944#p6944
:::Now that I think of it, 17secs may have sent me the models through email, in that case I might be able to recover them. He also may have shared them through OCF, in which case they might have been lost during the move. Looking through 17secs's emails could take a while. --[[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 20:22, 6 January 2020 (CET)
 
::::Actually, no, that was fast. No trace of attached model files in my emails. And if he gave me URLs, they're probably dead by now. --[[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 20:27, 6 January 2020 (CET)
[[User:EdT|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 [[AE_talk:OTA#Crash_reports|HERE]]. Oh well... We'll figure out something Soon Enough. --[[User:Geyser|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.
:22:52, 23 August 2018 (CEST) Started filling in tips and tricks about [[MakeHuman]] and [[Fuse]]. The current focus is on Fuse because it's user-friendlier. MakeHuman has potential, but it's on a bit of a standby.
:18:40, 20 June 2018 (CEST) Making a [[User_talk:Geyser/IonEyes|new page]] for bookmarks related to the iOnEyEs project (will probably be creating Oni2:Ion_Eyes soon)
:16:18, 22 May 2018 (CEST) experimenting with a new template for rotated table headers
{| cellspacing=0 border=1
|- style="text-align:left; font-family:courier; vertical-align: bottom;"
! height=120px|
! <div style="{{Transform-rotate|-90}}; width:12px; font:courier">konokocore</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">├Shinzom</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">├shinatama</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">├red</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">└konokolev1</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">&nbsp;└konoko</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">&nbsp;&nbsp;└gen_f</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">strikercore</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">├striker</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">│└TCTFswat</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">├elite</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">│└barabus</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">├ninja</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">└comguy</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">&nbsp;├gen_m</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">&nbsp;├doctor</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">&nbsp;├security</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">&nbsp;├griffin</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">&nbsp;├thug</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">&nbsp;├Tanker</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">&nbsp;└muro</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">&nbsp;&nbsp;└mutantmuro</div>
|-
|KONCOMgetup_fw_crouch
|bgcolor=lime|<span style="font-size:50%">100</span>
|bgcolor=lime|
|bgcolor=lime|
|bgcolor=lime|
|bgcolor=lime|
|bgcolor=lime|
|bgcolor=lime|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|-
|KONCOMkick_heavy
|
|
|
|
|
|bgcolor=lime|<span style="font-size:50%">100</span>
|bgcolor=lime|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|-
|KONCOMpunch_heavy
|
|
|
|
|
|bgcolor=lime|<span style="font-size:50%">100</span>
|bgcolor=lime|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|-
|KONRIFkick_heavy
|
|
|
|
|
|bgcolor=lime|<span style="font-size:50%">100</span>
|bgcolor=lime|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|}


Here's the files: http://edt.oni2.net/AE_Files/motoko.zip


[[User:EdT|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.
::[[User:Geyser|geyser]] 21:57, 10 June 2008 (CEST)


If you're interested I made some new weapons: http://edt.oni2.net/AE_Files/NewWeapons.zip
: 13:50, 22 May 2018 (CEST) need to clean up old stuff, or at least make sure it's not misinterpreted as current stuff
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.
: 13:50, 22 May 2018 (CEST) backing up [[User talk:Geyser/DoxProjectImagoTalkBackup|a talk page about modding from 'Dox's personal space]]


Hope all's well with RL.
----
 
And, we're back! More stuff here and elsewhere Soon(TM), mostly from me and GTO.
[[User:EdT|EdT]] 02:30, 29 July 2008 (CEST)
:Mostly? Will there be few works by others (a third/fourth person) too? - 'dox
 
::Not sure about "works", but our "thing" is a work-in-progress, and it will be open to anybody's contributions. If I have enough time for 3D modeling, we may see something from Ltemplar, if he hasn't given up on me or Oni. That guy has some serious skills. [[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 18:00, 17 October 2014 (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.
:Haven't seen Ltemplar in a while on OCF. My impression is that he is frustated about the engine's limitations which in turn eats his motivation. I guess we all have a taste of that. But you are the one in contact with him so I probably miss some pieces of that picture. - 'dox
:[[User:Geyser|geyser]] 11:34, 29 July 2008 (CEST)
::We'll see about Ltemplar (maybe I'm the one who disappointed him the most, by failing to keep up with him, and I have yet to get back in touch). As for the graphical/storytelling thing, I'm calling it a "thing" because that's what it is. Basically we're trying our hand at a sequel, but the key word here is "trying", and it's quite rudimentary so far. Calling it anything special at this point, even giving it a working title, would be bad luck ^_^ which doesn't mean we're not enthusiastic and a little bit proud [[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 22:36, 17 October 2014 (CEST)
:Oh, you're still alive :) You were even more retired than me for a while there. [[User:Gumby|Gumby]] ([[User talk:Gumby|talk]]) 00:44, 18 October 2014 (CEST)
Got back in contact with Ltemplar. He's willing and available (as much as anybody, i.e., with his own RL stuff to take care of). The direction and focus will need to be managed very carefully this time around, but apart from that we're good to go. Will probably upload some art/sketches next. [[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 19:31, 23 October 2014 (CEST)
:Just to be clear. Is Ltemplar participating your/GTOs thing. Or are you talking about two different things? --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 10:29, 26 October 2014 (CET)
::They're two different thingies. GTO and I are exploring the idea of a sequel (with detailed character design, some scenes, etc - essentially like what Guido and Seventeen Seconds did); the collaboration with Ltemplar is focused on more or less immediate Oni modification (extra levels, BGi faction, etc). In both cases we'll try and deliver on a (very) small scale first. [[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 11:13, 5 November 2014 (CET)  
----
:Clean slate again. If you need to look something up, just use the history.
:An exception has been made for the latest discussion. I've put it [[User:Geyser/STFUn00b|HERE]].
:Because I can, and because it really holds a special place in my heart.
----
{|border=1
|Until further notice, this is no longer a "talk" page. But you can still leave messages.


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.
As in "Dr. Crane isn't here right now, but if you would like to make an appointment..."
|}


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.
{|border=1 cellspacing=0 cellpadding=5
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.
|[[Image:GTO_-_Wake_Up_Call_-_Page_1.jpg|250px]]
|[[Image:GTO_-_Wake_Up_Call_-_Page_2.jpg|250px]]
|-
|[[Image:GTO_-_Wake_Up_Call_-_Page_3.jpg|250px]]
|[[Image:GTO_-_Wake_Up_Call_-_Page_4.jpg|250px]]
|}


FYI, I have been trying to find some Mac programmers that could help with the Mac engine, but so far, no success.
===Reply to "Recent changes" comments===
Thanks for deleting the spam. Could I suggest https://www.google.com/recaptcha/about/ for human verification, it looks quite good and I think it has a mediawiki module. As for multiplayer, my computer was out of action in the past week and I had exams and schoolwork in the weeks before, so not much progress has been made. I do have the framework for a multithreaded server though and I heard Sfeli was doing something C-Daodan related but he hasn't been online for a while.
:[[User:RossyMiles|rossy]] 09:20, 27 November 2008 (CET)


[[User:EdT|EdT]] 15:49, 29 July 2008 (CEST)
Sorry, not sure where to put this question.  Regarding the Hex Hound, how would you animate it within Oni?  EdT


