Modeling

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Jonas
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Post by Jonas »

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Phasmatis
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Post by Phasmatis »

Ahhh ok thanks. :) That was quick btw heh.
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Jonas
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Post by Jonas »

Yeah I'm really bored at work these days, plenty of time for TNM :)
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Phasmatis
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Post by Phasmatis »

Ok, how's this?

I think doing the arrows in 2d would be best and I haven't done them yet as I wanted the layout to be finalised first.

Hmmm, looking at it, the elevator could do with a bit more colour like the one near the AI interface, I'll do that before I do the arrows but pretend it's redder for now. :P

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Post by Jonas »

Phas that look sgreat, I have nothing more to add. I could've done the redness for the central elevator myself in Photoshop, but if you still have a bit left to do on the image, that's cool. Let me know when it's done :)
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Expeditions: Rome
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Clandestine
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Phasmatis
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Post by Phasmatis »

http://offtopicproductions.com/thenamel ... avault.rar

Not completely happy with it but I don't think there's any other way to do it. Included in the rar is a jpg so you can have a look at it and a pcx for importing.
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Jonas
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Post by Jonas »

Wow Phas that is really good! It's about as good as it gets and I have no ideas for how it might be improved short of making it like 4 different images. It's really well done and I especially like the grey lines around the rooms that make them stand out nice and clear.
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Phasmatis
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Post by Phasmatis »

I've done a small map to test the space station.

http://www.offtopicproductions.com/then ... uptest.rar

In the map the space station is in a massive room and you are on a platform with a switch to trigger the space station.

I thought, the camera could spin round the space station for a little while, then there's an explosion and the space station is triggered. The first sequence is very short though, let me know if you want it to be longer.

Once the shuttle leaves. You can then trigger the space station again and have timed explosions where each peice breaks off.

Really the test is for timing if it needs to be longer/shorter whatever then I can adjust it to how you want it.
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Trestkon
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Post by Trestkon »

Wow, that's a ridiculously complicated and awesome looking animation/model, Phas :D

What's that first animation? It just seems a bit abrupt compared to the other explosions. I'm not up on the whole SS thing :p
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Phasmatis
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Post by Phasmatis »

The first one is where the leet core blows up I think, then the camera will cut to the docking bay and your shuttle will fly out. Then the other sequence will kick in.

Yeah I think it's a bit abrupt too, perhaps I should lengthen that sequence out a bit.
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Post by Trestkon »

Ah, I see. Don't listen to me, though, I'm not in the loop :p
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Jonas
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Post by Jonas »

I shall test this immediately upon my return home!
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Clandestine
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Jonas
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Post by Jonas »

I have tested it, and it looks really good! I agree the first one has to be slower though. Also I think you'll have to place the explosion generators (TNT, probably) because I'm not sure I can see where exactly each explosion originates from :)

Also we need an outrageously big room for this, clearly, so the fragments don't just disappear.
Jonas Wæver
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I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
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Phasmatis
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Post by Phasmatis »

The millitary bot breakdown sequences are here nothing actually breaks off so I'm not sure if they are what you wanted exactly. Because of the way it's rigged, if I move say the leg, part of the feet and hips will stretch so I've done some basic break down anims.

Breakdown 1: BreakDSide = The upper part of the robot falls to the side.
Breakdown 2: BreakDElec = The robot jerks as if it's been electrocuted.
Breakdown 3: BreakDFail = Much like the "disabled" sequence but the robot looks a little more broken.
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Jonas
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Post by Jonas »

I shall check this out immediately upon returning home!
Jonas Wæver
Chief Poking Manager of TNM

I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
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