ColdHeat
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i'm pretty impressed with the newer textures. the pants look REALLY tight though. my balls hurt. 
-daemon [ daemonforge.org ]
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daemon - Posts: 63
- Joined: Wed Nov 07, 2007 11:10 pm
daemon wrote:ithe pants look REALLY tight though. my balls hurt.
Luckily they have different kind of balls and they're even more lucky they decided to not wear them
venomus wrote:you were an anorexic nudist Predator
I were? I think I am
edit:
Now it's more nudist
new stuff in it.. the hand decorations(which could have some gameplay effects) and a belt for the pockets, in case the character doesn't have pants, so they don't just float...
I wonder if it's much trouble to get all the clothing changeable...
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
cheapalert wrote:genitals on monsters?
ugh you're worse than leileilol
also: read loomis books, god those are hideous.
Loomis books are hideous? The genitals are hideous? Genitals are needed for monsters to multiply, be fruitful and fill the land.
I don't get jokes, jokes get YOU!!
I'm serious.
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
Great work, Jim
I like the energy pistol
I like the energy pistol
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CocoT - Posts: 695
- Joined: Tue Dec 14, 2004 5:39 pm
- Location: Belly-Gum
I got inspired from some goat skull photos my brother showed me, so I gave it some horns...
It could almost have this skin as it is, but I think I'll have to redraw some parts if I'm going to use this horny noid. The horns are just having some texture, not final at all...
It could almost have this skin as it is, but I think I'll have to redraw some parts if I'm going to use this horny noid. The horns are just having some texture, not final at all...
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
Wow, I really can't wait to see more of this mod
It's also nice to see some people still working on something of that scope!
And yes, it does look better with the horns, I think.
It's also nice to see some people still working on something of that scope!
And yes, it does look better with the horns, I think.
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CocoT - Posts: 695
- Joined: Tue Dec 14, 2004 5:39 pm
- Location: Belly-Gum
I think the short term scope is a bit too big (for the school end project), but the long term scope is just the right size (for continuing it after finishing the school)...
So far I think I've designed/modelled this character some 4 months and the 5th month is starting now. It'll have babies on april.. If it's a boy, then it's name will be Aries, if it's a girl, then it's name will be April (and the Turtles will be her best friends :O )... Oh wait, they're hermaphrodites, so it's both! Arril will be the name...
Whatever, now it got a tail and alternate looking horns:
Tail with the circular horns:
The more straight horns would allow me to desing helmets much easier than the circular horns, so they'll be better if I want to have helmets...
So far I think I've designed/modelled this character some 4 months and the 5th month is starting now. It'll have babies on april.. If it's a boy, then it's name will be Aries, if it's a girl, then it's name will be April (and the Turtles will be her best friends :O )... Oh wait, they're hermaphrodites, so it's both! Arril will be the name...
Whatever, now it got a tail and alternate looking horns:
Tail with the circular horns:
The more straight horns would allow me to desing helmets much easier than the circular horns, so they'll be better if I want to have helmets...
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
Gameplay is coming along as designing it. I haven't touched any coding for some two months now. Well.. the last two months have been really busy with work. But now I gathered my spine back up and did some modelling stuff.
More about the gameplay... As I started modifying the character again, I thought I'll add a possibility for decapitating body parts. I think they'll have some regeneration ability, so they won't die instantly if they lose an arm, leg or tail. However they won't grow the part back, they'll just close the bleeding. They have developed some medical technology that will restore their decapitated body parts. Alternatively they could restore the body parts with their psionic powers, but this needs someone who is very good at using these powers.
I think this decapitating will have bigger effect on the enemies than on the players, or it could be set up in some difficulty setting menu when starting the game.
Other gameplay features.. They can climb various surfaces. I think these I would do someway with texture detection in the code to detect if the surface is climbable.
Then some cloth changing stuff. Usually clothes are for combat & temperature protection, but some clothes have some other uses too, like... "spiked boots" will make the character climb faster & on surfaces it couldn't climb before. The decapitating body part stuff will help with this feature, as I can easily hide body parts that are under some clothing.
These are some newest gameplay features I've thought of having in. Next march I need to have some playable demo thing of this, which I possibly release in public. I think it won't have all these features listed now or all other features I've planned to have.
Here's it parted in 27 parts.. the vertical shading border in the face will be fixed, but the other shading I'm not able to fix, if I want to have the decapitating action:
edit: I'm not so sure about the decapitating. I thought there would be some issues when they die and some body parts have been lost and other similar issues with animations. So maybe I'll just forget that feature... I think I'll have some locational damage gameplay features, but not as visually noticeable as this decapitation.
More about the gameplay... As I started modifying the character again, I thought I'll add a possibility for decapitating body parts. I think they'll have some regeneration ability, so they won't die instantly if they lose an arm, leg or tail. However they won't grow the part back, they'll just close the bleeding. They have developed some medical technology that will restore their decapitated body parts. Alternatively they could restore the body parts with their psionic powers, but this needs someone who is very good at using these powers.
I think this decapitating will have bigger effect on the enemies than on the players, or it could be set up in some difficulty setting menu when starting the game.
Other gameplay features.. They can climb various surfaces. I think these I would do someway with texture detection in the code to detect if the surface is climbable.
Then some cloth changing stuff. Usually clothes are for combat & temperature protection, but some clothes have some other uses too, like... "spiked boots" will make the character climb faster & on surfaces it couldn't climb before. The decapitating body part stuff will help with this feature, as I can easily hide body parts that are under some clothing.
These are some newest gameplay features I've thought of having in. Next march I need to have some playable demo thing of this, which I possibly release in public. I think it won't have all these features listed now or all other features I've planned to have.
Here's it parted in 27 parts.. the vertical shading border in the face will be fixed, but the other shading I'm not able to fix, if I want to have the decapitating action:
edit: I'm not so sure about the decapitating. I thought there would be some issues when they die and some body parts have been lost and other similar issues with animations. So maybe I'll just forget that feature... I think I'll have some locational damage gameplay features, but not as visually noticeable as this decapitation.
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
Your mod looks really cool! Keep up the good work!
You mind if I ask you some tech info? Ur using darplaces? Do you mind telling me or describing your development pipeline for your 3D models? I would really like to know what format they are in and what not, and how ur getting them into the engine...(I know this sounds similar to my previous post)
Are you using those QSG extensions for the models when coding them in QC?
You mind if I ask you some tech info? Ur using darplaces? Do you mind telling me or describing your development pipeline for your 3D models? I would really like to know what format they are in and what not, and how ur getting them into the engine...(I know this sounds similar to my previous post)
Are you using those QSG extensions for the models when coding them in QC?
....noodle...
- Zylyx_
- Posts: 111
- Joined: Wed Dec 05, 2007 6:52 pm
- Location: scotland, uk
jim: you seriously have to have the decapitation feature, it's too cool. Play AvP (the first one) and see how they did it there, they didn't have any ragdoll.
You can easily detect which bodyparts have been severed and make it play an animation depending on that. Most things wouldn't matter, like, losing any part of your arm or your head would still play the regular animation, whereas if you lose your entire upper body it would play something different for the legs alone. I'd be glad to help with any ideas or technical sides of that.
You can easily detect which bodyparts have been severed and make it play an animation depending on that. Most things wouldn't matter, like, losing any part of your arm or your head would still play the regular animation, whereas if you lose your entire upper body it would play something different for the legs alone. I'd be glad to help with any ideas or technical sides of that.
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
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