• The MAYANN Project - Community Update Project
    1,670 replies, posted
[url]http://gizmodo.com/teen-discovers-lost-maya-city-using-ancient-star-maps-1775735999?utm_campaign=socialflow_gizmodo_twitter&utm_source=gizmodo_twitter&utm_medium=socialflow[/url] Here's something that might interest creators here, plus this does remind me that the Mayan's astrological studies and the making their calendar. Hope I'm not breaking any rules by linking this, I just figured it might give us more ideas.
[QUOTE=phillipc;50294712][url]http://gizmodo.com/teen-discovers-lost-maya-city-using-ancient-star-maps-1775735999?utm_campaign=socialflow_gizmodo_twitter&utm_source=gizmodo_twitter&utm_medium=socialflow[/url] Here's something that might interest creators here, plus this does remind me that the Mayan's astrological studies and the making their calendar. Hope I'm not breaking any rules by linking this, I just figured it might give us more ideas.[/QUOTE] Im confused. What exactly is this showing for content creators?
If anyone can help me with my problem still, that would be well appreciated.
[QUOTE=BonkNickeltoo;50294787]If anyone can help me with my problem still, that would be well appreciated.[/QUOTE] What bone(s) is the model currently assigned to?
[QUOTE=Pixenal;50294881]What bone(s) is the model currently assigned to?[/QUOTE] bip_upperArm_L
[QUOTE=BonkNickeltoo;50294906]bip_upperArm_L[/QUOTE] put it on bip_collar_l
[QUOTE=BonkNickeltoo;50294906]bip_upperArm_L[/QUOTE] Theres your problem, there upper arm bone is assigned to the arm and the bottom of the shoulder, so when he moves his arm, the frog moves up and down with it. Go though the mesh properties and select all the bones that are near the frog model, and assign the frog to any bones that are rigged where it is on the scout.
[QUOTE=ikes;50294945]put it on bip_collar_l[/QUOTE] Did that, but on the Secondary Weapon, the back legs are in midair. Gonna try what Pixenal suggested now.
[QUOTE=BonkNickeltoo;50295030]Did that, but on the Secondary Weapon, the back legs are in midair. Gonna try what Pixenal suggested now.[/QUOTE] Assigning the entire thing to one bone isn't gonna cut it. You're gonna have to rig it to both bip_collar_L and bip_spine_3 maybe, and maybe even some bip_upperArm_L. Try rigging some feet to different values to make all the legs stay connected.
[QUOTE=Pixenal;50294967]Theres your problem, there upper arm bone is assigned to the arm and the bottom of the shoulder, so when he moves his arm, the frog moves up and down with it. Go though the mesh properties and select all the bones that are near the frog model, and assign the frog to any bones that are rigged where it is on the scout.[/QUOTE] Tried what you said. Primary Weapon has two feet inside, Melee is the same but with back feet, and Secondary... [IMG]http://i.imgur.com/J3EwtWt.jpg?1[/IMG]
[QUOTE=phillipc;50294712][url]http://gizmodo.com/teen-discovers-lost-maya-city-using-ancient-star-maps-1775735999?utm_campaign=socialflow_gizmodo_twitter&utm_source=gizmodo_twitter&utm_medium=socialflow[/url] Here's something that might interest creators here, plus this does remind me that the Mayan's astrological studies and the making their calendar. Hope I'm not breaking any rules by linking this, I just figured it might give us more ideas.[/QUOTE] It was an interesting article, but it has absolutely nothing to do with content creation. It would be much better off in the sensationalist headlines subforum.
[QUOTE=TheJukebox;50295126]Assigning the entire thing to one bone isn't gonna cut it. You're gonna have to rig it to both bip_collar_L and bip_spine_3 maybe, and maybe even some bip_upperArm_L. Try rigging some feet to different values to make all the legs stay connected.[/QUOTE] How would I be able to rig the feet to different values? Sorry, but I am honestly beyond confused right now.
we will never end that frog, we all are doomed!!!
[QUOTE=BonkNickeltoo;50295142]How would I be able to rig the feet to different values? Sorry, but I am honestly beyond confused right now.[/QUOTE] Each vertex in the mesh can be influenced by more than one bone by a certain amount (weight) each. The sum of the weights of the bones will be 1.0. I'd rig the body and the two legs closer to the neck to bip_collar_L, and the two legs closer to the Scout's shoulder approx (bip_collar_L = 0.75, bip_upperArm_L = 0.25) Hopefully the legs won't stretch much in the animations... otherwise I'd suggest moving it a bit closer to Scout's head
[QUOTE=BonkNickeltoo;50295131]Tried what you said. Primary Weapon has two feet inside, Melee is the same but with back feet, and Secondary... -snip-[/QUOTE] I think putting the frog on the shoulder is a bit too ordinary, and would make you experience difficulty in rigging, since it has multiple legs and whatnot (and you'd have to test and repeatedly make changes for all of the 9 classes). How about try putting it on the head, hand or arm, instead?
