Llamafied

OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
edited May 2003 in NS Customization
<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.
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Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited May 2003
    it all started in <a href='http://forums.voogru.com/showthread.php?threadid=3322&perpage=15&pagenumber=1' target='_blank'>this thread</a>.

    model file
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    I really doubt you'll be able to put all those shaggy bits on it while keeping a polycount small enough so people don't mind downloading and using the model from the server.
  • killer_oliekiller_olie Join Date: 2002-12-20 Member: 11209Members
    thats quite good...in a strange way
  • killer_oliekiller_olie Join Date: 2002-12-20 Member: 11209Members
    ummmm...
    <img src='http://www.killerolie.pwp.blueyonder.co.uk/screen/llama.jpg' border='0' alt='user posted image'>
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    edited May 2003
    bleeaaagh... gooorgl.... snort.. *im lamerized*

    nice model ..lol reminds me on old quake 1 and 2 days
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    i'll certainly give it a go when i get home.. which wont be untill about 6:30 eastern <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    make it brighter.
    I want a llama to laught at and not the llama of doom.
  • ChackleChackle Join Date: 2003-01-24 Member: 12672Members
    hey would that be included in the new farm yard animal set?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Im currently searching good textures for the llama model.

    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>
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited May 2003
    ok Im searching that kind of fur as unlimited wallpaper (or just 8 times as much).
    I just think it should be white because of the good NS lightning, and it should be an easy aim.
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    aww u didn't skinmesh it?? Oh well it'll look crap but whatever <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • Psycho-Kinetic_Hyper-GeekPsycho-Kinetic_Hyper-Geek Join Date: 2002-11-18 Member: 9243Banned, Constellation
    Use an alpha channel transparency on the Shaggy bits, itll make the fur look roughly 10 thousand times better.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Alpha channel transparency in models causes some visual bugs when 2 alpha chanlneled textures overlap.
    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.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    update:
    Half-done model tested.
    <img src='http://www.df5jz.de/Ollj/llamazoo.jpg' border='0' alt='user posted image'>
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    haha that looks amazing <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> it kinda looks like the mummy cause it has no eyes but its only half-done... lmao it looks so funny! god this should go in an official voogru's NSAdmin plugin as a default <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • OneEyedOneEyed Join Date: 2003-03-14 Member: 14493Members
    lol, damn great job ollj , youve done it again.
  • SickleSickle Join Date: 2003-01-02 Member: 11713Members
    wow how did you get those blue lazers? can you post them here real quick???i like them
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    post a skinmesh just for the head or just add some eyes at least. Other than that its cool <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • SylverSylver Join Date: 2003-02-12 Member: 13446Members
    edited May 2003
    1. Very nice <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    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:
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    lol!

    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-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    some vertexes had its normals inverted (they look to the inside). no idea how I made this but its fixed.
    now working on a bone system.
  • XenoHazardXenoHazard Join Date: 2003-05-05 Member: 16085Members
    Better find the original w model for the Jetpack. Hey, If somebody could spot me.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited May 2003
    skinmesh of the body finished. (not of the furry part)
    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"
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    **bump** SAVE THE LLAMAS
  • kyliegirlkyliegirl Gorge Master Australia Join Date: 2002-12-11 Member: 10586Members, Reinforced - Shadow
    hehehehe id like to see this llama ingame <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • killer_oliekiller_olie Join Date: 2002-12-20 Member: 11209Members
    ummmm good work <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->, i need to learn how to skin mesh...
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited May 2003
    <b>I have problems with putting animations together.
    ($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>
  • killer_oliekiller_olie Join Date: 2002-12-20 Member: 11209Members
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    edited May 2003
    looking up down is not a animation,thats a bonecontroller function,the regular walk run animation will be blendet with the controller.. 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..
    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 ..
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    "looking up down is not a animation,thats a bonecontroller function" - err no, not in ns.
    "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?
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