[REQ] Models we need

Orochi

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Thothie, I won't be touching the skeletons. But the Commoners, Lord of the Land/Vadrel and the Guards would benefit from the upgrade in mesh.
PS2 = PlayStation 2, not the type of computer cable. The models from it are super high-definition, with fully textured hands, and I'm going to adapt them for use on the above models only. The skeleton boneset, due to being from the zombies, has fingers built in if we need them. The animations should carry over smoothly. I also can't condense the Blacksmith, due to the fact that he has two bonesets in his model; Bip01 and Bip02 at the same time.
 

Gaz

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Fixed the swamp_ogre attack1 anim, well I re-did it (its not "amazing" but its nicer :))

Swamp_Ogre

I'll look at the skeles tonight :)
 

Orochi

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Gaz, if you mess with the skeletons, please send them to me after you're done. I need to scale them.
 

Gaz

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Ok, Imma just decomp, re-align UVs, edit the anims, zip and upload, then I'll pm you the linky
 

Thothie

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Gaz said:
Fixed the swamp_ogre attack1 anim, well I re-did it (its not "amazing" but its nicer :))

Swamp_Ogre

I'll look at the skeles tonight :)

Thanks! Applied.

Hopefully ya don't do anything to the skeles that my recompiling them will mess up. I eventually intended to get the rest of the weapon array into the BOSS2 model. I also wouldn't mind a larger weapon/armor array on all the "smart" models, and making sure that they all shared the complete range of weapons, armor, and bodies.
 

Thothie

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Oh yeah, here's an idear for the skels (more the older ones than the new), if ye think you can pull it off:

Make an animation where they crawl out of the ground (ie. up from a grave).

I think this would be a good new way to spawn shambling skeletons in.
 

Gaz

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Sure, I'll give it a shot :)
 

evilsquirrel

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yeah...if i ever wanted undead in a map (and i do want them in my friends map) i'd want them to spawn like that...would help oedipus in his current map, too ;)
 

Vomica7

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well, youll have to change something with the skeleton model because its spawn animation is the same as when you kill it and it comes back up.

if you want to make its die animation sink back into ground in a dramatic manner and making the player think that there is a new skeleton arising (i noticed that arrows stay floated in the air when they die it would look kinda weird.), i recommend changing more than just the animations.
 

Thothie

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There's no spawn animation currently - it spawns playing idle. I'd alter the script to use any new animation.

BTW - the direction of "dead_on_stomach" on the "smart" skelton models (_boss1,_boss2,_enraged) faces the wrong way. Makes the skele do a 180 spin before it gets back up. Minor nitpick.
 

Vomica7

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Thothie said:
There's no spawn animation currently - it spawns playing idle. I'd alter the script to use any new animation.

BTW - the direction of "dead_on_stomach" on the "smart" skelton models (_boss1,_boss2,_enraged) faces the wrong way. Makes the skele do a 180 spin before it gets back up. Minor nitpick.

righto.
and in the next patch fix the crossbow animations.
they look awkward lol.
 

Thothie

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Well don't look at me, I'm modeliogically ignorant. ;) (This is somewhat deliberate, as I know if I pick up another field, ain't nuttin ever gonna get done.)

Not sure if ye are speaking of the viewmodel anims or the player model anims though. It doesn't really have playermodel anims as I recall. I think it's just borrowing the bow anims.
 

evilsquirrel

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the crossbow just looks odd in general...

bolts seem to come from the wrong place on it...your character runs really gimpy with it out...holds it funny...it really needs a different model, or at least better animations.
 

Thothie

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Well, already got REQ for two new crossbows on the top page - I'll tack on REQ for xbow player anims as well, I suppose.

Controlling playermodel and viewmodel anims in the scripts is screwy sometimes though. I dunno why, but I still can't get the damn longsword to play its parry anim when it parries, for instance.

Shame though, Orochi nearly killed himself converting the original model.
 

Vomica7

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hmm, so much progress!

thornlands0000jo1.jpg


new crossbow.
just needs a skin.
 

Shurik3n

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For the dwarven broadsword, do you want it to be a one handed or two handed sword? I made an rview for it as a one hander, but I can easily scale it up and make it two handed.
 

Vomica7

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about the skeletons crawling out of the ground, that would be fuck'ing awesome!
i just learned summon undead and that would look badass.



oh yeah and keep the summoning levels on here if you can find a way to make it work, because i want my monsters to be stronger :O

a rat who can hit 50's would be nice. :D
 

Thothie

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ReBoot said:
I've created a health bar sprite. However, I have some palette problems, thus the bar is not pure red (as intended), but somehow dirty reddish.

Take a look:
http://kirillst.ki.funpic.de/dlext/enemyhealth.spr
Source:
http://kirillst.ki.funpic.de/dlext/enemyhealth.zip

You need to reduce the palette of your images to 256 colors before you let your sprite compiler at it, or it'll do it for you, and it'll do it wrong. ;) All images in the sprite must use the same palette, or you'll get similar chaos.

It'd be nice if the bar, and/or the bar's frame would change colors based on how close the player/monster was to death (green, yellow, red). Although I maybe able to get the sprite itself to change color that way.

Also suggest making the white bit black, as sprites are additive, and it'll be real jarring. If it's black, you'll simply see through the extra space.

Something simpler, and narrower might not be a bad idea either. In most MMORPG's, it's just a simple bar, just a few pixels high - much less obtrusive.
 

ReBoot

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The BMPs alrady are at 256 colors, that is the strange thing. Gonna make the thing narrower.
 
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