Decided that the theme would work much better with a King of the Hill layout. Soon to be alpha of [B][I]koth_digsite[/I][/B] Theme will be sawmill-esque with a more jungly atmosphere, and the point will be focused and over an old mayan digsite underneath. [IMG_thumb]http://puu.sh/oNC0V/57a2a9af0a.jpg[/IMG_thumb]
[QUOTE=drain.;50292130][IMG]http://i.imgur.com/jCQozum.jpg[/IMG] A concept for a rocket launcher, I still haven't gotten Blender on my mac, though.[/QUOTE] Very cool concept! My only complaint is that we already have a lot of stock weapon skins from contract campaigns (even discounting Botkillers, Festives, and Australiums), and I would much rather see weapon reskins from community updates for weapons that don't have reskins yet. Have you considered making a Huo-Long Heater reskin? This same feathered serpent design would be perfect as a replacement for the Chinese dragon's head on the HLH's muzzle. If it maybe had a jewel-encrusted ammo drum and solid gold barrel, then it would look really, really cool. Actually, on second impressions, this rocket launcher design actually reminds me quite a bit of the Beggar's Bazooka, so maybe Valve would use this as a Beggar's reskin, which would be exciting to have in the game. That said, I still really hope that someone will make a Huo-Long Heater reskin for the Mayann Project, because I think that it would be a perfect candidate for a Mayann twist. Plus, as a Heavy guy myself, I'm not particularly satisfied with my range of options when it comes to reskins, and I would buy it in a heartbeat.
Yeah I really wish they'd accept reskins for weapons that aren't default. Sun-on-a-stick and the Candy Cane are the first ones I'd drop if there was an alternative that fit a bit more with TF2 all year round.
[QUOTE=Segab;50298012]Yeah I really wish they'd accept reskins for weapons that aren't default.[/QUOTE] [URL="https://wiki.teamfortress.com/wiki/Giger_Counter"]They[/URL] [URL="https://wiki.teamfortress.com/wiki/Shooting_Star"]do[/URL].
Textured the gaiters: [IMG]https://67.media.tumblr.com/fcbb555c6d11bbcf4a6686792ac9ef69/tumblr_o70h6nFaKH1u2t6smo1_540.png[/IMG]
So I have this old map idea that might work for the Mayann theme, if people would be interested in seeing it. It's basically a payload/CTF hybrid. One team pushes a cart containing the flag the other team is attempting to capture. (Thematically for Mayann, it could be a jeep carrying an artifact through the jungle.) The flag capture zone would be a "neutral" base, locked off until the flag is taken off the cart, and likely contains traps (i.e. a Mayann Temple). Story would go BLU team wants to ship the artifact(s) off for big money, while RED wants to take it/them to the pedestal of that ancient temple to enact some sort of doomsday curse on the BLU team. Some gameplay balance ideas: -Cart can't be pushed while its flag is missing. -Cart makes (at least one) mid-route stops (think similar to Barn Blitz). -Flag can't be taken if the cart has 3x or more capture power (will still be stopped). -Flag will have a severely shortened return time and/or multiple captures are required to win (i.e. three captures before the cart reaches its destination in order for RED to win). Note: Other than some HUD problems, the map i/o setup for this totally works. As well, I'm more of a modeler than a mapper, but I can do both. Thoughts? This something anybody would actually want to play?
