Models

The land-based version of Allegiance, under construction.
radruin
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Post by radruin »

Death3D wrote:QUOTE (Death3D @ Dec 8 2007, 10:27 AM) Part of the simplicity of Alleg is that the ships move without animations, so it's basically one model being seen from different angles and at different speeds which gives sense of movement.
Be careful about creating models that need to change when they move, cause then you'd also have to work on how fluent they are in their motion, etc.

Maybe make all ground vehicles work on a "ground effect" propulsion so you don't have to make a different facet of movement for every part of it (every still shot for a phase of running, for instance). I realize I should've brought this up earlier *before* making the gun models which you've already beautifully made, for instnace.

Either scrap the gun models and infantry soldiers for SW speeder-like one man vehicles, or prepare for a lot of work planning different movements (not just walking, running, crouching, moving while crouched, side stepping, jumping, firing).
Spawn, a while ago, said he's really good at doing the poses and stuff, so if he's still interested, he can do that. When the time comes, I'll shoot him a PM.

EDIT: Wait, do we have the human models done already? (for IC and Giga, at least)
Last edited by radruin on Sat Dec 08, 2007 3:53 pm, edited 1 time in total.
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QUOTE (Cadillac)Does that mean that dying is effectively a perma-ban from the "Life" server?[/quote]
Hockfire
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Post by Hockfire »

QUOTE Wait, do we have the human models done already? (for IC and Giga, at least)[/quote]

Not quite.
the_dare
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Post by the_dare »

i think we should scrap as many of the moving parts on vehicles as possible!!

ps kepp up the good work hock!
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Cadillac
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Post by Cadillac »

the_dare wrote:QUOTE (the_dare @ Dec 8 2007, 04:18 PM) i think we should scrap as many of the moving parts on vehicles as possible!!

ps kepp up the good work hock!
Hover vehicles.
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"If you wish to make an apple pie from scratch, you must first invent the universe." Carl Sagan ("The Lives of the Stars" ep. 9 Cosmos)
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the_dare
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Post by the_dare »

yep! cant fly though(always same distance from ground)!
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Death3D
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Post by Death3D »

Cadillac wrote:QUOTE (Cadillac @ Dec 8 2007, 02:55 PM) Hover vehicles.
Death3D wrote:QUOTE (Death3D @ Dec 8 2007, 10:27 AM) SW speeder-like one man vehicles
the_dare wrote:QUOTE (the_dare @ Dec 8 2007, 03:03 PM) yep! cant fly though(always same distance from ground)!
Death3D wrote:QUOTE (Death3D @ Dec 8 2007, 10:27 AM) Maybe make all ground vehicles work on a "ground effect" propulsion
/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
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Cadillac
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Post by Cadillac »

I know /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />

I've mentioned it before myself, I'm just mentioning it again so people will read /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
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"If you wish to make an apple pie from scratch, you must first invent the universe." Carl Sagan ("The Lives of the Stars" ep. 9 Cosmos)
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the_dare
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Post by the_dare »

good good!
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craigp
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Post by craigp »

Cadillac wrote:QUOTE (Cadillac @ Dec 8 2007, 11:55 AM) Hover vehicles.
Just so everyone knows, Torque can animate wheeled vehicles without the need for anyone creating any animations. If you want wheeled vehicles, animations are not a problem.

-Craig
HSharp
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Post by HSharp »

Datamine wrote:QUOTE (Datamine @ Dec 10 2007, 03:44 PM) Just so everyone knows, Torque can animate wheeled vehicles without the need for anyone creating any animations. If you want wheeled vehicles, animations are not a problem.

-Craig
Sweet!

I still think all Bios vehicles should be hover though for cloak-effect.
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