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| Tricks and traps models. http://www.runestorm.com/forums/viewtopic.php?f=54&t=74837 |
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| Author: | Glosmostinex [ Sat Dec 13, 2008 8:06 pm ] |
| Post subject: | Tricks and traps models. |
Attachment: TT.png (based on background color) yellow-Claymore black-Plasma Grenade red-smoke/flash grenade blue-C4ish explosive(that can cloak itself, and has a timer, if the user wants) (needs more work, no?) green-Cluster bomb. (I plan to put some smiles on the small bombs that spawn after the main grenade explode) |
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| Author: | OCAdam [ Sat Dec 13, 2008 8:29 pm ] |
| Post subject: | Re: Tricks and traps models. |
Nice, these look like fun. Wonder if you'll get these put into UT at some point..? |
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| Author: | Glosmostinex [ Sat Dec 13, 2008 8:48 pm ] |
| Post subject: | Re: Tricks and traps models. |
The day I learn how to animate, I'll do it. I know some texturing, so it's not a problem here. maybe coding in some weapons is difficult. in fact, I think that it will be simple to animate, since it don't need any reload animation or something. but I need to get the BW hands working on Blender... hmmm.. as a answer to your sig, actually no. I prefer female humans ; ) |
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| Author: | OCAdam [ Sat Dec 13, 2008 9:06 pm ] |
| Post subject: | Re: Tricks and traps models. |
You realize I can just use the quote button to see what you type, right? For the most part, it'd be just the same anims as what the other mines and 'nades had. So if there's a way to just nab those anims and replace the object held with your model, that'd be one way to get it to work. |
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| Author: | Glosmostinex [ Sun Dec 14, 2008 9:42 am ] |
| Post subject: | Re: Tricks and traps models. |
OCAdam wrote: You realize I can just use the quote button to see what you type, right? For the most part, it'd be just the same anims as what the other mines and 'nades had. So if there's a way to just nab those anims and replace the object held with your model, that'd be one way to get it to work. heh, I just wrote that in small characters because it's offtopic. ![]() but is possible to use the same animations as the other grenades and mines? |
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| Author: | fische11 [ Sun Dec 14, 2008 10:41 am ] |
| Post subject: | Re: Tricks and traps models. |
It could be possible but it wont look that good. You must name all bones like the bones of the granate and it must have the same count of bones. |
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| Author: | zer0 [ Fri Dec 19, 2008 6:48 am ] |
| Post subject: | Re: Tricks and traps models. |
maybe you should make some sort of alien stick grenade that is covered in spikes and sticks to people, vehicles and surfaces if you hit them with it hard enough, and make it a plasma explosion too |
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| Author: | Glosmostinex [ Sun Dec 28, 2008 11:20 pm ] |
| Post subject: | Re: Tricks and traps models. |
well, I made another model to the plasma grenade. now it has a nice widescreen LCD to activate the destruction. I already UV mapped the CB6X "Chilli pepper" Grenade,(it's a cluster bomb, so it's like a chilli pepper the seeds inside are quite hot, and it's red) and the APS "Bone" Grenade(Advanced Plasma Sticky grenade. the bone is because it remember a bone to me). now it's time to learn animation! (actually the thing that really makes me hesitant is the BW arms, since I have to replace the Bones with Armatures :/ maybe is there a way that Maya users export the BW arms to a format that replaces the Bones to armatures?) |
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| Author: | Kien [ Mon Dec 29, 2008 8:11 am ] |
| Post subject: | Re: Tricks and traps models. |
Why always pineapple design? The detailed grenade thing is way too high poly. No game would have anything like that. Since UT2004 can not have normal maps you could try to bake the details with the holes and such into a diffuse map. |
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| Author: | Glosmostinex [ Mon Dec 29, 2008 5:33 pm ] |
| Post subject: | Re: Tricks and traps models. |
I'll not use that plasma grenade model. i'll use another one. not only it is high poly but it can be painful to texture it. |
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