I made a request for this model to be updated. <i>For the love of god</i>, don't mess up with the animations. The model looks damn nice atm, but I've seen too many models go down the tubes (imo) to bad animation. Seriously, if you want a super-critique of your animations for the final package, send me an avi or the model itself and I'll tell you <b>exactly</b> what it needs, if anything. Good looking job so far; If the anims turn out good, I'll definately be using this. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Hell, im my own worse critic so i don't need any exterior opinions <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Don't worry guys. You're in good hands! It's gonna be good.
<!--QuoteBegin--BlackPanther+Apr 3 2003, 03:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlackPanther @ Apr 3 2003, 03:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hell, im my own worse critic so i don't need any exterior opinions <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Don't worry guys. You're in good hands! It's gonna be good. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Proud of yourself?
You shoul be <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
thats one of the nicest models ive seen in a long time.. good job panther <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Btw just to let you know im the one that complained about the orginal Pulse rifle. Nice work on this one! Hope you get it skinned and working soon <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Oh yeah. im hyped up about the model myself <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Gonna start meshing it tonight
On the topic of the digital round counter, wouldnt it need 51 different skins? 50 for the bullets and 1 for empty readout? A lot of work I guess. Hope the skinning and anims go well.
That's impossible. The way this works is to create faces that just pop to the surface when certain animations play. These faces have the numbers painted on them. You would have to make 50+ faces and animations for every possible number readout. And then you'd have to change the code so that it plays the right animation after a certain number of bullets have been fired. If you're confused, look at the DoD machine guns and how they show the last few bullets going into the gun.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That's impossible. The way this works is to create faces that just pop to the surface when certain animations play. These faces have the numbers painted on them. You would have to make 50+ faces and animations for every possible number readout. And then you'd have to change the code so that it plays the right animation after a certain number of bullets have been fired. If you're confused, look at the DoD machine guns and how they show the last few bullets going into the gun. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
There are several ways to do it actually. Day of defeat did it with animations. For example, the .30 cal MG has 8 different anims for every number of bullets on the side of the gun is seen for when the gun is deployed, reloaded, idle, and holding it. They just played the right animation at the right time, and there are only 8, because you can only see 8 bullets on screen when you have more then 8.. so that one plays over and over until you're down to 7 bullets. But there is always 8 bullets on the model. They just go to the other side of the gun and you cant see them... it just moves the ammo chain little by little.
The other way to do it, is with sub-models. Sub-models are parts of the gun which can be switched to visible and invisible. So they could have done it by playing just 1 animation for idle, reload..etc, but switch the bullets "on and off". This is the best way to do it since it uses less animations and textures.
The 3rd way to do it, is with sub-skins. Like sub-models, those switch on and off the different skins a part of the gun can have.
*sniff* *Sniff* Whats that i smell? Sure aint onos poop thats for sure. Pure l33tness is in the air! And its coming in the form of a NS pulse rifle skin! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
I just finished the sound... oh god does it rock. When you hear it, you just want to keep firing with an evil smile and scream "AAAAAAAAAAAAAAAAAAAAAAAAAAAH!"
nice thought, but having them as separate groups doesn't change the end-value for on-screen polys- what slows the engine is the amound of polies ON SCREEN, not in the model itself.
<!--QuoteBegin--Sushi08023+Apr 6 2003, 03:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sushi08023 @ Apr 6 2003, 03:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> you dont have to raise the polycount by having the hands and gun in 1 reference. have the gun in 1 submodel and have the hands on another.
Saves lots of polies.
Nice job BP.
(if u dont remember, its me, Sushi, from the Svencoop Forums) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Yeah.... i would of though you knew that Sushi... since you're a pretty big modeling figure in the Sven Coop forum. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<!--QuoteBegin--Sushi08023+Apr 6 2003, 02:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sushi08023 @ Apr 6 2003, 02:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> you dont have to raise the polycount by having the hands and gun in 1 reference. have the gun in 1 submodel and have the hands on another.
Saves lots of polies. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> but it still has the same effect on the running on the game <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
i like it, for the animation you should make an animation of the marine player "cocking" the grenade launcher. I know that's not a grenade launcher but i just thought id be cool <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
Comments
I made a request for this model to be updated. <i>For the love of god</i>, don't mess up with the animations. The model looks damn nice atm, but I've seen too many models go down the tubes (imo) to bad animation. Seriously, if you want a super-critique of your animations for the final package, send me an avi or the model itself and I'll tell you <b>exactly</b> what it needs, if anything. Good looking job so far; If the anims turn out good, I'll definately be using this. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Don't worry guys.
You're in good hands!
It's gonna be good.
Don't worry guys.
You're in good hands!
It's gonna be good. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Proud of yourself?
You shoul be <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
im hyped up about the model myself <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Gonna start meshing it tonight
On the topic of the digital round counter, wouldnt it need 51 different skins? 50 for the bullets and 1 for empty readout? A lot of work I guess. Hope the skinning and anims go well.
That's impossible. The way this works is to create faces that just pop to the surface when certain animations play. These faces have the numbers painted on them. You would have to make 50+ faces and animations for every possible number readout. And then you'd have to change the code so that it plays the right animation after a certain number of bullets have been fired. If you're confused, look at the DoD machine guns and how they show the last few bullets going into the gun.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
There are several ways to do it actually.
Day of defeat did it with animations. For example, the .30 cal MG has 8 different anims for every number of bullets on the side of the gun is seen for when the gun is deployed, reloaded, idle, and holding it. They just played the right animation at the right time, and there are only 8, because you can only see 8 bullets on screen when you have more then 8.. so that one plays over and over until you're down to 7 bullets. But there is always 8 bullets on the model. They just go to the other side of the gun and you cant see them... it just moves the ammo chain little by little.
The other way to do it, is with sub-models. Sub-models are parts of the gun which can be switched to visible and invisible. So they could have done it by playing just 1 animation for idle, reload..etc, but switch the bullets "on and off". This is the best way to do it since it uses less animations and textures.
The 3rd way to do it, is with sub-skins. Like sub-models, those switch on and off the different skins a part of the gun can have.
Taking more time then i though it would..
When you hear it, you just want to keep firing with an evil smile and scream "AAAAAAAAAAAAAAAAAAAAAAAAAAAH!"
Saves lots of polies.
Nice job BP.
(if u dont remember, its me, Sushi, from the Svencoop Forums)
Saves lots of polies.
Nice job BP.
(if u dont remember, its me, Sushi, from the Svencoop Forums) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Yeah.... i would of though you knew that Sushi... since you're a pretty big modeling figure in the Sven Coop forum. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Saves lots of polies. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
but it still has the same effect on the running on the game <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
ETA?
ETA on skinmesh = 0d 0h 0m 0s.
... which all done! yay!
ETA on skin = no friggin idea.
Anywho... here are 2 render of the newly completed skinmesh by yours truely:
-GF