:"the lack of textures is a problem for me" I know, but you can always use [http://www.turbosquid.com/FullPreview/Index.cfm/ID/221645 THESE] (pointed out on AE:BGI below the main list). Also, the "BGI autopistol" [http://www.turbosquid.com/3d-models/3d-gun-simple/361985 HERE] has perfectly good UVs, so maybe ask coool or someone to have a look. That's a good point, actually - who in the community can texture a gun that has UVs ([http://www.turbosquid.com/3d-models/3d-gun-simple/361985 THIS] one)? who can texture a gun from scratch ([http://geyser.oni2.net/edition/weapons/concussion.zip THIS] one)? no one? then we're screwed, aren't we? how will a roadmap involving these guns make us less screwed?
:*It should be relative easy for you guys to split him to 19 bones.
:"as a community we are going in all sorts of directions" I feel bad about assuming project lead (I'm on Oni-sabbatical, remember?) and I sorta hoped for some kind of resonance among the more motivated and creative community members, meaning that someone who's talented, dedicated to Oni and aware or the possibilities wouldn't just sit and goof around... and would instead either make something awesome on their own, or maybe discuss specific skills and priorities with a guru (like, me). A digest roadmap is a lot of work, and I don't even have a TODO for a "team of geysers" that I could dump right now. Also, if there's no one in this community who can make a simple wiki page that links to AE:BGI, AE:Ninja, AE:Training, etc... then we have a problem. You can see those pages, Ed. You can see they're "lost in the wiki" and you think they'd be interesting to "lurkers". So what the blam are you waiting for?
:*A field of little practical experience is the TRIA stuff. However, from an [[TRIA#Investigation|experiment]] we know that TRIA has really an effect on how TRAM files are played. All TRBS have their own TRIA instance and with Onisplit v0.9.41.0 you can still access it as plain text. Looks like there is a fair chance for a playable hex hound. =)
:So, don't expect a detailed roadmap for the Edition from me at the moment. I might post requests for trailer footage though: that's much more to-the point than issuing directives to hypothetical modders without a clear consensus or deadline.
::[[User:Paradox-01|Paradox-01]] 13:52, 14 May 2011 (UTC)
::[[User:Geyser|geyser]] 18:20, 29 July 2008 (CEST)
:::'''"I feel bad about assuming project lead"'''.  Buuut... you ''are'' the lead on the Edition, and always have been. If you have to take a sabbatical, I won't argue with that (Real Life > Other Stuff). But, frankly, you haven't always been open to other people's ideas as to where to go with Oni-related things, so I can't see you somehow sitting back and letting someone else guide the Edition, plus, you're the one who works closely with Loser, Neo, etc. I personally wouldn't want to be the one to take over and then get criticized by an occasionally-active geyser who drops in once in a while with a bombshell after lots of work has already been done.
:::P.S.: I don't speak for Ed, but it seems unfair to say '''"You can see those pages, Ed"''' as if the Edition is a completely democratic collaborative effort, when really you're the one with the plans for the Edition, and how can Ed know what you're thinking? I would be glad to be a substitute taskmaster, trying to corral people's efforts towards AE stuff, ''if'' I had any idea what specifically you had planned. If Ed hadn't pointed out those AE: pages, I wouldn't have ever seen them. They're orphaned, yet don't show up in the "Orphaned pages" list. All things considered, I still think the only efficient way for the AE to move forward is for you to use whatever time you can spare to manage it yourself.  It would help if you made a page like "AE:Content needed" to let us know what's going on in your head, with needs listed item by item. The more we work together, the faster the AE can get finished.
::::--[[User:Iritscen|Iritscen]] 19:33, 29 July 2008 (CEST)
:::Perhaps I didn't make it clear up there, but I sorta hoped for some kind of creative resonance with "fellow geysers", open-minded and patient enough to take in the to-do that I've been outlining for a year or so (primarily on OCF). I expected those motivated and talented people to contribute modular things that are prominently featured in the AE forum (I mean, the DeLorean has been around for ages, you'd think someone would have retextured it by now, right?), and if they can't find a subproject suiting them, they'd go and find me (that's what's been happening with Gumby; we kinda sat down and figured out he'd do particles for new weapons). All in all, this hope for a "team of geysers" is not totally delusive, but I understand the frontend is less dense and "itemized" than most of the potential contributors would expect it to be. One reason why I'm not too motivated to draw a roadmap is that I'm not confident that major extra motivation and organization would ensue: I wanted to see at least one "fellow geyser" show up first... and all I see is people like Loser and coool who could do great but keep goofing around without consolidating anything ^_^  There are ready-to-work-on items all over OCF and all over the wiki, and no one is working on them; how would an itemized list change that? that's just bureaucracy, that's what.
:::About the meta-orphaned AE pages, don't get me wrong: I was just encouraging you or Ed or whoever to link to them from OCF or [[Current events]] or wherever. I meant to add more of those and I meant to consolidate them as a roadmap, but I haven't done so, OK? and, the situation being what it is, I'm not the only one who can do something about those pages being completely invisible, am I? If you identify me as the project lead ''and'' shy away from ''any'' initiative, you're in for a ''long'' wait and possibly a ''big'' disappointment at the end. If I didn't have a job, I'd design and author the Edition pretty much by myself, but that is not gonna happen. And you can't expect me to consistently detail in words everything I'd do and how exactly I'd do it, because that's even more time-consuming for me than sitting down and doing it all myself. The best I can do is mini-pages like AE:BGI, AE:Ninja, AE:Training, when I'm in the right mood for delivering accurate and concise summaries of my visions. I could also make other, more specific mini-pages, like AE:DeLorean, and then I'd just let Iritscen slap a nice little "cat" onto all those (something like "Category:AE_roadmap", maybe embedded in a template). Then the category's page could eventually be filled in with a nice big outdated list (really, who'd keep "AE:Content needed" up to date? the same people who look after the OniSplit page, huh? would you leave it all to me? why, thank you...), but I doubt that'd be necessary: just a category, and specific mini-roadmaps and discussions on the respective mini-pages.
:::'''get criticized by an occasionally-active geyser who drops in once in a while with a bombshell after lots of work has already been done''' if those look like lots of work to you, then you're simply not fluent enough. Every development process involves a few iterations, and unless I give you lots of concept-art and verbose-like-crazy explanations aforehand, there's no reason why you'd create something beyond revision (unless you're a "fellow geyser"). I'm ready to work closely with Gumby and Loser and coool and whoever, but this implies a repetitive (if not intensive) back-and-forth exchange of tentative content and constructive criticism. When I tell you "your HD Griffin doesn't suck by design, but the mesh is FUBAR and overkill, here's one I made in response to yours, why doncha scrap yours and work off mine" - that's one such iteration, and it's supposed to get "the AE to move forward". Then it all depends on how much my analysis and authority are worth to you, of course, but you can't avoid iterations altogether.
:::'''you're the one who works closely with Loser, Neo, etc''' only with Neo and SFeLi, and previously Alloc. Loser is secretive and unreachable, maybe because he actually wants to preserve that autonomy of his.
:::Anyway, like I said to Ed, don't expect anything in "Category:AE_roadmap" from me right now. It's much more of a priority to define/design/author specific content for the Trailer. In that respect, the closest thing to a roadmap is a list of needed scenes. Once you take those scenes in, you can try to figure out what they imply for the Edition, or you can just author those scenes blindly, concentrating on the intrinsic awesomeness. I hope to do a brainstorm dump on the AE:Trailer page tonight. Actually, I ought to have done so ''instead'' of writing all of the above, but probably those things needed to be said as well. Hope I made myself clear.
::::[[User:Geyser|geyser]] 12:12, 30 July 2008 (CEST)


