[REQ] Models we need

Sabre

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Having an issue in centering the icewave. I center it...But it's still off center...Does the actual trigger_hurt(or whatever the fuck it is) follow a straight path or an offset path?
 

Thothie

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Follows a straight path, independent of the model's position. (Or, it should - I better check the script and make sure I didn't try to offset it to compensate for the model...)

edit: Yeah, it goes straight.
 

Sabre

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Ouch...
I moved the single bone to the origin(With a little height), and set the hitbox to all 0's.
One thing I notice is that for it starts in front of you and after a frame or two it jumps to the right...Ideas?
Also, it's set backwards. Visually speaking:
X=Player
\/ and /\ =icewave.

This is how it is:
\/
X

And this is how it should be going, no?
/\
X

Hrm, maybe I'll try flipping it, and see what it does.
 

Thothie

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For some reason, the setskin function was removed from the script system (before I got here), and thus, it prefers to work with submodels than skins. It shouldn't be any harder to make a submodel than a skin, although it adds to the model size. I can work around this with setprop, but it threatens to be dicey.

If this is regarding viewmodels, however, thus far we can't affect properties of that model at all, beyond what animation it plays when.
 

Sabre

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Re: [WIP]/[REQ] Models we need

I have ripped the Dwarven Broadsword out of the model, what boneset do you want it to be on?
 

Thothie

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Re: [WIP]/[REQ] Models we need

Eh, the player's? ;) Heh, if you mean which viewmodel - I would say both one and two handed, if I could think of some way the player could "switch modes" easily - but since I can't - I'd say maybe go with the skullblade style viewmodel anims and make it a 1h weapon. I'll see about getting it multiple charge levels for the various anims to trick it out.
 

Thothie

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Re: [WIP]/[REQ] Models we need

Well, one really complicated, time-consuming skin I'd like to have, would be an Undead Orc. Don't ask me why (I'm hoping it'll be a surprise) - but it'd be useful to have for something that's long overdue for a re-write. That bloody orc is made up of like a dozen textures that never line up right, so it's a frustrating process to reskin it.
 

Sabre

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Re: [WIP]/[REQ] Models we need

Thothie said:
Well, one really complicated, time-consuming skin I'd like to have, would be an Undead Orc. Don't ask me why (I'm hoping it'll be a surprise) - but it'd be useful to have for something that's long overdue for a re-write. That bloody orc is made up of like a dozen textures that never line up right, so it's a frustrating process to reskin it.

A simple orcish zombie would look kinda lame...If we get some new unwraps of the orc, then the skins can be loads better (Warpaint, tattoos, the like). Were I trying to make an undead orc, I'd have it look battle scarred, maybe missing an arm or something :D
/me might try to make said orc

In other news, I put the dwarven broadsword onto the Darksword boneset(aka the shortsword boneset). With regards for worldmodels, what do you need from me?
 

Thothie

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Re: [WIP]/[REQ] Models we need

Sabre said:
Thothie said:
Well, one really complicated, time-consuming skin I'd like to have, would be an Undead Orc. Don't ask me why (I'm hoping it'll be a surprise) - but it'd be useful to have for something that's long overdue for a re-write. That bloody orc is made up of like a dozen textures that never line up right, so it's a frustrating process to reskin it.

A simple orcish zombie would look kinda lame...If we get some new unwraps of the orc, then the skins can be loads better (Warpaint, tattoos, the like). Were I trying to make an undead orc, I'd have it look battle scarred, maybe missing an arm or something :D
/me might try to make said orc
I was thinking of making it gray-skinned and rip out its eyes, then slow the anims down from the script side. I should mention that it MUST be a submodel set of the current orc, or the concept will phayle.

In other news, I put the dwarven broadsword onto the Darksword boneset(aka the shortsword boneset). With regards for worldmodels, what do you need from me?
All on the top post... We're kinda up against the wall on the model limit. If you see an opportunity to consolidate models that load on every map, please pipe-up - but unless we manage to consolidate view models, I think we're running out of places to slam things together.
 

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Re: [WIP]/[REQ] Models we need

Thothie, I can do the viewmodel consolidation, but you need to make it work first :wink:
 

Thothie

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Re: [WIP]/[REQ] Models we need

Yeah, wouldn't bother starting on that until we at least have a glimmer of hope - could be a lot of work. Shurik3n was stabbing at it, but to no avail so far.
 

Sabre

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Re: [WIP]/[REQ] Models we need

Can we not consolidate our props into a couple files (Trees, furniture, etc)? That could help our model issue, and I don't see any issues with that, unless they've unique skeletons for each model...Doubt that though, seeing as how the models I am referring to are stationary.
 

FER

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Re: [WIP]/[REQ] Models we need

Thats an excellent idea sabre :mrgreen:
 

Thothie

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Re: [WIP]/[REQ] Models we need

Wouldn't help much. We need to consolidate stuff that loads before the map does: weapons, summons, etc. Stuff that loads after the map isn't as much of an issue... We might, however, benefit from that some in the edict department - but it'd mean editing a lot of maps.

…oh yeah – also fixing the body attribute on env_model – otherwise it would be rather pointless, wouldn’t it? ….Darn.
 

FER

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Re: [WIP]/[REQ] Models we need

Different summons are pretty much impossible to consolidate, unless the are static
 

Sabre

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Re: [WIP]/[REQ] Models we need

FER said:
Different summons are pretty much impossible to consolidate, unless the are static
Are the skeleton summons already consolidated? I know there's at least five different ones used...Every bit helps, I say.
 

FER

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Re: [WIP]/[REQ] Models we need

but consolidating the rats with the skeletons is impossible.

Maybe we should use a system where you could randomly summon a monster present in the map (stronger one have lower chances of getting summoned)
 

Belmont

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Re: [WIP]/[REQ] Models we need

Did the undead orc get done?

I could try to do it with some skin edits...
 

Sabre

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Re: [WIP]/[REQ] Models we need

Belmont said:
Did the undead orc get done?

I could try to do it with some skin edits...
Go for it :D
 

Belmont

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Re: [WIP]/[REQ] Models we need

This is what I got - it's not the best thing ever, I admit that, but if Thothie thinks it works or any skinner wants it to play with it, just send me a PM and I'll send you the textures.

udorcfx2.jpg
 

Thothie

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Re: [WIP]/[REQ] Models we need

I'd run the smudge brush at full strength around and twist his face up (insomuch as you can without violating the model structure) - make his face sag more. Maybe clone brush away one of the tusks... And run some stitches across his chest and back. Maybe slash some blood on the loin cloth. (Lady X décor tip: everything looks better with blood splashed on it.)
 

Belmont

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Re: [WIP]/[REQ] Models we need

I tried most of that and failed quite badly, I must get my hands on photoshop again and re-learn it or I'm stuck doing simple stuff like this >_<.

I hope another skinner like Sabre (hint hint) wants to help with this.
 
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