Llamafied
Ollj
our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
<div class="IPBDescription">A llama model for NS.</div> Im working on a llama model for voogrus NSAdmin plugin.
~400 polygons and fur!!!
I could need a texturer and maybe an animator....
Possible colors are Almost white- almost black, light brown and mixtures (light textures prefered).
Skinmesh should be no problem, just make the texture like you want (side views + front view for the face + mouth).
The texture for transparent fur just needs the last color plain blue (like in spraylogos) for transparency.
It should have different y-fading-speeds from 100% fur to 100% transparent.
~400 polygons and fur!!!
I could need a texturer and maybe an animator....
Possible colors are Almost white- almost black, light brown and mixtures (light textures prefered).
Skinmesh should be no problem, just make the texture like you want (side views + front view for the face + mouth).
The texture for transparent fur just needs the last color plain blue (like in spraylogos) for transparency.
It should have different y-fading-speeds from 100% fur to 100% transparent.
Comments
model file
<img src='http://www.killerolie.pwp.blueyonder.co.uk/screen/llama.jpg' border='0' alt='user posted image'>
nice model ..lol reminds me on old quake 1 and 2 days
I want a llama to laught at and not the llama of doom.
Searching for "llamas for sale" gives you TONS of llama pictures (and prices if you dont want a cheap texture) .
i havnt find what i search for but it wont be "Pacifico" one for sure: <a href='http://taylorllamas.com/Pacifico1.jpg' target='_blank'>http://taylorllamas.com/Pacifico1.jpg</a>
I just think it should be white because of the good NS lightning, and it should be an easy aim.
Its an option as long as the fur is absolutely white but i dont like to use alpha channel here because the fur already is rough.
Half-done model tested.
<img src='http://www.df5jz.de/Ollj/llamazoo.jpg' border='0' alt='user posted image'>
2. Where are the eyes?
3. Could you get rid of the floating weapon models on top of the llama's head?
4. I hope you fixed this:
now I can <b>really</b> go llama hunting <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
now working on a bone system.
If you want to texture it, here:
would be perfect if your Eyes/Ears/Legs would be in a seperate layer.
To find pics of llamas search for "llamas for sale"
($sequence)</b>
for example:
$sequence "pistol_look" "pistol_look_blend1" "pistol_look_blend2" blend XR -90 90 fps 30 loop
"pistol_look" - is the name of the sequence.
"pistol_look_blend1" - is an animation of thew souldier looking down.
"pistol_look_blend2" - is an animation of the soldier looking up.
blend XR -90 90 - blends this animations together depending on the players looking direction.
fps 30 loop - speed and behaviour of the animation.
$controller 0 "Bip01 Spine" XR -22.500000 22.500000
$controller 1 "Bip01 Spine1" XR -22.500000 22.500000
$controller 2 "Bip01 Spine2" XR -22.500000 22.500000
$controller 3 "Bip01 Spine3" XR -22.500000 22.500000
The controller' s are used for right-left looking (while circlestraving-walking forward)
<b>Now WERE THE HELL is the information that switches between walking and standing WHILE looking up or down holding an lmg?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--></b>
i think this controller is hardcodet into the character system of hl... because its the only controller that the user can contol with his mouse <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> thats like.. hey.. theres no turn animation i want the animation where the player model turns around his own axis.. no animation.. thats also hardcodet.. the turn blends with the bone controler that turns the upper body ..and when the maximum value of the controler is reached the legs just follow that spin ..
"the regular walk run animation will be blendet with the controller.. " <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->?
", the same controller that loos left or right ,can do the look up and down stuff.. just on a different axis.. the blend animations are just references to get a maximum value.. "
Jeah I played around with controllers and everytime i had more than 5 the model was bugged. NS does not use controllers to look up and down.
I cant use more than 5 contollers all over. so 3 for bending and 2 for up and down wich is ****!
using the walk animation as blend does not look quite good.
And the decompiler/compiler compiles different stuff.
Im fixing controllers and blends for 3 days now. Im definitely not the only one that ever made a model like the ns soldier that can circle strave and look in any direction smoothly.
so why does my shiot not work?