[Logo]
 
  [Search] Search   [Recent Topics] Recent Topics   [Members]  Member Listing   [Groups] Back to home page 
[Register] Register / 
[Login] Login 
ROADKILLS walker WIP  XML
Forum Index -> UT2004 Skins Go to Page: Previous  1, 2, 3, 4 Next 
Author Message
RoadKill v3.4

Wicked Sick!
[Avatar]

Joined: 06/03/2007 18:43:42
Messages: 1085
Location: Resurrection Hub orbiting Canada searching for More Beer
Offline

F8_AL wrote:
wow looks great! each arm could have customizable weapons and stuff. u could have beeter ones at better lvl and even enclude something like a defence sent or shield on it. what program u useing for it? 


uh probably not we'll see how it goes getting it into game first then later maybe
some more work on the body


starting to look forward to adding "stuff" to the body of this one it's a simply design so leaves lots of room for mounted "stuff"

http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model
Trooper

Godlike
[Avatar]

Joined: 05/17/2008 15:32:06
Messages: 367
Location: t3h interwebz
Offline

you could make it have a light sent or a defence sent and it could take up sent, turret, and vehicle points.... that would make it so you could only make blocks and that which would make it less overpowered since it is so expensive in points
[Email] [Yahoo!] aim icon [MSN]
RoadKill v3.4

Wicked Sick!
[Avatar]

Joined: 06/03/2007 18:43:42
Messages: 1085
Location: Resurrection Hub orbiting Canada searching for More Beer
Offline

all I'm doing is creating a vehicle here no movable sents . no way druid would agree with that

maybe a mini repulsor charge like the ion tank

canopy is getting better much cooler looking version

sides are up next

http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model
RoadKill v3.4

Wicked Sick!
[Avatar]

Joined: 06/03/2007 18:43:42
Messages: 1085
Location: Resurrection Hub orbiting Canada searching for More Beer
Offline

OK model complete (for now) before the polygon count gets too high



going to do a basic skinning job on it , then try to get the animation linked properly, then the coding

http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model
Micron(Micron)

Rampage
[Avatar]

Joined: 06/15/2007 11:30:22
Messages: 139
Location: Calgary, Alberta, Canada
Offline

Im sure you've thought of this but I just thought I would mention you might want to keep in mind the size issue....

for example: some of the turrets cant be spawned in areas where there is clearly enough room.

I would hate to see yougo to all this work and the machine not be usable.

RoadKill v3.4

Wicked Sick!
[Avatar]

Joined: 06/03/2007 18:43:42
Messages: 1085
Location: Resurrection Hub orbiting Canada searching for More Beer
Offline

yep unfortunately that 'll be in the coding
funny thing is this is currently the same size as a regular model/character I will make it larger in UnrealEd. soon it gets rough

http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model
F8_AL

Rampage

Joined: 05/31/2008 05:21:22
Messages: 145
Offline

wow thats amazing! great work! also with the sizing will it fit through doors or jsut be for open areas?

((> > F8_Al < <))- level 159 engineer

My skin: http://skincity.beyondunreal.com/index.php?section=models&action=show_infos&id=474

You will also need this to see it online: http://disastrousconsequences.com/dcforum/posts/list/4274.page

Elite

Godlike
[Avatar]

Joined: 10/21/2007 13:24:50
Messages: 417
Offline

About the size issue, say it isn't spawnable indoors, can it have the ability to crouch or such like the darkwalker in ut3 or is it out of the question...? So it can fit indoors.
Mainly since I have no idea about coding and such, I dont know if it can be done.

WM: 383 Elite_Guard(AI)
AM: 381 Elite_Junkie(AI)
MM: 382 Elite_Medic(AI)
EN: 384 Elite_Engine(AI)

My skin: Elite(AI)


Most rocket launcher kills: 459
RoadKill v3.4

Wicked Sick!
[Avatar]

Joined: 06/03/2007 18:43:42
Messages: 1085
Location: Resurrection Hub orbiting Canada searching for More Beer
Offline

I'm hoping that the alien skeleton animation will work properly so it will duck, jump, dodge everything (maybe even swim )
if all goes as planned it will spawn in the crouch position so spawning space won't be much of an issue fingers crossed

thanks for all the compliments the skinning should be hard but fun thinking of a gray base with black and red for highlights/contours
, and I think I'll be able to get the headlights to work but it's a bit early for that yet

http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model
F8_AL

Rampage

Joined: 05/31/2008 05:21:22
Messages: 145
Offline

yeah or mayb keep the skinning in the style of one of the turrets or sentinel thats allready in UT

((> > F8_Al < <))- level 159 engineer

My skin: http://skincity.beyondunreal.com/index.php?section=models&action=show_infos&id=474

You will also need this to see it online: http://disastrousconsequences.com/dcforum/posts/list/4274.page

RoadKill v3.4

Wicked Sick!
[Avatar]

Joined: 06/03/2007 18:43:42
Messages: 1085
Location: Resurrection Hub orbiting Canada searching for More Beer
Offline

bit of an update after some basic skinning and an attempt to get it in game
I've discovered the poly count got out of control so I'll have to do some simplifying of the original model to bring down the poly count
more work more time but stuff I can fix so back a step or two

http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model
Thè-Hättêr

Wicked Sick!
[Avatar]

Joined: 06/09/2008 23:49:41
Messages: 615
Location: Mexico
Offline

hey road, whenever u finish may test it? or at least see the model? i reaaaaly want to see ur work

"Only a few find the way, some don't recognise it when they do, some don't ever want to."

Cheshire, The Cat


Alice and the Hatter: Quotes: Alice in Wonderland
Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
The Hatter: Why should it? Does your watch tell you what year it is?
Alice: Of course not, but that's because it stays the same year for such a long time together.
The Hatter: …which is just the case with mine.


HERE IS MY NEW SKIN ... please take time to download it
MY SKIN--

thanks road

working on a new skill please support and advice would be great
[MSN]
RoadKill v3.4

Wicked Sick!
[Avatar]

Joined: 06/03/2007 18:43:42
Messages: 1085
Location: Resurrection Hub orbiting Canada searching for More Beer
Offline

when I get it animated I'll try to make a video of it in action

actually the Polygon purge went better than anticipated everything looks pretty much the same, and I added a few things to it Like a set of "stabilizing" wings at the back and a "block" engine thing on the back , I'll post more pics after a basic Skinning

EDIT

major lie on the poly purge linking the animation is going well tho so more redesign on the model
looks cool in game but poly count didn't reduce as much as I'd hoped

http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model
dommi

Killing Spree

Joined: 11/26/2007 21:48:31
Messages: 59
Offline

*squeal*

Wow.... nice job so far!!

My personalities
dommi-samuri: weapon master
dommi-chan: AM
dommi-sama: Engineer
dommi-sensei: medic
RoadKill v3.4

Wicked Sick!
[Avatar]

Joined: 06/03/2007 18:43:42
Messages: 1085
Location: Resurrection Hub orbiting Canada searching for More Beer
Offline

been doing work on other stuff for a while trying to figure out how to make this work and unfortunately I've given up on it (for now)

however I found this by accident
http://utforums.epicgames.com/showthread.php?t=571606
spider tank


going to download and give it a try

http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model
 
Forum Index -> UT2004 Skins Go to Page: Previous  1, 2, 3, 4 Next 
Go to: