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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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Re: Templar Knights
Actually, very big. But quite good nevertheless.
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Wed Jun 23, 2010 2:37 pm |
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Ohm
Joined: Mon May 31, 2010 2:57 pm Posts: 25
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Re: Templar Knights
It is rather big, and it glitches when you look left, but I'm getting help with that elsewhere.
I'll try to implement the basic ini's today.
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Wed Jun 23, 2010 3:57 pm |
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Draxonicar
Joined: Tue Jun 22, 2010 7:42 pm Posts: 63
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Re: Templar Knights
Popping in after you posted in my thread about knights If you are going with futuristic style space knights, you CANT forget the wookie style crossbow lasers! Maybe a Halo themed energy sword would also work, but make em have lotsa energy weapons. OOH! A dropship made to look like a castle would be sweet too
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Wed Jun 23, 2010 4:22 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: Templar Knights
It just so happens that i have a (if i should say so myself) pretty nice Lua code for a melee weapon. I don't know if you've seen the sausages i've made, but the Lua could most certainly be adapted to a wide variety of melee weapons, like a sword. Things like dismemberment, instant death and swing delay are entirely possible, though i'm not quite sure about the dismemberment part if it needs to just take off a limb instead of splattering it. I'll try fiddling with it and see if i can get a decent sword or something.
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Wed Jun 23, 2010 4:35 pm |
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Ohm
Joined: Mon May 31, 2010 2:57 pm Posts: 25
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Re: Templar Knights
Yup, a gun in the shape of a crossbow is agreed upon. Also, why won't this work? They say there's a problem in the ini. This is the ini: Code: DataModule ModuleName = Templar IconFile = ContentFile Path = Templar.rte/ModuleIcon.bmp Includefile = Templar.rte/Actors/Actors.ini IncludeFile = Templar.rte/Devices/Devices.ini And actors.ini: Code: IncludeFile = Templar.rte/Actors/Knights.ini Shook wrote: It just so happens that i have a (if i should say so myself) pretty nice Lua code for a melee weapon. I don't know if you've seen the sausages i've made, but the Lua could most certainly be adapted to a wide variety of melee weapons, like a sword. Things like dismemberment, instant death and swing delay are entirely possible, though i'm not quite sure about the dismemberment part if it needs to just take off a limb instead of splattering it. I'll try fiddling with it and see if i can get a decent sword or something. If you could get dismemberment, it would be awesome.
Attachments:
Templar.rar [40.36 KiB]
Downloaded 169 times
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Wed Jun 23, 2010 4:57 pm |
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RRR1
Joined: Sun Sep 20, 2009 2:41 am Posts: 30
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Re: Templar Knights
any thoughts on baphomet?
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Wed Jun 23, 2010 6:07 pm |
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Ohm
Joined: Mon May 31, 2010 2:57 pm Posts: 25
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Re: Templar Knights
RRR1 wrote: any thoughts on baphomet? That's a good idea. I hadn't thought about evil entities. He could be the walking tank actor. (Baphomet is basically the devil/Lucifer, who was associated with the Knights when the Church turned on them.)
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Wed Jun 23, 2010 8:03 pm |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Templar Knights
Well I don't really like how you're dismissing the conversation without offering reasoned arguments, but we aren't quite at weapons yet.
I can't draw the design out first because I can't draw for ♥♥♥♥.
No one has a monopoly on a colour scheme. AAL is orange and black, and so is the SAW faction. I really don't like the white ramp in the CC palette; I'd prefer to stick to dark bluish grey (it has a good ramp).
I don't understand why you like my first helmet design the best; I completely missed the fact that the tower helms are the most iconic part of templar. It has more detail, but that is because it is 1.5x too big for CC. Your helm is exactly 2x too big, I can tell because you used the silhouette of the 2x zoom of my helm.
And guys, chill. Don't start thinking of new stuff until this is done or we'll never get anything done.
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Wed Jun 23, 2010 8:05 pm |
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Ohm
Joined: Mon May 31, 2010 2:57 pm Posts: 25
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Re: Templar Knights
I know, I've looked, and the white ramp isn't exactly great. However, I think we should stay true to the original colors of the Templars, which was white and red. I think it starts losing the Templar-ness as we change colors. Therefore, I want to stick to red and white.
Yeah, my helmets was way big. Fixed that though.
Also, My helmet, which I will attach, is made from the tower shape.
Attachments:
Helmet.bmp [1.38 KiB]
Not downloaded yet
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Wed Jun 23, 2010 9:30 pm |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Templar Knights
I do believe it is their clothing which was white, not their helmets. You would be hard pressed to find a picture of a Templar with a white and red helm.
I'm sorry but this still waaay too big. This is bigger than my original helm, which I mentioned was at least 50% too large. If you don't like what I've done, suggest and I'll change it. If you want to improve at spriting, don't work off my helmet sprites, try editing simple vanilla stuff, like a 'lition shotty or something.
Haven't got much more done lately, sorry. Been going to nerd parties and junk.
Edit: I know it seems like I'm disagreeing with you on every single thing, but I am trying to help you.
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Thu Jun 24, 2010 6:16 am |
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Draxonicar
Joined: Tue Jun 22, 2010 7:42 pm Posts: 63
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Re: Templar Knights
Contrary wrote: I do believe it is their clothing which was white, not their helmets. You would be hard pressed to find a picture of a Templar with a white and red helm.
I'm sorry but this still waaay too big. This is bigger than my original helm, which I mentioned was at least 50% too large. If you don't like what I've done, suggest and I'll change it. If you want to improve at spriting, don't work off my helmet sprites, try editing simple vanilla stuff, like a 'lition shotty or something.
Haven't got much more done lately, sorry. Been going to nerd parties and junk.
Edit: I know it seems like I'm disagreeing with you on every single thing, but I am trying to help you. Your name IS Contrary >_>
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Thu Jun 24, 2010 6:58 pm |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Templar Knights
I guess names are powerful. Anyways, since pics are worth a lot of words, here's a doodle mockup of what I have in mind for the design. I'd probably have it done by now, but I don't want to resprite twenty limbs and then have people (mainly you, Ohm) not like it. I'm also thinking about having the gloves in brown, and/or up to the elbow. Maybe some gold or red in the arms or legs, too. Edit: The torso is kind of at a bad angle, I have some skinnier ones that don't look as good but will probably be more fitting for the game.
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Thu Jun 24, 2010 7:07 pm |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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Re: Templar Knights
I like this post, and the idea of future templars and don't worry about spriting areku, I'll help ya.
Attachments:
File comment: In CC pallete.
templarians.bmp [4.36 KiB]
Not downloaded yet
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Fri Jun 25, 2010 2:40 pm |
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