:The Hound is one of those things that I'd definitely ''not'' implement into Oni's engine, the main reason being stairs. Congratulations to Dox on the proof-of-concept though.
:However, I guess it would be OK if the Hounds, like the Iron Demon, were only encountered in stair-less environments, with curbs or nearly horizontal ramps if anything.
:I am not up-to-date on OniSplit's handling of animation. Seeing as Totoro was intended for bipeds, all workarounds would be somewhat hackish. I'd say do the Demon first.
::[[User:Geyser|geyser]] 22:41, 22 May 2011 (UTC)


::::geyser, is there a way to get the members from the Russian Oni forum involved with the AE Trailer and other aspects of AE? It seems we need more help with getting the video clips made.  Currently, I'm only able to spend a short time on the computer, this shoulder injury makes it painful to work on the computer, so I can't do much.  [[User:EdT|EdT]] 07:09, 12 August 2008 (CEST)
[[Category:Userspace]]

Latest revision as of 02:07, 4 May 2022

TestToo


No idea which part of the page to leave new messages in, but I guess this will do. You wrote HERE, "All 3 guns have been modeled by 17secs and are available as low-poly OBJ." Do you know where they are? I've attempted to browse your FTP directories, but it's difficult with that placeholder image at the top of your subdomain blocking a top-level perusal of available directories. Thanks. --Iritscen (talk) 22:08, 13 April 2019 (CEST)

I don't think I ever uploaded those guns on my FTP, and I lost all my Oni files from the time when I wrote that comment. If no one else backed up the models, then there's no way but to remodel them (except the SPAS, for which there are plenty of models available already). geyser (talk) 17:54, 6 January 2020 (CET)
Ah, oh well. We have similar enough models to these three, available as part of the "New Weapons Collection" mod. --Iritscen (talk) 18:01, 6 January 2020 (CET)
Now that I think of it, 17secs may have sent me the models through email, in that case I might be able to recover them. He also may have shared them through OCF, in which case they might have been lost during the move. Looking through 17secs's emails could take a while. --geyser (talk) 20:22, 6 January 2020 (CET)
Actually, no, that was fast. No trace of attached model files in my emails. And if he gave me URLs, they're probably dead by now. --geyser (talk) 20:27, 6 January 2020 (CET)

22:52, 23 August 2018 (CEST) Started filling in tips and tricks about MakeHuman and Fuse. The current focus is on Fuse because it's user-friendlier. MakeHuman has potential, but it's on a bit of a standby.
18:40, 20 June 2018 (CEST) Making a new page for bookmarks related to the iOnEyEs project (will probably be creating Oni2:Ion_Eyes soon)
16:18, 22 May 2018 (CEST) experimenting with a new template for rotated table headers
konokocore
├Shinzom
├shinatama
├red
└konokolev1
 └konoko
  └gen_f
strikercore
├striker
│└TCTFswat
├elite
│└barabus
├ninja
└comguy
 ├gen_m
 ├doctor
 ├security
 ├griffin
 ├thug
 ├Tanker
 └muro
  └mutantmuro
KONCOMgetup_fw_crouch 100
KONCOMkick_heavy 100
KONCOMpunch_heavy 100
KONRIFkick_heavy 100


13:50, 22 May 2018 (CEST) need to clean up old stuff, or at least make sure it's not misinterpreted as current stuff
13:50, 22 May 2018 (CEST) backing up a talk page about modding from 'Dox's personal space

And, we're back! More stuff here and elsewhere Soon(TM), mostly from me and GTO.

