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by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12549885 views, last view: 11/05/2024 11:40 |
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#11775: .. |
by Geartrooper
on 03/06/2009 21:34
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too realistic, bad anims, bad skins. If I please one of you the rest will suffer. So screw all of ye. :D
Too realistic? Is that a complaint?
Bad anims. Bad how? How are they worse than the previous anims?
Unfinished skins. What would you do to improve them?
The difference between this set of guns and the previous set is there is a direction for the art. Some of you may understand with a single title of a movie. 'Army of Darkness'. Others may understand with the return to Doom style weapons.
At least give feedback.
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#11776: Re: .. |
by MovingTarget
on 03/06/2009 22:15, refers to #11775
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The pistol animation:
The entire hand + pistol goes backwards, neither moving relative to the other. The barrel of the gun is so much higher than the joint of the guys wrist, the barrel should move more back than the hand.
The shotgun animation:
The other guns have much more recoil... what does this gun move, an inch?!? The reload animation is cool.
The rifle animation:
I like this one, especially the reload.
The rocket launcher animation:
It goes backwards too smoothly and slowly.
The grenade launcher animation:
See above.
The chaingun animation:
Nothing wrong.
The fist animation:
Nice.
Did I miss any?
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#11777: .. |
by Julius
on 03/07/2009 00:35
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About the skins:
The chain-gun, the grenade-launcher and to a certain extent the shotgun give you the impression that they do not actually have a skin other that a solid grey texture with some noise applied.
In fact this is what I thought when I said these are obviously WIP, but a quick look at the actual texture .pngs did show me that you actually painted the skin this way.
And this simply does not work/look good in a game as a real world metal surface would have a subtle chrome like reflection which can not be rendered properly in game (yet).
To make it look good vary the lightness of the grey much more in bigger surfaces, not just at the edges sort of like this example:
http://media.teamxbox.com/games/ss/1321/1201227114.jpg
Also notice how certain parts have a more blueish hue and others (to a lesser extent) a greenish. You can also experiment with red or yellow ones.
Overall I would also say that you should break up the bleak grey look with some black "plastic" surfaces, or add some (worn off) paint, especially more towards the back/grip of the guns. The barrels can stay more or less grey like that.
Example of a real world weapon with paint applied:
http://rat-hunter.com/stories/2006/grenade-launcher/grenade-launcher.jpg
Or this one which shows both black plasics and parts painted black:
http://www.crewchiefpb.com/mega_gallery/albums/gallery/work/normal_work041.jpg
But varying the hue a bit will probably already do wonders.
Also as a general suggestion to blend the realistic weapon look with the otherwise more futuristic style, one could add little screens showing "stuff" to the weapons.
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#11778: .. |
by Julius
on 03/07/2009 00:38
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P.S.: Please consider making a nice crossbow sniper instead, as the rifle looks currently way to small, but increasing the size would make it way to long (as a real rifle actually is... impossible to run around with it like that).
Something simple with a scope like this:
http://upload.wikimedia.org/wikipedia/commons/7/76/Recurve_crossbow_with_bolts.jpg
would be perfect.
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#11779: .. |
by Julius
on 03/07/2009 00:49
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P.P.S.: A quick tutorial I found on the hue issue:
http://www.game-artist.net/forums/spotlight-articles/412-tutorial-scar-l-rifle.html
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#11780: .. |
by Julius
on 03/07/2009 01:00
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P.P.P.S.: Rendering out an ambient occlusion texture overlay will probably also work really nice.
tut:
http://donaldphan.com/tutorials/xnormal/xnormal_occ.html
with xnormal:
http://www.xnormal.net
It is also possible to "bake" ambient occlusion maps directly from Blender AFAIK.
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#11781: .. |
by Julius
on 03/07/2009 01:00
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Tut for blender here:
http://wiki.flightgear.org/index.php/Howto:_Add_smooth_(%22Ambient_Occlusion%22)_shadows_in_Blender
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#11782: .. |
by Julius
on 03/07/2009 01:01
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Just don't overdo the AO as the real lightning should still come from the engine itself ;)
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#11783: .. |
by Geartrooper
on 03/07/2009 03:09
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Ok, I'll file your suggestions...
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#11784: Message censored by administrator |
by wl;djishdkljasiohi2y834
on 03/07/2009 05:38
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#11785: .. |
by Maxime -Max of S2D- Lebled
on 03/07/2009 09:18
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A little question: will we have the new model displayed with Snout and the old, brown ones when choosing Mr. Fixit?
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#11786: Re: .. |
by eihrul
on 03/07/2009 10:18, refers to #11785
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No. The guns are the same for both, but the hands holding them are different - one set of hands for Snout X10K and one set for Mr. Fixit.
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#11787: Re: .. |
by axmaniac
on 03/07/2009 13:31, refers to #11726
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<<try setting the flip qury size to 0 ( have no clue if youcan do this in Nix) but I know it causes problems with sauer if set higher then 3 a>>
where is is option??
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#11788: Re: .. |
by Julius
on 03/07/2009 16:53, refers to #11783
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"Ok, I'll file your suggestions..."
Sounds like the typical "file & forget" :p
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#11789: Re: .. |
by SheeEttin
on 03/07/2009 18:39, refers to #11787
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Probably in /etc/X11/xorg.conf. Have you made any funky modifications in there (or, since you're using the ATI Catalyst driver, the Catalyst Control Center)?
I'd also try reinstalling the drivers. Incomplete installations have been known to cause things like this.
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#11790: Hi |
by ZANK
on 03/09/2009 02:50
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If you want to add a -k or or -s or -t or whatever, where do you add them?
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#11791: Re: Hi |
by MovingTarget
on 03/09/2009 03:00, refers to #11790
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If you're on Windows, in the batch file located in your installation directory, usually "C:\Program Files\Sauerbraten". To add them, right click on "Sauerbraten.bat" and click "Edit".
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#11792: Re: HI |
by ZANK
on 03/09/2009 03:16
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Im on a mac
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#11793: Re: HI |
by a~baby~rabbit
on 03/09/2009 03:46, refers to #11792
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for the mac, add them in the 'advanced options' field
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#11794: Re: HI |
by ZANK
on 03/09/2009 20:49
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where is that?
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