<!--quoteo(post=1720850:date=Aug 6 2009, 01:58 AM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE (TychoCelchuuu @ Aug 6 2009, 01:58 AM) <a href="index.php?act=findpost&pid=1720850"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I didn't see a thread for this, oddly enough. <a href="http://pc.ign.com/dor/objects/904386/natural-selection-2/videos/natural2_trl_skulkreveal_8509.html" target="_blank">Check out the new Skulk</a>!<!--QuoteEnd--></div><!--QuoteEEnd--> ya nice dragon...i mean skulk...ok Looks like a baby fade / dragon mix
I really love the new skulk model. It's pretty much spot-on. Great stuff there UWE.
The walk and run cycles are really good, however I found the jump at the end a little off, as the skulk hardly moves back (or prepairs) to jump forward, and when it does it almost floats a little. Could be due to different gravity (this is scifi) however it does look a little off.
<!--quoteo(post=1720929:date=Aug 6 2009, 08:12 PM:name=Price)--><div class='quotetop'>QUOTE (Price @ Aug 6 2009, 08:12 PM) <a href="index.php?act=findpost&pid=1720929"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ya nice dragon...i mean skulk...ok Looks like a baby fade / dragon mix<!--QuoteEnd--></div><!--QuoteEEnd--> I see it as more a wolf head... *shrug*
<!--quoteo(post=1720937:date=Aug 6 2009, 08:42 PM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Aug 6 2009, 08:42 PM) <a href="index.php?act=findpost&pid=1720937"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks like they ripped of this guys idea. Check out the pointed feat. Coincidence?
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=103413&hl=\telekinesis\" target="_blank">http://www.unknownworlds.com/ns2/forums/in...lekinesis\</a><!--QuoteEnd--></div><!--QuoteEEnd--> Check out the comparison shots above... hardly a rip.
I'm fairly certain there was a video post about how they are intending to implement exactly this (camera rotation for skulk). It was a loooong time ago though.<!--QuoteEnd--></div><!--QuoteEEnd--> Be nice if they do that.. :) Perhaps a "toggle" option though, with it off by default and "elitists" can turn it on for e-peen claims :)
<!--quoteo(post=1720942:date=Aug 6 2009, 04:58 AM:name=Cereal_KillR)--><div class='quotetop'>QUOTE (Cereal_KillR @ Aug 6 2009, 04:58 AM) <a href="index.php?act=findpost&pid=1720942"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They already did in NS1, but quickly scrapped the idea as it was nauseating.<!--QuoteEnd--></div><!--QuoteEEnd--> To be more specific it was because they would have had to redo all the maps by adding some kind of hint brush around things like pipes where there would be a lot of different faces, but the video showing it working in just a plain box room the view rotation worked great.
I like it. The running animation actually looks like he could be digging his claw's into steel this time. the bite animations are fluid and quite possibly epic. hello world
My only complaint is the legs, mainly the rear ones. the animations and its bulky look would suggest it needs powerful muscles, but other than the sholders, the legs lack any real muscle definition.
<!--quoteo(post=1720946:date=Aug 6 2009, 06:32 AM:name=Frogg2)--><div class='quotetop'>QUOTE (Frogg2 @ Aug 6 2009, 06:32 AM) <a href="index.php?act=findpost&pid=1720946"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->To be more specific it was because they would have had to redo all the maps by adding some kind of hint brush around things like pipes where there would be a lot of different faces, but the video showing it working in just a plain box room the view rotation worked great.<!--QuoteEnd--></div><!--QuoteEEnd-->
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
So all the Khaara are going to be <!--coloro:purple--><span style="color:purple"><!--/coloro-->purple<!--colorc--></span><!--/colorc-->, KFDM is going to be in heaven :P
KassingerShades of greyJoin Date: 2002-02-20Member: 229Members, Constellation
edited August 2009
It looks great! Yes, it does look tougher, but also faster, especially with the neato running animation. I like the jaw, even though I wonder if it would weaken it in the real world.
Got to agree with whoever mentioned the jump/leap animation looking a bit off.
love the skulk i just hope it still feels the same as ns1. i always loved leaping through maps at extreme speeds and suprise a marine around the corner by biting him and running out of sight.
