POLL: item models |
by Aardappel_
on 08/19/2006 00:18, 48 messages, last message: 08/25/2006 23:59, 11286 views, last view: 05/19/2024 00:39 |
|
makkE has made some new item models.
http://www.quadropolis.us/node/298
They kinda fit sauers gameplay style better, but the dcp models are nice too, as they have individual style.
Please reply to this thread only once, and answering only with a number 1, 2 or 3:
What models do you think look best for sauer?
1. makkE's new models
2. dcp's current models
3. metlslime's original models for Cube
|
|
Board Index
|
|
#9: . |
by kurtis84
on 08/19/2006 05:21
|
|
1
reply to this message
|
|
#10: .. |
by pushplay
on 08/19/2006 05:21
|
|
1, easily
As much as I like dcp's work I always thought they lacked the raw functionality of the originals.
reply to this message
|
|
#11: .. |
by makkE
on 08/19/2006 10:22
|
|
Here´s some more shots for those who don´t have time to test:
http://makke.snieb.com/items/
reply to this message
|
|
#12: .. |
by makkE
on 08/19/2006 11:28
|
|
I figured the healthboost still needed something:
http://makke.snieb.com/healthboost_update.jpg
The file on quad has been updated with it.
reply to this message
|
|
#13: .. |
by Passa
on 08/19/2006 11:35
|
|
ONE!
ONEONEONEONEONEONEONE!!1!!11!
dcp's models are starting to look aged compared to the nicer graphics coming into Sauerbraten, especially along side the bumpmaps, they look rudiculous (as does water..)
If you keep dcp's models I'll just use the new ones anyway so gnaa :)
I had to think about the heath though.. but after thinking about it I had to agree that the new heath models suit the newer ammo ones as well.
This is a step in the right direction :)
Good job makkE
reply to this message
|
|
#14: my vote |
by CCmachine_firefox2
on 08/19/2006 11:49
|
|
1)... 3) were nice but 1 is an improved version of the classic ones, and i've never really got used to 2).
also one thing thats always bothered me in sauer that always wasn't in cube.. rockets and bullets being able to hit models... in cube if you shot some ammo you would hit the ammo, not the geometry behind it.
Also, maybe we could get projectiles to be teleported when hey collide with a teleport?
reply to this message
|
|
#15: Re: my vote |
by Passa
on 08/19/2006 12:01, refers to #14
|
|
"Also, maybe we could get projectiles to be teleported when hey collide with a teleport?"
Ick, I would think that would require alot of work, its more complex than teleporting a player. And unfortunately its more of a novelty (can't see it adding to the gameplay or anything.)
reply to this message
|
|
#16: Vote |
by Acieeed@newpc
on 08/19/2006 16:48
|
|
1 for ammo and health, i like to see an
improved version of metlslime's old
chaingun model ;)
reply to this message
|
|
#17: .. |
by marcpullen
on 08/19/2006 16:55
|
|
1 - new models
reply to this message
|
|
#18: damn! |
by Acieeed@newpc
on 08/19/2006 17:00, refers to #16
|
|
Damn!
the old chaingun was made by DarthVim not by metlslime.
reply to this message
|
|
#19: ok |
by Aardappel_
on 08/19/2006 18:43
|
|
I think we have a large majority for 1 - they will be added for the next release.
I have seen some people doubt about the new health models, they are nice and iconic like the original ones, but not very refined. I think the change makkE made is a good improvement, but maybe you can do more in that theme, i.e. do metal bolts/rim also along the circle? Could you do something similar (but more subtle) for the normal health?
put tiny bits of rust on here and there? anything to make the texture help the model look more well defined, and emphasize its geometry.
reply to this message
|
|
#20: .. |
by makkE
on 08/19/2006 18:52
|
|
Allright I´ll see what I can do. :)
reply to this message
|
|
#21: ok |
by Aardappel_
on 08/19/2006 21:37
|
|
they are in cvs. Hurray for new items.
reply to this message
|
|
#22: .. |
by makkE
on 08/19/2006 21:50
|
|
:D
reply to this message
|
|
#23: Agreed with Aard |
by Pxtl
on 08/20/2006 06:32
|
|
Agree with Aard. The new models look nice, and I love the new megahealth compared to the old pillbottle, but the health models could use a little detail.
One thing I looked up, because I'd heard about it before: the Red Cross has been known to go after gamedevs for the use of their symbol. Crazy, I know, but the Red Cross retains exclusive global ownership of their symbol under the Geneva Convention. So you may want to consider turning the health crosses green or blue.
reply to this message
|
|
#24: Re: my vote |
by pushplay
on 08/20/2006 08:19, refers to #15
|
|
Teleporting hitscan shots wouldn't be worth while, but teleporting projectiles would be easy enough.
reply to this message
|
|
#25: WOOT |
by shadow,516
on 08/21/2006 00:27
|
|
just got back from vacation, and I must say those new ammo boxes ROCK! But one question... can we make the grenades teal to match the ammo?
reply to this message
|
|
#26: .. |
by makkE
on 08/21/2006 00:50
|
|
I thought about it too.. my problem was that I wanted the original colour coding.
If the nades were cyan, I could make the grenade launchers leds cyan too.
Btw aard I got new changes to the health, gonna email them. Also added a spec and glow to the teleport.
reply to this message
|
|
#27: Re: .. |
by shadow,516
on 08/21/2006 01:11, refers to #26
|
|
A couple suggestions about the health.
If you dont want to use the red cross's symbol, you can always use this: http://www.holtonks.net/cac/FInal%20health%20symbol.gif
It's not quite as recognizable, but it works.
And secondly, how about having the outer ring of the HB spin in the opposite direction than the inside?
reply to this message
|
|
#28: .. |
by makkE
on 08/21/2006 01:16
|
|
I can´t really do that.. that´d be better done in code ( i could hack it in via animation, make a counter movement twice as fast.. but I think it would be smoother via code) ..
Anyways I´d love that too ( been thinking how cool that would be for ages)
I don´t really see a problem with the red cross on this still "underground" project.. cube had it all the time, and noone showed up saying "don´t" :)
reply to this message
|
|
|
Board Index
|
|