1.1 And You
Maus
Join Date: 2002-11-03 Member: 5599Members
<div class="IPBDescription">What's going to change.</div> Ripped out of the 1.1 changelog, here are all the things which will or could be important to modellers/spritemakers:
* New weapon crosshairs
-and they look quite nice from the screenies too. Old crosshairs will still work though.
* Added heavy armor footsteps, new weapon sounds, new phase sounds
-footsteps *might* require a slightly changed skeleton, which would mean remaking models to use them. If that's the case, old models will still work fine, but they won't make footstep sounds. Weapon and phase sounds will be completely interchangeable with anything you might have already.
* Added new graphic effects for when alien structures are killed and when sentries fire
-probably means new animations added to structures. Old ones will need to be remade.
* Shrunk the sentry, offense chamber, defense chamber, sensory chamber and movement chamber slightly, to allow players to jump past them yet not intersect them too much when standing on them
-again, old structures will probably need to be remade. In this case though it's simply a matter of decompiling, changing $scale in the qc, and recompiling. Simple.
* New skulk model with a better run animation and a parasite animation (thanks Mojo!)
-Current skulks will work fine, but modellers might want to recompile to use the better anims.
* Updated the skulk view model so it doesn't obscure the screen as much when biting.
-skulk bite v_models will still work, but people might want to take the opportunity to speed them up to make gameplay easier.
* Updated LMG model to obscure the screen less. It has been moved down and the muzzle flash has been shrunk.
-current LMG replacements will still work just dandy, as will all the muzzleflash sprites people have made.
---
Not forgetting of course that with the new alien abilities, current alien attack anims may well look a little on the odd side when they don't match up to 1.1 attacks. It should simply be a case of recompiling with the new anims.
* New weapon crosshairs
-and they look quite nice from the screenies too. Old crosshairs will still work though.
* Added heavy armor footsteps, new weapon sounds, new phase sounds
-footsteps *might* require a slightly changed skeleton, which would mean remaking models to use them. If that's the case, old models will still work fine, but they won't make footstep sounds. Weapon and phase sounds will be completely interchangeable with anything you might have already.
* Added new graphic effects for when alien structures are killed and when sentries fire
-probably means new animations added to structures. Old ones will need to be remade.
* Shrunk the sentry, offense chamber, defense chamber, sensory chamber and movement chamber slightly, to allow players to jump past them yet not intersect them too much when standing on them
-again, old structures will probably need to be remade. In this case though it's simply a matter of decompiling, changing $scale in the qc, and recompiling. Simple.
* New skulk model with a better run animation and a parasite animation (thanks Mojo!)
-Current skulks will work fine, but modellers might want to recompile to use the better anims.
* Updated the skulk view model so it doesn't obscure the screen as much when biting.
-skulk bite v_models will still work, but people might want to take the opportunity to speed them up to make gameplay easier.
* Updated LMG model to obscure the screen less. It has been moved down and the muzzle flash has been shrunk.
-current LMG replacements will still work just dandy, as will all the muzzleflash sprites people have made.
---
Not forgetting of course that with the new alien abilities, current alien attack anims may well look a little on the odd side when they don't match up to 1.1 attacks. It should simply be a case of recompiling with the new anims.
Comments
and Ollj's low poly stuff
I thought that meant shrinking the hitbox or something?
tbh man, its fun learning your self, and you get a sense of satisfaction when u see a model work well in-game. i wont be that hard to compile new anims into old models, would take me about 5 mins.
---------
also, Coil or any other mod, would it be worth it making this thread sticky for the time being, for reference to modeler/anims cuz it would save people from asking, "huh? why isnt my old model working" or sumthing along those lines! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
When we see what's <i>really</i> changed after 1.1 comes out I'll no doubt write a tut or two covering the sort of simple things people could do themselves, like the $scale business.
I've already done one about popping new anims onto models, and some of the changes are just as easy to work around.
1) The chamber and sentry turret *models* are smaller. It's a visual effect only; they behave the same way in-game. If you have made replacement chambers, you don't have to make them smaller, but you may want to.
2) The more important items include things like this:
-- Marines now have 3rd-person reload animations
-- The gorge needs an attack animation for Bile Bomb. This can probably (in most cases) be the same as the Spit animation.
-- The Lerk no longer has a bite animation. He now has a Primal Scream animation.
-- The Onos has a Gore, Charge, Stomp, and Devour animation. Note that Devour consists of 3 parts: weapon ready, the attack itself, and weapon position while digesting a marine.
-- Offensive chambers now shoot spikes.
3) Sprite artists should also take note. New kill sprites are needed for Devour, O-chamber spikes, and Electricity. There are likely others as well.
All in all, I'd have to advise waiting for 1.1... trying to guess what's needed ahead of time will likely frustrate you until you can actually see each element in-game.
Probably best coil. I was just trying to set peoples' minds at ease by explaining that things probably won;t be hugely difficult to adapt for 1.1. The 3rd-person reload anims are great news though.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
bah! took you guys long nuff to implement that. its too bad that the weapon itself doesn't change (IE: the clip detaches from the weapon and then goes back when your done reloading in <i>3rd person reload</i>). Ah well, its not like any other mods have done that, but is it possible?
Scaling the models would make em float above the ground, so you'd have to change a bit more than just scaling. (I think $origin would work)
EDIT: In response To Below Post
Well, simply to put the in gear and get ready to modify their models feverishly when 2.0 is released so there is less "downtime" for custom model users. Such as, I think the new GL model is very inspired and unique, but I don't like it. I'd prefer a Black-Skinned AvP GL over it anyday.