[QUOTE=MAJekyllson;50297975]Very cool concept! My only complaint is that we already have a lot of stock weapon skins from contract campaigns (even discounting Botkillers, Festives, and Australiums), and I would much rather see weapon reskins from community updates for weapons that don't have reskins yet. Have you considered making a Huo-Long Heater reskin? This same feathered serpent design would be perfect as a replacement for the Chinese dragon's head on the HLH's muzzle. If it maybe had a jewel-encrusted ammo drum and solid gold barrel, then it would look really, really cool. Actually, on second impressions, this rocket launcher design actually reminds me quite a bit of the Beggar's Bazooka, so maybe Valve would use this as a Beggar's reskin, which would be exciting to have in the game. That said, I still really hope that someone will make a Huo-Long Heater reskin for the Mayann Project, because I think that it would be a perfect candidate for a Mayann twist. Plus, as a Heavy guy myself, I'm not particularly satisfied with my range of options when it comes to reskins, and I would buy it in a heartbeat.[/QUOTE] I plan to make concepts (and hopefully, models) for reskins of Heater, Backburner, Bread Bite, and maybe even an all-class weapon. Internet is painfully slow, though, and I probably will never get to model anything. edit: nvm, i got blender on my mac will start modelling the sword
Does anyone remember the Indiana Jones ride? [t]https://secure.parksandresorts.wdpromedia.com/resize/mwImage/1/630/354/90/wdpromedia.disney.go.com/media/wdpro-assets/dlr/parks-and-tickets/attractions/disneyland/indiana-jones-adventure/indiana-jones-adventure-00.jpg?30042013105326[/t] I think something like this could work on a Payload map
[QUOTE=That Spy;50304219]Does anyone remember the Indiana Jones ride? [t]https://secure.parksandresorts.wdpromedia.com/resize/mwImage/1/630/354/90/wdpromedia.disney.go.com/media/wdpro-assets/dlr/parks-and-tickets/attractions/disneyland/indiana-jones-adventure/indiana-jones-adventure-00.jpg?30042013105326[/t] I think something like this could work on a Payload map[/QUOTE] Only if it also has that stone face with a skull behind it like the ride does
Maybe you guys can tell me what reskin of a weapon you would want see here, so maybe i could make concept art for it, but please nothing big and detailed like a flamethrower or minigun.
[QUOTE=SageJFox;50301860]So I have this old map idea that might work for the Mayann theme, if people would be interested in seeing it. It's basically a payload/CTF hybrid. One team pushes a cart containing the flag the other team is attempting to capture. (Thematically for Mayann, it could be a jeep carrying an artifact through the jungle.) The flag capture zone would be a "neutral" base, locked off until the flag is taken off the cart, and likely contains traps (i.e. a Mayann Temple). Story would go BLU team wants to ship the artifact(s) off for big money, while RED wants to take it/them to the pedestal of that ancient temple to enact some sort of doomsday curse on the BLU team. Some gameplay balance ideas: -Cart can't be pushed while its flag is missing. -Cart makes (at least one) mid-route stops (think similar to Barn Blitz). -Flag can't be taken if the cart has 3x or more capture power (will still be stopped). -Flag will have a severely shortened return time and/or multiple captures are required to win (i.e. three captures before the cart reaches its destination in order for RED to win). Note: Other than some HUD problems, the map i/o setup for this totally works. As well, I'm more of a modeler than a mapper, but I can do both. Thoughts? This something anybody would actually want to play?[/QUOTE] I think it sounds very, very complicated. That's not necessarily a terrible thing, but it certainly causes maps to take a hit in popularity, regardless of people's perceptions of the actual map itself. In my opinion, you should only introduce new map mechanics when they're absolutely necessary for the unique type of gameplay you want players to experience. Control points and payloads work really, really well as objectives (flags honestly less so, at least in a team-focused shooter). Robot Destruction and Player Destruction's novel mechanics are absolutely necessary, because they're both designed to support the sort of "stalematey" gameplay of CTF or Hightower, but using a point system instead of objectives (while still adding somewhat lose objectives to give the game a certain flow and direction). My question to you is this: what sort of interesting gameplay experience would you like to create using this idea that wouldn't be achievable through the use of a more conventional and simple game mode such as PLR?
So I had more free time to try and improve my Medic taunt, I've mostly smoothed out a few parts and improved the pose of him holding the heart up. [video]https://youtu.be/C24IaMSLjVM[/video] Though I might cut off the beginning (where he takes the heart out) and start the taunt with him starting to hold the heart up, so then the ending with him looking at it can run smoother. Thank you for the feedback so far, please let me know how it looks! :)
very twitchy, really gotta smooth it all out and work on the timing
[QUOTE=Vincentor;50306887]very twitchy, really gotta smooth it all out and work on the timing[/QUOTE] Yeah, that's why I was thinking of cutting the beginning off and having him already lift the heart for the start of the taunt. That way I can work on the timing at the end so it's not as fast. It would also more sense if it was seen on a kill-cam.
[img]http://i.imgur.com/gHsJ2L2.jpg[/img] [B]1 - [/B][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=683012256"][B]Big Boom[/B][/URL] [B]2 - [/B][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=683007579"][B]Exploder Essentials[/B][/URL] Votes are appreciated!
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