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Methelina
Joined: Wed May 20, 2009 9:59 pm Posts: 111 Location: Megastructure
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 Re: BLAME! CC Mod [23]
New upgrade! Thx Ivan for hudge silicoid armor!  Interesting moment... Hair. I want hairs like in Soldat Game=) in Soldat script makes line of pixels with phisics like a wind or actor movement. This tech can be real in CC?
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Fri May 22, 2009 6:55 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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 Re: BLAME! CC Mod [23]
You could use glows.
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Fri May 22, 2009 7:09 pm |
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Methelina
Joined: Wed May 20, 2009 9:59 pm Posts: 111 Location: Megastructure
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 Re: BLAME! CC Mod [23]
Hmmm how?
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Fri May 22, 2009 7:51 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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 Re: BLAME! CC Mod [23]
I think the Diemos (Spelling?) federation trooper has glowing eyes.
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Fri May 22, 2009 7:53 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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 Re: BLAME! CC Mod [23]
Lizard wrote: I think the Diemos (Spelling?) federation trooper has glowing eyes. Uh, you cant do hair with that. Generally for hair I'd guess we'd need rope physics and CC doesnt have that. : / The only thing you can do is make the hair animate all the time as part of the sprite.
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Fri May 22, 2009 8:24 pm |
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Methelina
Joined: Wed May 20, 2009 9:59 pm Posts: 111 Location: Megastructure
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 Re: BLAME! CC Mod [23]
numgun wrote: Lizard wrote: I think the Diemos (Spelling?) federation trooper has glowing eyes. Uh, you cant do hair with that. Generally for hair I'd guess we'd need rope physics and CC doesnt have that. : / The only thing you can do is make the hair animate all the time as part of the sprite. Yep, i think so 2, therefore asked=( May be in new CC someone build add Rope phis? It will be realy cool and new powerfull tool for release more fantasy in mod making... Hairs, rope-bridges, hrpoons and els... P.S. Numgun, my PM came to you?
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Fri May 22, 2009 9:18 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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 Re: BLAME! CC Mod [23]
Wow. Great actors. Are they stronger than any other normal actors? As for hair, animate the head. Make the sprites, post them, and let someone do the animating for you. Basically, here's how you animate heads. Find the variable called And make that as many frames as you want to animate. And put the sprites in order, and name them all the same thing, but add these numbers to the end. Code: [filename]000.bmp [filename]001.bmp [filename]002.bmp
continue for more frames. However, this will make their hair blow for no reason whatsoever. So unless you like random anime winds in your actor's hair, I suggest you not worry about the hair.
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Fri May 22, 2009 9:19 pm |
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Methelina
Joined: Wed May 20, 2009 9:59 pm Posts: 111 Location: Megastructure
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 Re: BLAME! CC Mod [23]
Thx=) And Thx for try...  But i need long rope hairs, not anim gibs Only rope can create this 2 long ribbons for her and other same type actors 
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Fri May 22, 2009 9:31 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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 Re: BLAME! CC Mod [23]
Methelina wrote: P.S. Numgun, my PM came to you? Yup I got it, will take some time to make it. asdasd
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Fri May 22, 2009 9:39 pm |
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Methelina
Joined: Wed May 20, 2009 9:59 pm Posts: 111 Location: Megastructure
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 Re: BLAME! CC Mod [23]
=))))) XD XD XD OK master=) Im waiting your magic mastery) btw, glaive blade making for...  Im in process of her creation...
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Fri May 22, 2009 9:45 pm |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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 Re: BLAME! CC Mod [23]
Heyo, here's my version of the GBE, and the Missile Sniper from Biomega. Ah yeah, corrections: I read BLAME! and Biomega, but no NSE or Abara yet... Let's make a Kanoe actor awwight?
Attachments:
File comment: boom krakow.
Toha.rte.rar [49.76 KiB]
Downloaded 282 times
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Sat May 23, 2009 7:39 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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 Re: BLAME! CC Mod [23]
carriontrooper wrote: Heyo, here's my version of the GBE, and the Missile Sniper from Biomega. I am soo gonna perfect this gun. Right now it sure does work like it kinda should, but the particles spawn way too far and they look nasty. It'd most likely make the middle particle white with some small glow even and have the rest invisible. But the sprites, muzzle effects are really good. I wont touch those. Btw I never read BioMega but is that missile sniper really that simple? I didnt enjoy the sniper much, any ideas how to make it more interesting? Also I'll work on that blade thing for ya later this day.
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Sat May 23, 2009 9:53 am |
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Methelina
Joined: Wed May 20, 2009 9:59 pm Posts: 111 Location: Megastructure
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 Re: BLAME! CC Mod [23]
Test shots from carriontrooper`s GBE!!! Uber cheat gun=)))))) Realy Rocks ggg! Killy was here!  I think may be make sniper gun a little shorter? And more shade and details? Numgun, thx for helping with Glaive blade!-)
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Sat May 23, 2009 11:50 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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 Re: BLAME! CC Mod [23]
well numgun, it's because I modified an AAL flash for the blast. And yeah, the Missile Sniper is kinda like that, but maybe I should've toned down the reload. 3pok requested it in the requests thread long ago...
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Sat May 23, 2009 12:39 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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 Re: BLAME! CC Mod [23]
Yesterday I got somewhat iced that I didnt get much done at all. Just didnt feel like doing anything.  Although I gave it a start by respriting the Toha.rte guns and redoing the code for GBE and seperating the sprites for the glaive weapon. So far my attempt at making a more "reliable" shot for the GBE failed badly. Also after some brainstorming I though of 2 variants for the Missile Sniper; 1. Fires a really fast homing energy blast with a trail. 2. Similar blast like the AAL TIC weapon.
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Sun May 24, 2009 11:56 am |
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