Stygian Shortsword

CrazyMonkeyDude

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Morning stars are still meant more to bash than stab, so having fewer and shorter spikes would mean that you can bash, withdraw, and bash faster. Yours looks more the type to get stuck in someone and be rendered totally useless after the first swing. ;) This is especially noticeable when you show your model in the hands of a character. O_O
 

Stoned

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CrazyMonkeyDude said:
Morning stars are still meant more to bash than stab, so having fewer and shorter spikes would mean that you can bash, withdraw, and bash faster. Yours looks more the type to get stuck in someone and be rendered totally useless after the first swing. ;) This is especially noticeable when you show your model in the hands of a character. O_O

Its an video-game, doesnt have to be realistc :| but...I guess if you guys want the spikes to be shorter, I guess ill redo the spikes....again
 

Dridmar

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Stoned, you should make a regular version of it as well for low level people.
 

Stoned

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Dridje said:
Stoned, you should make a regular version of it as well for low level people.

Ill do that, make the Stygian version (the original) and make like a dull or rusty morning star. OH! REALLY BAD PUN! THE MOURNING STAR! That would be another cool mace to make :)


EDIT:

thumb-051F_4BBA5C2B.jpg

What do you think? To short? And it was easier than I thought it would be to make the spikes shorter. I still think morning stars could be used for a sharp chunks of flesh tearer and a semi-blunt mace :?
 

PBarnum

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Can you post a wire frame shot?
 

Raider666

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Stoned said:
P|Barnum said:
Done as in you took a screen shot of it in the hands of the player? Did you actually adopt any existing animations? Or did you make any of the three models that you need to for Thothie to actually put in-game with?

It has some default one handed blunt weapon animations and it is consolidated. I wont release the weapon pack in till they are all complete.

EDIT: Ok, I decided to add more spikes and change the current spikes around a bit to make it look a bit cooler but when I compile the qc file and when it gets to the reference file it says "ERROR too many normals in model "mauler_reference" did I go over the triangle count or something? Is it just a bad model for it to compile?

Stoned, seperate the head and the handle in two seperate .smd reference files.
then compile like this
$bodygroup head
{
studio "head"
}
$bodygroup handle
{
studio "handle"
}

You will nevar get that error again!
 

Stoned

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Raider666 said:
Stoned said:
P|Barnum said:
Done as in you took a screen shot of it in the hands of the player? Did you actually adopt any existing animations? Or did you make any of the three models that you need to for Thothie to actually put in-game with?

It has some default one handed blunt weapon animations and it is consolidated. I wont release the weapon pack in till they are all complete.

EDIT: Ok, I decided to add more spikes and change the current spikes around a bit to make it look a bit cooler but when I compile the qc file and when it gets to the reference file it says "ERROR too many normals in model "mauler_reference" did I go over the triangle count or something? Is it just a bad model for it to compile?

Stoned, seperate the head and the handle in two seperate .smd reference files.
then compile like this
$bodygroup head
{
studio "head"
}
$bodygroup handle
{
studio "handle"
}

You will nevar get that error again!

Thanks for the advice but im going with the other version. Sorry
 

Stoned

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I need moar reference images for the dagger! I chose this but I dont like how its turning out...

DragonFlameFantasyDagger18.jpg
 

PBarnum

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This dagger seems pretty detailed but a lot of that detail can go into the skin portion (most of the handle). The way I did the flamelick blade was by dropping vertices all over and creating faces. But you can get the same result making a box with multiple stacks.

The hard part about the blade (because the handle is hard all around), are the holes. You may just want to leave it solid for those but thats up to you.

Did you make this picture the background picture when you started modelling it? Because that would make it a whole lot easier.
 

Stoned

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P|Barnum said:
This dagger seems pretty detailed but a lot of that detail can go into the skin portion (most of the handle). The way I did the flamelick blade was by dropping vertices all over and creating faces. But you can get the same result making a box with multiple stacks.

The hard part about the blade (because the handle is hard all around), are the holes. You may just want to leave it solid for those but thats up to you.

Did you make this picture the background picture when you started modelling it? Because that would make it a whole lot easier.

Ja, I always do that when I use reference images. I was thinking about choosing a different dagger blade tho.


EDIT: HALP! Requesting all modelers..I need help.



robert-shiflett-black-fantasy-typhoon-hook-dagger.jpg


How do I make the handle? From the hilt of the handle to that smaller knife at the end.
 

Stoned

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GAWD I HATE THE HANDLE! The texture looks cool but it isnt final.



thumb-84C8_4BBD7677.jpg


ITS A TURD!




EDIT FOR GREAT JUSTICE!:

Retextured and re did the handle! Much better!

thumb-DF60_4BBD81D4.jpg
 

TheOysterHippopotami

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That looks pretty good, although I suggest you make those geometric figures more consistent or something. Or, perhaps get rid of those symbols all together and replace them with some runic looking symbols or something?
 

Stoned

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I need some help, compile errors :/ I assigned the dagger vertexes to what looked like the right joint but milkshape begs to differ. It keeps saying its assigned to the wrong joint.


illegal parent bone replacement in model "stygian_dagger_reference"
"Bip01 R Hand" has "Bip01 R Arm2", previously was "Bip01 R Forearm"

The rusty knife anims were assigned to Bip01 R Hand tho :| WTF!?
 

CrazyMonkeyDude

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did you uncheck "rename bones" when importing the reference.smd?
 

Stoned

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CrazyMonkeyDude said:
did you uncheck "rename bones" when importing the reference.smd?

Did that but I still get the same error.


EDIT FOR SAKE OF FORUMS AND THREAD!:


DAGGER IS DUN!

image-6F94_4BBEC492.jpg


onto the bow...


EDIT2: How do you make an hole? IE like this.

image-D4A3_4BBFB368.jpg
 

Raider666

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To make a hole in an existing mesh? Like you want a hole in the dagger blade?
 

Stoned

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Raider666 said:
To make a hole in an existing mesh? Like you want a hole in the dagger blade?

No, its for the next weapon.
 

Marisa

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Oh yes, a point-down blade out held dagger, that position of grip suits my style. A winner is you.
 

Stoned

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Should make this post before you all assume I gave up, im working on trying to get my grades up for school, may be a while.
 

zeus9860

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You should add that to your "Things to do" list on your signature rofl :wink:
 
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