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07/20/2008 20:07:57
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RoadKill v3.4
Wicked Sick!
Joined: 06/03/2007 18:43:42
Messages: 1085
Location: Resurrection Hub orbiting Canada searching for More Beer
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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"
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http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model |
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07/20/2008 20:53:36
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Trooper
Godlike
Joined: 05/17/2008 15:32:06
Messages: 367
Location: t3h interwebz
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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
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07/21/2008 00:19:15
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RoadKill v3.4
Wicked Sick!
Joined: 06/03/2007 18:43:42
Messages: 1085
Location: Resurrection Hub orbiting Canada searching for More Beer
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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
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http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model |
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07/21/2008 13:16:36
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RoadKill v3.4
Wicked Sick!
Joined: 06/03/2007 18:43:42
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Location: Resurrection Hub orbiting Canada searching for More Beer
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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
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http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model |
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07/22/2008 06:15:27
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Micron(Micron)
Rampage
Joined: 06/15/2007 11:30:22
Messages: 139
Location: Calgary, Alberta, Canada
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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.
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07/22/2008 06:46:07
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RoadKill v3.4
Wicked Sick!
Joined: 06/03/2007 18:43:42
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Location: Resurrection Hub orbiting Canada searching for More Beer
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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
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http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model |
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07/22/2008 08:16:58
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F8_AL
Rampage
Joined: 05/31/2008 05:21:22
Messages: 145
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wow thats amazing! great work! also with the sizing will it fit through doors or jsut be for open areas?
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((> > 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
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07/22/2008 15:27:29
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Elite
Godlike
Joined: 10/21/2007 13:24:50
Messages: 417
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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.
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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 |
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07/22/2008 16:36:33
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RoadKill v3.4
Wicked Sick!
Joined: 06/03/2007 18:43:42
Messages: 1085
Location: Resurrection Hub orbiting Canada searching for More Beer
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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
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http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model |
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07/23/2008 00:10:23
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F8_AL
Rampage
Joined: 05/31/2008 05:21:22
Messages: 145
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yeah or mayb keep the skinning in the style of one of the turrets or sentinel thats allready in UT
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((> > 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
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07/23/2008 23:10:01
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RoadKill v3.4
Wicked Sick!
Joined: 06/03/2007 18:43:42
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Location: Resurrection Hub orbiting Canada searching for More Beer
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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
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http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model |
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07/25/2008 11:05:11
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Thè-Hättêr
Wicked Sick!
Joined: 06/09/2008 23:49:41
Messages: 615
Location: Mexico
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hey road, whenever u finish may test it? or at least see the model? i reaaaaly want to see ur work
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"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 |
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07/25/2008 16:33:09
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RoadKill v3.4
Wicked Sick!
Joined: 06/03/2007 18:43:42
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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
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http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model |
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08/12/2008 04:54:52
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dommi
Killing Spree
Joined: 11/26/2007 21:48:31
Messages: 59
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*squeal*
Wow.... nice job so far!!
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My personalities
dommi-samuri: weapon master
dommi-chan: AM
dommi-sama: Engineer
dommi-sensei: medic |
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08/24/2008 17:25:24
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RoadKill v3.4
Wicked Sick!
Joined: 06/03/2007 18:43:42
Messages: 1085
Location: Resurrection Hub orbiting Canada searching for More Beer
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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
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http://www.unrealcentral.com/download.php?view.167 < -- Click for my skin/model |
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