[QUOTE=Snowshoe;37716897]Getting low poly models to work in MVM
[IMG]http://i.imgur.com/tdOAN.png[/IMG]
Scout says hi.
-removed useless LODs
-assigned weapon bones in .qc file
-uses MVM animation set for special actions (deploying the bomb)
-uses updated models with improved fingers and facial animation
No hat or feet yet, this is to be fixed. Then I will do the other classes and release.[/QUOTE]
Leave it using the standart robot animations and I may start making a robot skin for this models.
[QUOTE=Snowshoe;37716897]Getting low poly models to work in MVM
[IMG]http://i.imgur.com/tdOAN.png[/IMG]
Scout says hi.
-removed useless LODs
-assigned weapon bones in .qc file
-uses MVM animation set for special actions (deploying the bomb)
-uses updated models with improved fingers and facial animation
No hat or feet yet, this is to be fixed. Then I will do the other classes and release.[/QUOTE]
So the models have facial animation again? Awesome! When do we get a new preview "build"?
BTW the latest release crashes like every single map load, Christ.
[QUOTE=ILikeCheese;37888755]
BTW the latest release crashes like every single map load, Christ.[/QUOTE]
Funny, my computer with the low-poly pack runs better than my computer with like 3-4 skins on it.
Alrighty guys, I'm gonna make a proposal, i want to make a bunch of models, starting with the melee weapons, but i dot have the time to do the entire process, which pretty much involves the rest of the process, which means UV-ing, with my programs, it will take WAY too long, so, would it be at all possible to have someone else UV them while i just start pumping them out REALLY fast... anyone?
[editline]9th January 2013[/editline]
Starting alphabetically now, already got the acr_hook_blade done
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/ACR_HOOK_BLADE.jpg[/IMG]
50 Tri's
[editline]9th January 2013[/editline]
Amputator
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/AMPUTATOR.jpg[/IMG]
156 Tri's
[editline]9th January 2013[/editline]
the Backscratcher and AVA_roseknife are already done, the knife just needs to be a reskin of the default , the model of the backscratcher is in the oldschool pack folder, and was made by hecates, the skullcutter is done aswell, but i am unsure on how to attack the bearclaws, the Bigaxe is the headtaker, and from what i remember Neo already had one modeled which leaves the Bonk_bat
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/BONK_BAT.jpg[/IMG]
i know there already is a skin, but id prefer to add a new model
up next is the basher
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/BASHER.jpg[/IMG]
-REDACTED-
tri count is 83
[editline]9th January 2013[/editline]
and now to C..... _candy_cane
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/CANE.jpg[/IMG]
It would be nice if people posted the original poly worth of the models too.
what difference is that going to make?
[QUOTE=NeoDement;39167260]what difference is that going to make?[/QUOTE]
Just thought it would be nice to see what the original value was in order to compare.
can you make a update to not clip hats and i will download it
[QUOTE=Ax3l;39167322]Just thought it would be nice to see what the original value was in order to compare.[/QUOTE]
Sharp Dresser 894
Amputator 2500
Atomizer 3040
Boston Basher 1217
Candy Cane 680
Claidheamh Mòr 4896
Still doesn't make a difference. They're also aiming to have weapons under 100 tris so you have to find some more things to remove.
[QUOTE=Game Zombie;39169712]Sharp Dresser 894
Amputator 2500
Atomizer 3040
Boston Basher 1217
Candy Cane 680
Claidheamh Mòr 4896
Still doesn't make a difference. They're also aiming to have weapons under 100 tris so you have to find some more things to remove.[/QUOTE]
they, whose they?
[QUOTE=Insaneicide;39171866]they, whose they?[/QUOTE]
I'm a moron and didn't notice you're the same guy that was originally working on this.
Apparently this pack has animation glitches for first person, Is this true?
yeah, at the moment, its a matter of changing the v_anim files in the anim folder under the v_models folder, im gonna work on that tonight, after a quick nap, i just got back from school
also, on some more updated thinking, about keeping all the melee weapons under 100 tri's, ima make a revision, and state that roughly less than 10% [sp](i think this should be a general rule of thumb for all weapons and hats and such, the player models , including the new hands i work so hard on, do it fine, so why not the weapons, if you can get it lower, great)[/sp] of the original tri count is fine, mostly for recognisability's sake without having to use too much alpha, alpha is nice, but when ubered, causes problems [sp](i originally had the eyelander as a flat plane, which for obvious reasons did not work, also another example the default knife)[/sp]
oh, and since we all know this is a huge blaring problem with the recent update, and i have been thinking about this beast for quite some time, i will be FINALLY attacking the MVM and zombie modes using the pre-planned unfinished unreleased zombies that i was originally going to do after the release of my zombies, but because valve... and well, that kinda just completely and totally pissed me off.... and the robots will be made from scratch... and i dont have texture artists that i know can devote alot of time to this... also, uv maps... for the melee weapons... yeah... still need someone on that ;P
[QUOTE=Insaneicide;39177860]yeah, at the moment, its a matter of changing the v_anim files in the anim folder under the v_models folder, im gonna work on that tonight, after a quick nap, i just got back from school
also, on some more updated thinking, about keeping all the melee weapons under 100 tri's, ima make a revision, and state that roughly less than 10% [sp](i think this should be a general rule of thumb for all weapons and hats and such, the player models , including the new hands i work so hard on, do it fine, so why not the weapons, if you can get it lower, great)[/sp] of the original tri count is fine, mostly for recognisability's sake without having to use too much alpha, alpha is nice, but when ubered, causes problems [sp](i originally had the eyelander as a flat plane, which for obvious reasons did not work, also another example the default knife)[/sp]
oh, and since we all know this is a huge blaring problem with the recent update, and i have been thinking about this beast for quite some time, i will be FINALLY attacking the MVM and zombie modes using the pre-planned unfinished unreleased zombies that i was originally going to do after the release of my zombies, but because valve... and well, that kinda just completely and totally pissed me off.... and the robots will be made from scratch... and i dont have texture artists that i know can devote alot of time to this... also, uv maps... for the melee weapons... yeah... still need someone on that ;P[/QUOTE]
Can't wait! :D
good start?
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/part_0001.jpg[/IMG]
[editline]11th January 2013[/editline]
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/Part_assembly_001.jpg[/IMG]
hello, is anyone there?
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/Part_assembly_024.jpg[/IMG]
current polycount is 699
[editline]12th January 2013[/editline]
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/Part_assembly_056.jpg[/IMG]
1067 is the current tricount
i still have to do the head and the back plate, at the moment i dont know what to do for the hands
[sp]time for a smoke break[/sp]
final tricount is 1469
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/Part_assembly_101.jpg[/IMG]
and for fun... and testing purposes, i rigged it, it still has no uv's yet
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/KB000M.jpg[/IMG]
Is this still being updated by anyone other then the gent above? i've been watching it for ages and really want to see it done
Lookin great!
[QUOTE=vladnag;39191320]Is this still being updated by anyone other then the gent above? i've been watching it for ages and really want to see it done[/QUOTE]
Hell, I'd love to do a robot model. But I don't know how to make custom models.
alright, since i have a decent connection now, ima livestream my full progress, of the engineer, when i get to the hips i will post a status update, ZombiePlasticClock will be uving the weapons i did, and luigimario will be uving the bots
[url]http://www.livestream.com/insaneicide[/url]
[editline]13th January 2013[/editline]
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/Part_assembly_020.jpg[/IMG]
tricount is 388
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/Part_assembly_078.jpg[/IMG]
tricount is 597
[editline]13th January 2013[/editline]
[url]http://www.livestream.com/insaneicide[/url] still streamin
final tricount is 1624
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/Part_assembly_102.jpg[/IMG]
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/G0TTM.jpg[/IMG]
well, there it is, im off to do something, then probably get some sleep...
I remember when I used to use this ages ago. I can't wait for it to be updated.
Welp, turns out Insaneicide saw my weapon designs on the emporium and has just hired me as a texture guy. I've not textured models before, so this'll be a laugh.
[QUOTE=Zakkin;39217864]Welp, turns out Insaneicide saw my weapon designs on the emporium and has just hired me as a texture guy. I've not textured models before, so this'll be a laugh.[/QUOTE]
well, i wanted to evaluate you if you hadnt textured before, ill whip up a model right quick, and send it to ya for your evaluation
Posting this because I can't get onto page 32 :P
[editline]15th January 2013[/editline]
[QUOTE=Ghostly2334;39221681]Posting this because I can't get onto page 32 :P[/QUOTE]
EDIT:
Wait wut, 32 Isn't there now...
well, thank you for allowing me to have page king for page 32
Sorry, you need to Log In to post a reply to this thread.