[mreq] Skulk Mouth

GrimmGrimm Join Date: 2003-04-13 Member: 15448Members
I was wondering if anyone can make the Skulk mouth parts (when you are a Skulk) more narrow, I'd like to change from the current one for two reasons:

1. I noticed that, in first person, the current view is very wide, but when you look at other Skulks, their mouth appears to be pointed more.

2. I had tried out an Aliens Runner mouth model that came with the Skulk/Runner replacement model, and I subconsciously started trying to get the Marines (or whatever I was attacking) in the center of my screen, where the Runner teeth were.

Now that I'm past that whole "lets change all the NS models to other random stuff" phase, I'd like to continue with normal NS models, with a few models that fit NS but are still custom models (Maus' res tower, for example).

Comments

  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    I dunno, I think people will put that in with the "translucent blobby aliens" from the other thread.

    It's apparently close to hacking if you change models to accurately reflect things.

    Sidenote: I agree that certain amounts of the screen SHOULD be blocked when you're using certain things, but thats a different subject.
  • GrimmGrimm Join Date: 2003-04-13 Member: 15448Members
    Oh yea, I forgot that they kinda want the screen to be obscured when we run around and attack...

    Well shoot, that might blow my whole idea out of the water...
  • s3xy_korean_bois3xy_korean_boi Join Date: 2003-05-21 Member: 16551Members
    edited September 2003
    but the thing is, doesn't the skulk have eyes on its head not in its mouth, and ( i knoe everyones arguing this but still) why is it considered cheating? its not, becasue the marines get a full view and we don't its just stupid. with the fade you only see its claws tahts acceptable but for skulk to have these jaws in your face just makes it look wierd
  • nthngnsdnthngnsd Join Date: 2003-07-26 Member: 18442Members
    i know someone who's replaced those teeth by a null-model and no one ever complained
  • LordLestatLordLestat Join Date: 2003-06-03 Member: 16976Members
    you cant see Parasited targets when ye replace with null model :l

    <img src='http://w1.522.telia.com/~u52224022/skulkview.gif' border='0' alt='user posted image'>

    this is how it should look- in my opinion
  • nthngnsdnthngnsd Join Date: 2003-07-26 Member: 18442Members
    right, so actually not a null model but the original teeth model moved backwards so u dont c it anymore
    works fine
  • LordLestatLordLestat Join Date: 2003-06-03 Member: 16976Members
    Why didnt whoever modeled the teeth, modeled a nose instead moving up and down?(like in me picture)

    just a question, its not flaming..
  • Owen1Owen1 Join Date: 2003-04-13 Member: 15457Members
    that is a question with no answer (at least not 1 i can be a55ed to answer) ... same applies for lerk
  • MenixMenix Join Date: 2003-09-13 Member: 20828Members
    The problem with an above-nose model is that the bite would seem to be aimed at the lower part of the screen instead of in the middle as it is with a mouth model.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Using the default model, I just aimed for the toothy gap.

    IMHO if you get to the stage where you're wanting custom models of high quality, then you've reached a stage where you've learned where to bite/shoot things.

    Sadly I have no modelling skill. The most I could do would be to mangle the runner teeth with a reskin in more kharaa colours - but thats a rather poor and time consuming solution.
  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    Yeah take that nose but make it bigger.
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    well you see it all goes into balacing the game if you would see a nose only it woudl be way to easy to kill
  • PalmaneenPalmaneen Join Date: 2003-01-02 Member: 11727Members
    Why doesn't someone make a skulk model without eyes and a wider mouth then?
  • IcejellyIcejelly Join Date: 2003-06-10 Member: 17176Members
    Q: Was this the original concept for the skulk? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    <img src='http://www.unknownworlds.com/forums/html/avatars/avatar6.gif' border='0' alt='user posted image'>

    If so...then i finally understand why the viewpoint was from the teeth. (The whole **** head is a pair of jaws. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->)
  • DuFfY1DuFfY1 Join Date: 2003-06-06 Member: 17051Members
    edited October 2003
    If its possible in the coding to change the view models orientation, you could have the nose of the skulk rotate when you run on walls. Normally, the nose would be down the bottom-center. If you jump onto a wall and run along it, the model could rotate to match the walls position. On the roof it would be upside down. I presume this would require some tricky coding by Flayra or Max, though.

    [edit] I do not mean the actual view is rotated, just the view model [/edit]
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