Mostly? Will there be few works by others (a third/fourth person) too? - 'dox
Not sure about "works", but our "thing" is a work-in-progress, and it will be open to anybody's contributions. If I have enough time for 3D modeling, we may see something from Ltemplar, if he hasn't given up on me or Oni. That guy has some serious skills. geyser (talk) 18:00, 17 October 2014 (CEST)
Haven't seen Ltemplar in a while on OCF. My impression is that he is frustated about the engine's limitations which in turn eats his motivation. I guess we all have a taste of that. But you are the one in contact with him so I probably miss some pieces of that picture. - 'dox
We'll see about Ltemplar (maybe I'm the one who disappointed him the most, by failing to keep up with him, and I have yet to get back in touch). As for the graphical/storytelling thing, I'm calling it a "thing" because that's what it is. Basically we're trying our hand at a sequel, but the key word here is "trying", and it's quite rudimentary so far. Calling it anything special at this point, even giving it a working title, would be bad luck ^_^ which doesn't mean we're not enthusiastic and a little bit proud geyser (talk) 22:36, 17 October 2014 (CEST)
Oh, you're still alive :) You were even more retired than me for a while there. Gumby (talk) 00:44, 18 October 2014 (CEST)

Got back in contact with Ltemplar. He's willing and available (as much as anybody, i.e., with his own RL stuff to take care of). The direction and focus will need to be managed very carefully this time around, but apart from that we're good to go. Will probably upload some art/sketches next. geyser (talk) 19:31, 23 October 2014 (CEST)

Just to be clear. Is Ltemplar participating your/GTOs thing. Or are you talking about two different things? --paradox-01 (talk) 10:29, 26 October 2014 (CET)
They're two different thingies. GTO and I are exploring the idea of a sequel (with detailed character design, some scenes, etc - essentially like what Guido and Seventeen Seconds did); the collaboration with Ltemplar is focused on more or less immediate Oni modification (extra levels, BGi faction, etc). In both cases we'll try and deliver on a (very) small scale first. geyser (talk) 11:13, 5 November 2014 (CET)

Clean slate again. If you need to look something up, just use the history.
An exception has been made for the latest discussion. I've put it HERE.
Because I can, and because it really holds a special place in my heart.

Until further notice, this is no longer a "talk" page. But you can still leave messages.

As in "Dr. Crane isn't here right now, but if you would like to make an appointment..."

GTO - Wake Up Call - Page 1.jpg GTO - Wake Up Call - Page 2.jpg
GTO - Wake Up Call - Page 3.jpg GTO - Wake Up Call - Page 4.jpg

Reply to "Recent changes" comments

Thanks for deleting the spam. Could I suggest https://www.google.com/recaptcha/about/ for human verification, it looks quite good and I think it has a mediawiki module. As for multiplayer, my computer was out of action in the past week and I had exams and schoolwork in the weeks before, so not much progress has been made. I do have the framework for a multithreaded server though and I heard Sfeli was doing something C-Daodan related but he hasn't been online for a while.

rossy 09:20, 27 November 2008 (CET)

Sorry, not sure where to put this question. Regarding the Hex Hound, how would you animate it within Oni? EdT

  • It should be relative easy for you guys to split him to 19 bones.
  • A field of little practical experience is the TRIA stuff. However, from an experiment we know that TRIA has really an effect on how TRAM files are played. All TRBS have their own TRIA instance and with Onisplit v0.9.41.0 you can still access it as plain text. Looks like there is a fair chance for a playable hex hound. =)
Paradox-01 13:52, 14 May 2011 (UTC)
The Hound is one of those things that I'd definitely not implement into Oni's engine, the main reason being stairs. Congratulations to Dox on the proof-of-concept though.
However, I guess it would be OK if the Hounds, like the Iron Demon, were only encountered in stair-less environments, with curbs or nearly horizontal ramps if anything.
I am not up-to-date on OniSplit's handling of animation. Seeing as Totoro was intended for bipeds, all workarounds would be somewhat hackish. I'd say do the Demon first.
geyser 22:41, 22 May 2011 (UTC)