[QUOTE=TH89;22625349][img_thumb]http://dl.dropbox.com/u/3677532/solhead.jpg[/img_thumb][/QUOTE]
I want the million-poly version dammit!
[editline]05:13PM[/editline]
Oh God, the mesh in thumb mode... :ohdear:
I think you should make a skin for him (if you aren't gonna already) for John and add third person (toggleable) to the mod.
[b]edited:[/b]
Never mind, I see by the ModDB page that the one you're modelling now is actually John and not just another alien of that species.
actually we were thinking we would just leave him gray colored
[QUOTE=Uberslug;22651375]actually we were thinking we would just leave him gray colored[/QUOTE]
Heh, and make his right arm stick out forwards from the elbow downwards. (If you don't get this reference, type thirdperson in any HL2 game.)
WILL WE BE ABLE TO LOOK DOWN AND SEE LEGS?
If legs=1
A++ mod
Else
gtfo
FBA (full body awareness) is always a plus in games.
[QUOTE=pod;22668577]WILL WE BE ABLE TO LOOK DOWN AND SEE LEGS?
If legs=1
A++ mod
Else
gtfo[/QUOTE]
Only works if legs is a boolean. What if legs is an integer? Thus, you will only have one leg.
[QUOTE=synth;22650617]how will he hold a gun with stumps[/QUOTE]
Magnets.
[QUOTE=gufu;22670488]Only works if legs is a boolean. What if legs is an integer? Thus, you will only have one leg.[/QUOTE]
Integer could be any whole number though. So he could have 35 legs. Boolean would be just legs on or off. :eng101:
[QUOTE=PLing;22676181]Integer could be any whole number though. So he could have 35 legs. Boolean would be just legs on or off. :eng101:[/QUOTE]
So... will we have legs? :allears:
[QUOTE=ShukaidoX;22677309]So... will we have legs? :allears:[/QUOTE]
[img]http://gaming.icrontic.com/files/2009/06/tf2_heavy_update.jpg[/img]
Maybe... *Sniff*... Maybe.
But I am yet to see one that can outsmart dynamic shadows.
[QUOTE=ShukaidoX;22677309]So... will we have legs? :allears:[/QUOTE]
We're trying to focus on major assets and gameplay functionalities before we get into minor twiddles like visible legs. Stuff that makes the biggest difference comes first.
Doesn't answer the question.
[QUOTE=pod;22687133]Doesn't answer the question.[/QUOTE]
Yes, if they have time. Happy now?
[QUOTE=TH89;22685762]We're trying to focus on major assets and gameplay functionalities before we get into minor twiddles like visible legs. Stuff that makes the biggest difference comes first.[/QUOTE]
out of context that sounds hilarious.
[QUOTE=TH89;22685762][b]Stuff that makes the biggest difference comes first.[/b][/QUOTE]
:v:
[QUOTE=pod;22687133]Doesn't answer the question.[/QUOTE]
It's not on the to-do list.
Mods that make a giant list of pointless tweaks and features tend to be disorganized and aimless and never get anything done. That's why we have a SHORT list of things we KNOW we can accomplish with the time and the team we have. Until we complete those goals, speculating on further content of the mod is counterproductive.
The first big mod I led was a Matrix mod for Jedi Academy. The main mistake we made was dreaming up massive amounts of coding that our team wasn't capable of, and expecting the coders to just materialize at a later date. In the meantime we just noodles around with bullet effects and maps. The coders never materialized, and the team eventually got bored and drifted away. We never even got a simple reload system working, let alone the player classes, bullet time, kungfu melée combat, or any of the other features we'd promised.
Who cares about legs, really.
It's not like you're going for total realism, you're a blue fucking alien. And I think any immersion is also broken by the neon blue vmodel arms.
I'd rather see more important stuff get done than minor extra details that would take from the main portion of the mod.
[QUOTE=TH89;22689776]The first big mod I led was a Matrix mod for Jedi Academy. The main mistake we made was dreaming up massive amounts of coding that our team wasn't capable of, and expecting the coders to just materialize at a later date. In the meantime we just noodles around with bullet effects and maps. The coders never materialized, and the team eventually got bored and drifted away. We never even got a simple reload system working, let alone the player classes, bullet time, kungfu melée combat, or any of the other features we'd promised.[/QUOTE]
On the bright side, you got the experience that tells you [U]not[/U] to do that the next few times around.
I loved when I was still in the game design school we did a lot of small projects. Heck, pretty much in the first weeks of school we were given a timeframe of 6 weeks and told to make a flash adventure game. Most people didn't have any industry experience, some knew programming and some art, others next to nothing.
Boy, did we learn... :P
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