<!--quoteo(post=1720922:date=Aug 6 2009, 08:37 AM:name=barb)--><div class='quotetop'>QUOTE (barb @ Aug 6 2009, 08:37 AM) <a href="index.php?act=findpost&pid=1720922"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I love it! That is definitely a skulk to fear.
My only criticism would be that in my opinion the skulk is a bit too "tall" or whatever, I mean the body is a bit far off the ground, which I think could look weird when wall/ceiling walking. Unless of course they have different animations for that kind of movement.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yup, there's going to be separate wall/ceiling walk animations, which will have him much lower and closer to the surface that he is walking on.
Oh my.. anybody who thinks that video means the new skulk won't be as sneaky isn't looking hard enough. Specifically, look at the coloration and spine/tails of the skulk, and then look at the infestation in the corners of the video. Put a crouching skulk in that and you almost don't need cloaking because of the camouflage value alone.
The jump animation at the end is, I think, just fine -- so long as it's a jump animation and not the leap animation. If it's leap then it doesn't look like it'll leap very far, more hunching before the takeoff would be required, IMO.
<!--quoteo(post=1720984:date=Aug 6 2009, 04:53 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Aug 6 2009, 04:53 PM) <a href="index.php?act=findpost&pid=1720984"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yup, there's going to be separate wall/ceiling walk animations, which will have him much lower and closer to the surface that he is walking on.
Are they all going to be black ? I wonder how the lerk will look like. It never looked very threatening to me. I'm not very fond of the new kharaa theme , but it is consistent with the story. 1/3 old , 1/3 improved and 1/3 new indeed.
Comments
ya nice dragon...i mean skulk...ok
Looks like a baby fade / dragon mix
The walk and run cycles are really good, however I found the jump at the end a little off, as the skulk hardly moves back (or prepairs) to jump forward, and when it does it almost floats a little. Could be due to different gravity (this is scifi) however it does look a little off.
Great stuff tho. :)
Looks like a baby fade / dragon mix<!--QuoteEnd--></div><!--QuoteEEnd-->
I see it as more a wolf head... *shrug*
I can't wait to om nom nom someone with that! :D
<!--colorc--></span><!--/colorc-->
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=103413&hl=\telekinesis\" target="_blank">http://www.unknownworlds.com/ns2/forums/in...lekinesis\</a>
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=103413&hl=\telekinesis\" target="_blank">http://www.unknownworlds.com/ns2/forums/in...lekinesis\</a><!--QuoteEnd--></div><!--QuoteEEnd-->
Check out the comparison shots above... hardly a rip.
This is going to be awesome.
The lower jaw looks impractical for biting, but apart from that, this skulk looks wicked.
I'm fairly certain there was a video post about how they are intending to implement exactly this (camera rotation for skulk). It was a loooong time ago though.<!--QuoteEnd--></div><!--QuoteEEnd-->
Be nice if they do that.. :) Perhaps a "toggle" option though, with it off by default and "elitists" can turn it on for e-peen claims :)
To be more specific it was because they would have had to redo all the maps by adding some kind of hint brush around things like pipes where there would be a lot of different faces, but the video showing it working in just a plain box room the view rotation worked great.
this is win.
No it was nothing to do with that.
<img src="http://www.brywright.co.uk/downloads/files/natural-selection/customisation/FadeLookPack.gif" border="0" class="linked-image" />
Looking damn sweet btw.
Got to agree with whoever mentioned the jump/leap animation looking a bit off.
My only criticism would be that in my opinion the skulk is a bit too "tall" or whatever, I mean the body is a bit far off the ground, which I think could look weird when wall/ceiling walking. Unless of course they have different animations for that kind of movement.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yup, there's going to be separate wall/ceiling walk animations, which will have him much lower and closer to the surface that he is walking on.
--Cory
The jump animation at the end is, I think, just fine -- so long as it's a jump animation and not the leap animation. If it's leap then it doesn't look like it'll leap very far, more hunching before the takeoff would be required, IMO.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
+ immersion
I wonder how the lerk will look like. It never looked very threatening to me.
I'm not very fond of the new kharaa theme , but it is consistent with the story. 1/3 old , 1/3 improved and 1/3 new indeed.