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BioShock *WIP*
http://45.55.195.193/viewtopic.php?f=1&t=16809
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Author:  iKP [ Tue Oct 13, 2009 10:48 am ]
Post subject:  BioShock *WIP*

So far, it only contains one unit. The Rosie model of the Big Daddies. He also comes with a Rivet Gun. There are a few errors in the sprites but it's FAR from done. Comments on the sprites are completely welcome. The coding isn't perfect, but I shall continue when I have time. Heres a pic...

Attachment:
Rosie WIP.png [10.71 KiB]
Not downloaded yet

As you can see, the helmet is kinda lifted way over the shoulders. I'm already working on a more game-accurate sprite.

This is the Download.
Attachment:
Bioshock.rte.zip [2.09 MiB]
Downloaded 200 times

Thanks to: A lot of people:
-Mail2345, Mind, Crazy MLC, and Grif - General Help. (Sparkle Wizards)
-Benpasko - Enthusiasm, it's been driving me to make this mod better and better.
-Lizard - Helping me with attaching via ini.
-DataRealms for an awesome game.
-2k also for an awesome game.
That was a lot of people to thank.

Sneak Preview: Future update version 1.5
-What is this...?
Attachment:
what.bmp [4 KiB]
Not downloaded yet


Will edit this post later.

Author:  Lizardheim [ Tue Oct 13, 2009 2:45 pm ]
Post subject:  Re: BioShock *WIP*

The helmet should be stuck to the body, because of the diver suit.

Author:  iKP [ Tue Oct 13, 2009 3:26 pm ]
Post subject:  Re: BioShock *WIP*

Thanks for the suggestion. I have been trying to figure out how to make the head not be able to move but still have aim angles. One idea I came up with would be make the Body.bmp include the head, and the head.bmp completely invisible. I'm not sure how people will like that, or would it even work, for the matter. So yeah. I ran out of things to say :oops: . Oh, and I need to fix some offsets.

Author:  Lizardheim [ Tue Oct 13, 2009 3:52 pm ]
Post subject:  Re: BioShock *WIP*

You make it an attachable tio the body, then you make a head for it that gibs with the attachable, maybe give the attachable a gib that spawns inside the head, and then gived the head a low gibwoundlimit, like 1.

Author:  Rawtoast [ Tue Oct 13, 2009 5:02 pm ]
Post subject:  Re: BioShock *WIP*

I don't think it would be too bad to even just make it all one sprite. Would it?

Edit: By that I meant the torso and the helmet be one sprite. The head would of course have to be on its own.

Author:  TorrentHKU [ Tue Oct 13, 2009 5:11 pm ]
Post subject:  Re: BioShock *WIP*

THE SPRITESSSS THEY BUUUURNSSSS USSSS!

Author:  gtaiiilc [ Tue Oct 13, 2009 9:02 pm ]
Post subject:  Re: BioShock *WIP*

here are a few things to take note of.
1. The prospective is off the CC actors kinda face the screen if you look at them.
2.big daddy's are well...BIG and that is not big at all.

I will give you some help, here is a link to The Bends it is a under water scene if you look at the first post you will also see a download for a actor I made for it by messing around with my deadbolt sprites to make it look like a mini big daddy.
viewtopic.php?f=24&t=13996
you can also look at my mod Ragnar's Army they should help you get the look of a big daddy down.
viewtopic.php?f=61&t=16224
feel free to edit the sprites but remember big daddy's are BIG, look at LowestFormOfWit's Heavy Dummy for what the size should be like (and the offsets for it might help to :wink: )
viewtopic.php?f=61&t=16358

Author:  p3lb0x [ Tue Oct 13, 2009 9:13 pm ]
Post subject:  Re: BioShock *WIP*

What? No, big daddies are not twice the height of normal actors, at most they're 1.3 the height and maybe 3 times the bulk. IMO they look more wide and square than a lot higher in Bioshock

Author:  iKP [ Wed Oct 14, 2009 3:22 pm ]
Post subject:  Re: BioShock *WIP*

Sorry about the FAILs in the sprite proportion. I HAVE to correct that in the next Beta Release. Might take some time, I'm pretty busy this time around. Will post again later. I has homework. I cannot has break time... :roll:

Author:  Rawtoast [ Wed Oct 14, 2009 7:31 pm ]
Post subject:  Re: BioShock *WIP*

Perhaps it would be best to just start all over.

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